If you still haven't grasped the power of FFC scripts...
...then check out this short example dungeon I wrote: http://69.25.196.251/~l/revolution.zip
Every room contains a unique scripted FFC, and sometimes more. The point is to illustrate how FFC scripts can be used to make everything from cutscenes to custom enemies to new puzzle elements.
The zip contains the unlocked quest file and all of the FFC script text files used in it. Also, the dungeon music used is "Revolutionary" by Chopin.
Re: If you still haven't grasped the power of FFC scripts...
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Just FYI,
this is one of the coolest things I've ever seen. Seriously. _L_, you've outdone yourself. ;) :thumbsup: It's simply beyond impressive in terms of fan creations. It was a surprise at every turn.
(Man, I really wanted that heart container.)
Re: If you still haven't grasped the power of FFC scripts...
Holy
Freaking
Crap
That is all I have to say
Re: If you still haven't grasped the power of FFC scripts...
Majorly impressive, man. Quite well done
Re: If you still haven't grasped the power of FFC scripts...
Wow.....
That makes a great tutorial thingy for those like me with no idea what their doing. Very very nice.
Re: If you still haven't grasped the power of FFC scripts...
Ya, that was a cool little play through.
I'm looking forward to setting down and learning this new revolution Jman whipped together, sadly it's going to be a while for me.
Your demonstration gives me something to look forward to. ;)
Re: If you still haven't grasped the power of FFC scripts...
(Potential spoilers below)
I tested this quest and managed to get myself stuck: I rode the freeform raft up a screen, past the motion-detecting spike to the right screen, got off, and walked towards the freeform rock until it got activated. I got out of the way as it destroyed my raft, went up, and recieved my key. At this point, I used the magical whirlwind to leave the dead-end and return to the first screen (and raft). However, I have no idea on how to continue from this point. I checked in the Quest file in ZQuest, but there are apparently no flags set in dmap 2. I would appreciate some tips on how to check out the other freeform scripting combos -L- created. :)
BUG: If you use the magical whirlwind (flute) from the second screen (the one with the left-right spike trap, the zoro, and what appears to be the dungeon entrance), you are whisked to the right of the screen and then it hangs - at least the two times I did so right in front of the dungeon entrance.
splatty
Re: If you still haven't grasped the power of FFC scripts...
Use the key on a bush to the right of the dungeon entrance. You can then continue.
_L_ you did a great job with this! I am very impressed. It is nice to see a live sample of exactly how powerful this FF scripting can be. Great job!
Re: If you still haven't grasped the power of FFC scripts...
Quote:
Originally Posted by erm2003
Use the key on a bush to the right of the dungeon entrance. You can then continue.
Thank you, it worked! I somehow overlooked the key shape on the bush. :)
The effects achievable with the scripting language are manifold, as -L- has shown us all brilliantly - I laughed particularly at the heart piece grab. I do have another potential bug: In the room with the moving blocks, Link recieves damage when they hit them as they fly to the other side. However, he doesn`t recieve damage if he walks through them once they have "landed". Was this intended?
I hope that the scripting language eventually gets access to more elements of the Zelda Classic core to become even more flexible and adaptable.
splatty
Re: If you still haven't grasped the power of FFC scripts...
Quote:
Originally Posted by splattergnome
I do have another potential bug: In the room with the moving blocks, Link recieves damage when they hit them as they fly to the other side. However, he doesn`t recieve damage if he walks through them once they have "landed". Was this intended?
You saw through my bluff!
My intention for that room requires solid FFCs, which aren't implemented yet. I could have faked their solidness as I did with the overworld water, but...
...ah, you know, maybe I will go ahead and put some solidifying code for those blocks in a little later.