"Use Static for Invalid Data" that needs to be renamed :/ to "Use Static for Invalid map Data" or "Use Static for blank maps"
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"Use Static for Invalid Data" that needs to be renamed :/ to "Use Static for Invalid map Data" or "Use Static for blank maps"
The cursor should stop flickering if you turn off tile animation…
They can fix the flicker with Vsync ;)
Well, there's one thing that would really be nice for Zquest in general. Tooltips describing some of the options. The ones where if you hold the mouse over an element for a few seconds, a small floating text box will appear describing what it does.
I think we wouldn't see that type of feature in zelda classic anytime soon. A feature which you can set diffrent csets on each combo row would be really really helpful and makes building quests a lot easier.
Although I'm sure a visual example would help to speed things along, but I'll take a rapid assumption and say that we already have that, but it operates on individual combos. Click the 8x8 pixel squares in the box to the right of the walkability box when editing a combo, and then set the "Alt. Cset" (Whatever it's called) on the same dialog screen to an offset for whatever the alternate cset should be.
For example, if you set the top half of the combo to use an alternate cset, and set the alternate cset to 2, then if you're operating in Cset 3, you can draw half the combo in cset 3, and that top half of the combo in cset 5. If you're drawing in Cset 2, that same combo will draw the top half of the combo in cset 4.
Actually, that code has been in ZQuest since Build 827 (June 20, 2008) but wasn't turned on. I just now turned it on for testing. It's very incomplete and needs to be tweaked/expanded. All it does right now is tell you what screen you are on if the mouse is in the map area or tell you what combo the mouse is pointing at if it is in the combo list on the right of the map area.
You wanna know what I would like to see? Favorites that actually persist cross-session in ZQuest.
Well, favorites are SUPPOSED to be stored in the quest file. I just checked and they aren't being saved. So, this is a bug I need to fix.