I think it'd just be preferable to add a game-wide delay as far as tiered secrets go. When a secret is triggered, any subsequent secrets are untriggerable until 5 frames later perhaps?
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I think it'd just be preferable to add a game-wide delay as far as tiered secrets go. When a secret is triggered, any subsequent secrets are untriggerable until 5 frames later perhaps?
I think a good few choices like 5F, 10F and 20F would be cool, but if I had to go with one, 5.
Or how about this - each action can only trigger secrets once. For instance, once your sword strike hits a sword flag, that sword strike would be 'used up' and you wouldn't be able to trigger any more sword flags until you swung your sword again. That would really help for spaces that can be triggered multiple times by the same action - i.e. crystal switches you can hit with your sword multiple times. If I slash a crystal switch with my sword I expect it to trigger once, and having this as a quest rule (or maybe even an outright fix) would keep the quest designer from having to think about it as they design the quest.
Perhaps I'm late to the party with this suggestion, but how about cleaning up the SPC engine and adding NSF support?
I'm sick of not being able to adjust the volume for SPCs, which are usually pretty quiet by default. And the ability to use NSFs would seriously bolster the NES quests.
SPC volume should be worked on. I think DN was doing something to that effect
And funny you should mention NSFs... come back to me in a bit ;)
As far as Link Tile editing goes, do you think you could implement a system where you can assign animation frames and speed for Link's actions, just as you would an item or combo? That way, designers would no longer be limited to just 2 or 3 frames per action. This would especially be useful to people trying to mimick "modern" Links that have about 7 or 8 frames per action.
The fact that this could potentially increase the amount of tiles involved by a whole lot (Especially with Tile Mods) would be left up to the quest author to deal with.
I'm loaded with these suggestions, and here's my latest one
darker colors for the grid in the tile editor. when working with very dark colors, it makes it almost impossible to see, or even tell the difference between the colors
Perhaps a slide bar along the left side, to the left of the tile tools. which can make the background temporarily lighter or darker? :shrug:Quote:
Originally Posted by *b*
THANK YOU! I was beginning to think I was the only on who finds it odd that we still have to use our money as projectile weapons. I mean, I guess a rupee to the eye would hurt, but still.Quote:
Originally Posted by Cloral
Seeing as I hear jman and DN are working to give Link the other side sprites and make his tiles electable, I've got some new rules and room types in mind that would be VERY nice if put in.
Both of these are activated via rules.
Link hurt tiles - This rule enables Link to flip to a tile for each direction from when he gets hurt. Basically, when hit, Link will change to this tile for about a split second and then go back to the walking tiles. These should be for each direction and seletable in the Link tiles, but will only work if the rule is enabled.
Half-circle slash - Instead of Link Stopping the sword in front of him, he pulls it all the way to his side instead giving him a wider range of attack. This also means Link will need 4 more tiles for himself - the ones when he has the sword at his side.
Fast sword - While quick sword allows the player to cancel a slash and restart at any time, fast sword does exaclty what it implies; allows the player to swing the sword quicker, rather.
Room types:
Learn half-circle slash.
Learn quick sword.
Learn fast sword.
With these room types, it can allow the player to learn these skills along the journey. :thumbsup: