User Tag List

Results 1 to 8 of 8

Thread: Lock blocks... that don't accept keys?

  1. #1
    Octorok
    Join Date
    Apr 2002
    Posts
    211
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,124
    Level
    11
    vBActivity - Bars
    Lv. Percent
    52%

    Lock blocks... that don't accept keys?

    Okay, this was originally Jiggly's idea, but I'd like to see it implemented as well. When you use a key on any lock block on the screen, all lock blocks are affected. Now, there's quite a few instances where the player may want to unlock something large, but have only a small keyhole that's a tile big. The entire object must be made of lock blocks in order to change the object (For example, a closed large chest changing to an open large chest). Now, if Link pushes anywhere against the large object, it will unlock. He should only be able to push against the keyhole to unlock the chest.

    The lockblock can be used to create locked doors in dmap types other than dungeon. It also allows you to create locked doors in places other than the center of the edges of a box room. However, there is a problem. Exibits A & B:



    Hmm... 3 tiles need to change (the top of the door, the middle section, and the bottom) so all three combos need to be lockblocks in order to change. That's fine and dandy, except that any of them can be used to unlock the door. Link walks into the top half of the "top door" combo and triggers the lockblock. Obviously not right.

    So what happens if we don't make the top and bottom lock blocks? Exibit C:



    Link unlocks the door, but it doesn't exactly look right...

    "But StarFox! Why not do what you did in the last picture, and make a trigger combo result from the unlocking of the lock block? When you step on it, the rest of the combos change!"

    Well, I suppose you could do that, but it would still look rather buggy that the middle section changes, then the edges. Besides, someone might unlock it then walk away from the door before entering it (I don't know why, but it's a possibility, and would be a bug in a quest).

    So what exactly can we do? How about create a new combo that triggers just like a lockblock, but you can't use a key on it. You'd have to find a different lockblock where a key would work to change this combo. And I believe it would have many other uses, such as the afore-mentioned large chest as well as locks to unlock doors on the other end of the screen.


    If vegetarians eat vegetables, what do humanitarians eat?

  2. #2
    Wizrobe Tygore's Avatar
    Join Date
    Apr 2001
    Age
    37
    Posts
    4,246
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    4,824
    Level
    21
    vBActivity - Bars
    Lv. Percent
    81.54%
    So you're suggsting something like Lockblock triggers? Sounds good.
    Oh, if you want it to be possesive, it's just "i-t-s"; but if you want it to be a contraction then it's "i-t-apostrophe-s"... scallawag.

  3. #3
    Patra Jigglysaint's Avatar
    Join Date
    Nov 2000
    Location
    Shady Oaks
    Age
    44
    Posts
    7,738
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,884
    Level
    26
    vBActivity - Bars
    Lv. Percent
    95.72%
    That's what I have been saying all along! We also need one that unlocks even if you don't have a key, since having an extra secret falg would come in real handy(like creating a toggle switch you just have to touch to have the door open).
    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

  4. #4
    Octorok
    Join Date
    Apr 2002
    Posts
    211
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,124
    Level
    11
    vBActivity - Bars
    Lv. Percent
    52%
    Originally posted by Jigglysaint
    That's what I have been saying all along!
    LOL. I know. I should have backed you up before. Well, I have a lot more free time now, so next time you make a good suggestion that nobody understands, I'll back you up. ;p

    Originally posted by Jigglysaint
    We also need one that unlocks even if you don't have a key, since having an extra secret falg would come in real handy(like creating a toggle switch you just have to touch to have the door open).
    This is a very good idea. It'd be a secret that's independent of the main set of secret flags.


    If vegetarians eat vegetables, what do humanitarians eat?

  5. #5
    Patra plith's Avatar
    Join Date
    Mar 2001
    Location
    Homeplace!
    Age
    37
    Posts
    5,403
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    3,082
    Level
    17
    vBActivity - Bars
    Lv. Percent
    95.55%
    In response to your current problem, what's forcing you to make the left/right doors 2x3 tiles now? Why not just 2x2?
    People who think they know everything are very irritating to those of us who do.

  6. #6
    Octorok
    Join Date
    Apr 2002
    Posts
    211
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,124
    Level
    11
    vBActivity - Bars
    Lv. Percent
    52%
    Originally posted by plith
    In response to your current problem, what's forcing you to make the left/right doors 2x3 tiles now? Why not just 2x2?
    Well, this would help the problem. It still wouldn't be the best solution, however. You can still unlock the door at strange places:


    Not the best place to unlock a door...

    This is a durastic improvement over the other having a 2x3 door, but still looks odd. Implementing a lockblock trigger would improve Link's ability to actually find the keyhole to put the key into even more.

    And this wouldn't be the only situation in which the lockblock trigger would be useful. Which is why I made this thread.


    If vegetarians eat vegetables, what do humanitarians eat?

  7. #7
    Wizrobe KJAZZ's Avatar
    Join Date
    Feb 2001
    Location
    Within the Internet
    Age
    36
    Posts
    3,348
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    3,523
    Level
    19
    vBActivity - Bars
    Lv. Percent
    3.49%
    For the switch that toggles thing, no one ever comments on my suggestion for a screen flag, that when the secret combos are activated, the shutters open. It seems as if no one even pays attention. I've often wondered if DN has even considered it, since he never replies about it..

  8. #8
    Wizrobe C-Dawg's Avatar
    Join Date
    Jan 2002
    Posts
    4,205
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    6,611
    Level
    24
    vBActivity - Bars
    Lv. Percent
    99.9%
    We're mixing purposes here.

    1) Combo changes triggered by a lock block being unlocked
    and
    2) Another secret flag system; no-key lock blocks
    and
    3) Toggle secret combos.

    Don't confuse them all with each other- they're all seperate and distinct suggestions.

    -C

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
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.
Social