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Thread: aaaaarrrrrggggghhhh!!!! # 2

  1. #11
    Wizrobe GuitarmanTim's Avatar
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    Do yourself a favour and visit zeldaclassic.com and then click on the "official ZQ tutorial" button in the left menu. It handles almost everything you need to know (exept some complicated stuff like the new enemies rule and layers)

  2. #12
    Wizrobe K-Teclis's Avatar
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    use combo animation at the combo editor.
    Nice to see you again

  3. #13
    Octorok
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    How do I animate combos? I know where the combo etitor is. But what do I do there?
    This is where my signature should be.

  4. #14
    Wizrobe C-Dawg's Avatar
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    Ok, none of the above posts was very newbie-friendly. So here goes.

    ANIMATING YOUR TILES

    First, go to Quest->Tiles. This brings you to a big ol' list of all the tiles in your Quest. Hit page up and page down to move around. Now, either rip, copy, or draw in the tiles you want your combo to animate through. Set them up in a straight line; first animation cell on the far left, next one to the right of that, and so on. If you run out of room on the far right side of the combo page, continue from the far left collumn of the next row down. Make sure it looks ok by using the arrow keys to flip through the tiles and watch the window on the bottom of the screen that shows you the currently selected tile.

    Now, go back to your main editor window. On the right hand side of the screen is your combo page. Choose the place you want to put the animated combo. Right Click on it. This will bring up the Combo Editor menu. Click the picture of the currently selected tile (a red square by default) in the Combo Editor. This will bring you to your tile page again. Scroll around and find the animation sequence you made. Select the FIRST animation cell- that is, the one on the FAR LEFT of the sequence, and hit return.

    Now, back in the Combo Editor, you'll see two words below the tile picture : One says "Frames" and the other says "Speed". Click next to Frames and enter a number equal to the number of animation cells you want your tile to flip though. (The number of cells you made back in the first step.) Under Speed, enter whatever value you want, keeping in mind that HIGHER numbers mean SLOWER speed. A value of 0 is way to fast for... well, virtually anything I've ever had to do except give the player a headache. A value of 8 is good for water effects... 20 is good for "people" animation.. and so on. Experiment.

    Hope this helps more than some of the other posts did

    -C

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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