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Thread: Key Blocks making a sound when opened

  1. #11
    Patra Jigglysaint's Avatar
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    I should have told you the location in the rom to place a lock block in level 1 so you would have done it faster(but it would have to be ipsed).

    BTW, the first lock block in OOS is right after Facade on level 2, and right after that winged creature in OOA, and right before the boss key in LA.

    You are being so generous, DN. You know, after this, I really don't think I need to bother you for any idea that isn't lock block related.
    The name might be missleading, I'm not jigglypuff.


    "...A Bible! A Bible! We have got a Bible, and there cannot be any more Bible."
    Second Nephi 29:3

  2. #12
    Wizrobe KJAZZ's Avatar
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    He'll probably kill you, or code it in if you bug him after this..

    Ooh, this smoke animation thing sounds interesting actually..you could make a key fly up like in the games..or something..if this is coded in, is it possible to work with regular doors too? Or is that asking too much?

  3. #13
    Robots in Disguise
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    What I was talking about was I wanted to see what it looked like when you opened a key block so I could set the animation variables and such, not necessarily drawing the block/cloud/etc.

  4. #14
    Patra Jigglysaint's Avatar
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    ah. Basically the block for LA turns into a puff of smoke and disappears. I believe some sprites use the same sort of thing as well. What would also be cool if there was a rule of sorts that made items appear like the heart containers do in OOA/OOS, with a puff of smoke, but then again that's another suggestion for another version.
    The name might be missleading, I'm not jigglypuff.


    "...A Bible! A Bible! We have got a Bible, and there cannot be any more Bible."
    Second Nephi 29:3

  5. #15
    Wizrobe Teilyr's Avatar
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    DN, I can now get the OoA/OoS saves, if you'd like. The LA one is kind of hard to see, as the smoke puff appears underneath Link.

    Oracles might be different.. I'm playing Ages right now, and will be in level 2 as soon as I figure out these damn fairies.
    .:. .:. .:. .:. .:.

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    Wizrobe C-Dawg's Avatar
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    We dont really need a special animation for this. Just use an animated combo to make it happen.

    -C

  7. #17
    Robots in Disguise
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    I was thinking kind of the same thing. Instead of a forced third combo just for the poof animation, I was thinking if you set the unlocked combo to a cycled combo, it could go through the poof state, then switch to the unlocked state. If you walked onto a screen with an unlocked lock block, the engine would only display the last combo in the sequence.

  8. #18
    Wizrobe Teilyr's Avatar
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    Good point. *applies*
    .:. .:. .:. .:. .:.

  9. #19
    Patra Jigglysaint's Avatar
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    ah, cool. Oviously I want to further take advantage of the lock block's peremency by suggesting a combo thats similar, but doesn't take a key yet still triggers all the lock blocks on the screen. Also, a similar combo that only unlocks if a lock block was unlocked, but is unlockable any other way. Since these combos stay even in dungeons, I think this would be interesting for adding doors and such where you have to push a switch to open.

    Edit: This poof animation would not be a combo, but a sprite in the simitude of the grass and bush clipping sprites. I checked both the Oracle Series and LA, and in LA, the poof animation appears over the tile exactly like grass clippings and the Oracle games, the key goes up and disappears.

    You could have 2 more misc sprites, LA style lock blocks and Oracle style lock blocks, each that do their own thing. A combo for this would not be appropriate and it would make the game look less professional.
    The name might be missleading, I'm not jigglypuff.


    "...A Bible! A Bible! We have got a Bible, and there cannot be any more Bible."
    Second Nephi 29:3

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