The sfx.dat is wav sounds and they work while an mp3 is also playing, if that's what you are asking.Quote:
Originally Posted by firefly
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The sfx.dat is wav sounds and they work while an mp3 is also playing, if that's what you are asking.Quote:
Originally Posted by firefly
A way to export Combo Alliases, it would have a "*.zca" extension or something.
Yep, thanks. :)Quote:
Originally Posted by Freedom
oo, thats a thought, we need more sfx pieces, one for shallow water, one for swimming, and one for the pushing blocks sound.
What about a huge rainbow pallette for 256 mode instead of combined palettes from the tileset? That would loosen the lesser restrictions even more, and you could save colors you wanna use for later. And with a Hue, Value, and Color bar.
How about aslo, an Enemy Sprite Tile bar, in the Quest menu in SPrites, that lets you choose the tiles for an enemy? Like the new Link tile thing in the new betas.
And also, a Rule called "Link 2x2 Screens" Which lets the game follow Link for 2x2 screens, then scrolls when it hits the end. Like in Alttp. And you can set directional screen data to where you don't want it to scroll, ex: Unfinished screen.:)
I second that.Quote:
Originally Posted by xXVolvagiaXx
However, the problem is that the colors must (I'm not sure) match the pallete, I don't know if this is possible.
Quote:
Originally Posted by xXVolvagiaXx
So this would basically turn the palette into something similar to the palette that Paint gives to 256-color images? If that's the case, I'm against this one. It could use a bit better explanation.
With cheats turned on;
When you turn on no walls with F11 it also allows you to use F11 to turn it back off, but it doesn't turn clock back off, it would be nice if it did that too.
Cheats have ALWAYS worked that way, but I second that. It's annoying having to turn the clock off again myself. In fact, why does walking through walls clock you anyway? Who says you're always walking through walls AND enemies? >_>;Quote:
Originally Posted by Freedom
Yeah, it's been rather handy so far, actually. "F11" is a testing feature. If you actually gave it out to your questplayers and testers, what kind of quest designer would you be? ._o' Thus, ... definitely a testing tool. Testing difficulty and travelling from place to place quickly or bypassing errors are two different aspects of testing a beta quest.