Dear lord, please give us a way to make enemies of different tile sizes, e. g. 2x2, 2x1, 3x3, etc.
Quests will become much less stale once we can make more complicated enemies. Frustrating that this option is not available :angry:
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Dear lord, please give us a way to make enemies of different tile sizes, e. g. 2x2, 2x1, 3x3, etc.
Quests will become much less stale once we can make more complicated enemies. Frustrating that this option is not available :angry:
Wait until after 2.50 is finalized and released. Also, you can likely achieve it through scripting and other tactics (See Petoe's "Megaman: Dr. Wily's Revenge - Directors Cut" quest)
A screen flag that doesn't allow link to jump in certain spots would be nice, sort of like the "no enemies" flag
If there are other tactics, please let me know!
If I need to script, well, I am not sure that I can afford to invest the time it is going to take to learn how. If there is a script out there that I can simply import though, I might take a stab at that and would appreciate someone pointing me to it...
Otherwise, this should be at the top of the list for new features. If we really want original and interesting quests, we need the ability to make more interesting enemies--this would really open things up.
BTW, when I am told "scripting is the solution" it merely indicates to me where the ZQ program is deficient. I never think, "oh this works, you just have to script". I think, "Oh, the software is not built to handle this idea, it should be".
@ Freedom's jumping notion: I've had this idea before as well. I mean, doesn't it make sense that if Link can jump over a five foot wide hole, he can jump over a rock or a low fence? So rather than have him encounter an infinitely tall small rock, (Again, WTF?) we'll just have him not jump. So I thought of an idea for a script that would not let him jump if he's on a certain combo.
Not that I'm much of a scripter. But the basic premise is, is that if he's on that combo, his Z position is constantly being set to the value to which he entered it.
Or you could check Link->Equipment, and if he has the feather attached to that button cancel its input. Probably a little cleaner.
Rather than not lot him jump, I'd say just set a minimum Z value. The downside of that is that you have to attach a script to the Feather so he can jump off, since he'll technically be in midair.
Um, yes...
I think I said, and you quoted me as saying, "top of the list for new features". I'll help you with the semantics of that sentence since you had trouble with it. When I write "for new features" that means: when considering and implementing new features to the program I think that this particular feature should be given high priority. And as I am replying to a captioned quote which says, "wait until after 2.50 is finalized and released", it is clear that by saying "for new features" I am acknowledging the statement that nothing new is coming until 2.5 is finished but that after that this is what I think should be at "the top of the list". If I find the time I will draw you a diagram as well, just to make sure I am communicating clearly.
Now, all that said, I'm extremely grateful for all the effort that is going into improving ZQ and releasing 2.5, I hope that as a fan you will receive my earnest recommendations with consideration and reciprocal gratitude.
...in the future, after--after!--2.5 is complete and and running smoothly, I think that the #1 way to make quests more interesting, would be to have options for enemies of various sizes, e.g. 2x2 tile enemies.
I think I suggested this before, but anyway:
Remember how the flame sprite for the candle class can be selected? However, as while the Magic Book and Din's Fire also use the flame sprite, their flame sprite cannot be selected in the action tab and they can only use the default flame sprite as seen in this illustration below:
http://img101.imageshack.us/img101/5...ponsprites.png
Personally, I think it would make sense to assign the flame sprite to weapon slot 5 for Din's Fire and weapon slot 2 for the Magic book as seen in the illustration below, so that way, we could customize the flame sprites for Din's Fire and the Magic Book by selecting another weapon sprite from the weapons/misc section (specifically a custom flame sprite).
http://img20.imageshack.us/img20/1474/mockup2p.png
Also, remember how the candle and Din's Fire have the flag 'Don't Provide Light'? Well, on the other hand, as while the Magic book has the 'fire magic' flag, which makes wand magic burst into flames, it does not have the 'Don't Provide Light' flag.
http://img205.imageshack.us/img205/4...properties.png
Personally, I think it would be a good idea to add the 'don't provide light' flag to the Book item class, in case the 'fire magic' flag is checked. That would be flag 2 by the way.
http://img186.imageshack.us/img186/9569/mockup3.png
PS: Two of these images contains mock-ups of what I think should be done. If I had any knowledge of the code, I would do it myself... Further more, as these are post 2.5 suggestions, I have merged this and the next post into this topic.