Re: I'm going to be re-jiggering the custom enemy system...
Either that, or include some sort of intra-ZQuest documentation for the possible values and translations of these misc entities in case people don't know to check the pinned thread to get those values.
I'm still totally in favor of that rollover help system. :p
Re: I'm going to be re-jiggering the custom enemy system...
How about a compromise...
Take the quest rules out...
but ...
Make a new dialog with buttons (matching those quest rules) that, when clicked, set the appropriate enemy flags on the appropriate enemies. That way, you can set them pretty much as you did before, or edit enemies manually.
Best of both worlds.
Also, I'm betting that if I, jman, or koopa had made the same suggestion (changing some quest rules to something else, which, by the way, has been done before), not as many people would have had a problem with it. It's just that L suggested it, so it must be bad. :rolleyes:
Re: I'm going to be re-jiggering the custom enemy system...
Well, this topic is the one that really stirred the beehive. Everyone is paranoid now due to it. :)
http://armageddongames.net/showthread.php?t=95953
Re: I'm going to be re-jiggering the custom enemy system...
Quote:
Originally Posted by
jman2050
Personally, I hate the quest rule system so anything that'll force people to stray away from that is okay in my book. I do worry about backwards-compatibility though.
I don't want to sound like a bandwagon (fillinblank) here, but jman basically said exactly what I was thinking.
The important issue isn't whether users are required to open up the enemy editor and make a small (and very simple) change. This issue is whether the requirement to do so makes it impossible to play a version 1.92 quest (for example) in the version 2.5 ZC player, without opening it up in ZQuest 2.5 to manually update it.
I don't know TOO much about programming, but it sounds like this conversion could become a big problem unless you specifically address it. So just make sure you address it when you do it, that's all.
Personally, I agree that it isn't unreasonable to ask questmakers to open the enemy editor when they want to edit the friggin' enemies. :P Just so long as it doesn't require them to mess with the confusing "Misc. Attributes" that for the most part can't be used without an attribute reference chart (in their current state, at least).
Re: I'm going to be re-jiggering the custom enemy system...
You know, whats the big deal with backwards compatability. If you want to play1.90 quests, just keep a copy of 1.90 along with 2.5.
Re: I'm going to be re-jiggering the custom enemy system...
Something I didn't realise at all until today: the Ghini 1 uses a completely different movement system to the Ghini 2.
Hence, I can merge the Ghini 1 into the Walker type, and the Ghini 2 into the Floater type (along with Keese, Keese Tribble and Peahat.)
Re: I'm going to be re-jiggering the custom enemy system...
Is the Floater type going to have most the special attributes of the walker type (Shooting, Jynxs ect?) and Do you have plans to do a Jumper Type as well?
Re: I'm going to be re-jiggering the custom enemy system...
Yeah, pretty much. Take the Walker's misc. atrributes and change misc6 to the following:
misc6: 0 = Keese, 1 = Peahat (invulnerable in flight), 2 = Ghini 2 (same as Keese, but doesn't cast shadows and "fades in" when created)
Also, the "Ghini 2 Flickers" and "Ghini 2 is Translucent" rules are departing as well - and in their wake comes two enemy flags which allow any enemy to be flickering and/or translucent.
Doublealso: if I can, I'm going to merge the Like Like with the Walkers as well. Engulfing will be another Status Effect. And yes, before you ask, a Rupee Like effect will also be possible.
Triplealso: The "Rate", "Halt Rate", "Homing" and "Step" variables are now used by the Floaters. Here's what they do:
* Rate: How often it changes direction in flight... I think. 2 for Keese, 4 for Peahats.
* Halt Rate: How long, in frames, it rests on the ground. 0 for Bats.
* Step: 5 for Keese, 8 for Bats. Influences flight speed.
* Homing: The comments call this variable "graduality". The smaller it is, the faster the floater accelerates and decelerates. 0 for Bats, 16 for Keese.
Re: I'm going to be re-jiggering the custom enemy system...
If you are going to do this, it's best to make it as error free as possible.
Such as making the boxes dropdown instead of typed in. Also have what the misc attribute does next to the number. Right now it is confusing and I hope you at least consider this.
Re: I'm going to be re-jiggering the custom enemy system...
I like the additions and changes being made. Like I usually say, though... "as long as they are stable..."
Quote:
Originally Posted by
Amaster42
You know, whats the big deal with backwards compatability. If you want to play1.90 quests, just keep a copy of 1.90 along with 2.5.
As far as the ZC player goes, it'd mostly be a big deal for the casual gamers who download ZC just to play quests. Questmakers are more willing to download and install multiple versions of ZC, for various reasons. Casual players want one version to handle all .QST files.
And I certainly hope you didn't mean to refer to ZQuest, because not being able to open older quests in ZQuest would quite piss off some questmakers... And yes, I know a handful who have quests in 1.90 because they think it's more stable.
But I dunno... the best answer is because that's what Zelda Classic does. That's what makes it "Classic."