Re: Calling all testers: Priority Suggestion Thread
just three simple (hopefully) things for now. I'll but you with more as time goes by
first, make it so maps affect all DMap types (currently, they only work for dungeons... maybe caves, but I'm not sure)
second, NPC combo. they'll trigger like chests (only from all sides), and they start playing a string. when the string finishes, the player presses A to remove the string from the screen (as well as the barrier area)
third, string backgrounds. customizable graphics that appear behind strings, and dissappear when the string is removed from the screen (they would be set up like maps. click one square, and ZQuest fills in the rest)
also, there are a few typos present. I'll see if I can find them
I've got a bunch more, but they can wait
Re: Calling all testers: Priority Suggestion Thread
One thing that I would love to see work again is Quest Templates. Although you can use them by importing the template manually, the list that pops up when a new quest is started doesn't work. I use them all the time. Since they can be inserted manually I definately wouldn't call this priority but just thought I'd mention it.
The major thing that should be implemented is correctly working Chests and NPC's, by which I mean hitting A when standing in front (for chests) or on any side (for NPC's) activates the effect (open/item or string) instead of swinging the sword. As with most of my suggestions (the few there are) I have no idea how possible or, if possible, how tough these would be to do. Just my rare 2 cents.
Re: Calling all testers: Priority Suggestion Thread
Quote:
Originally Posted by Drakmyth
The major thing that should be implemented is correctly working Chests [...]
http://www.armageddongames.net/showthread.php?t=85232
Re: Calling all testers: Priority Suggestion Thread
Yeah but I mean one's where you press A after walking up to it, not just walking up to it.
Re: Calling all testers: Priority Suggestion Thread
I suppose that could be done. It was just assumed that if someone started pushing on a treasure chest that they wanted to open it. *shrug*
Re: Calling all testers: Priority Suggestion Thread
And that's probably the case. But I figure it was done with the A button in all the other Zelda games, why not here?
Re: Calling all testers: Priority Suggestion Thread
"Scroll to Combo" Right click option in main editor.
This option scrolls the combo brush to the combo youve right clicked. This can be useful for finding combos that are near combos that are on the screen.
Re: Calling all testers: Priority Suggestion Thread
Here's my batch...
First of all... I'm sure it's been asked qutie a bit, but could the DMap count be boosted? At LEAST to 300? Many quetmakers get all tense and worried they may run out, and conservation is pretty high. I think 300 is a good safe amount, and people could probably use them more without worrying.
- Next... perhaps some option in the "Data" menu for a screen. A "Select MIDI" option that allows you to assign one of your already uploaded MIDIs to one screen. I've had many occasions where one MIDI would come in handy in one situation, but I'd need to waste a DMap for it. Even though I'm asking for more DMaps, this'd be nice if possible (And make sure the song doesn't immediately start over if you scroll to a screen or warp to one which has the same MIDI set to it. :P)
- Two new screen flags: "Items always return" and "Enemies never return". For items, it'd be really helpful in... oh say, you got some trial run of some sort. You keep fighting enemies, then come to a refill room. You can put a fairy here, but set it to always return (incase you die and must start the trial over, you can always get the fairy to recover so it's not like a "Oh shit, I just fucked myself over gettign that before" situation). I can even think of other places this'd come in handy; like game area for earning cash.
The other flag could be useful for just getting rid of certain groups of enemies on a screen rather than using a dungeon boss flag and several DMaps for this.
And... I've always meant to ask, what was the "HS Bridge" combo intended to do?
Re: Calling all testers: Priority Suggestion Thread
The "HS BRIDGE" combo is supposed to create a series of walkable combos on its way back, when you hookshot this combo and the hookshot comes back. So when the hookshot comes back to you, there will be walkable combos where the hookshot had travelled. :)
Or at least that's my recollection of it from the Oracle Series on the gameboy games. Like, you'd hookshot a pile of rope, and the rope would come back to you in the form of a wood-slated bridge. It was pretty cool actually. ;)
I doubt this'd be easy to do on its own. Considering that we can easily do this now via secret combos, I don't see much of a point.
Actually, the only thing I would think of, is that we should be able to trigger stuff when the hookshot is out, instead of being basically invincible and intangible while it's out. Perhaps a quest rule for that?
Re: Calling all testers: Priority Suggestion Thread
Quote:
Originally Posted by bigjoe
"Scroll to Combo" Right click option in main editor.
This option scrolls the combo brush to the combo youve right clicked. This can be useful for finding combos that are near combos that are on the screen.
Good idea. Just added it.