User Tag List

Results 1 to 5 of 5

Thread: Something that might make Link Tile Mod easier to use...

  1. #1
    OMNOMNOM 4matsy's Avatar
    Join Date
    Apr 2000
    Age
    42
    Posts
    1,554
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    1,936
    Level
    14
    vBActivity - Bars
    Lv. Percent
    63.87%

    Something that might make Link Tile Mod easier to use...

    Put this in the beta suggestions forum since this is still relatively new to the masses...

    Link Tile Mod adds the specified numbers to tiles, sort of like bit flags. So with the current setup, you can't really bunch them together. Not even on the first 5 pages, because there are still tiles there whose purpose is hard-coded (the arrow/boomerang hit spark, Ganon's explosion, the Guys, etc). You'd likely end up inflating the quest's file size because you'd have to go waaay into the high-numbered tile pages, leaving lots of blank space...

    So here's a suggestion that would fix that: a starting location for the Link tiles. If you could specify where the original Link tiles start, you would be able to more easily group together all the Link Tile Mod tiles, since you would no longer have to work around the hard-coded-uses tiles in the first few pages...
    "Walking around naked is a health issue. Forinstance, if you walk around naked and aren't a hot woman, people like me are a threat to your health when we start shooting at you."
    -Mottzilla

  2. #2
    Wizrobe *b*'s Avatar
    Join Date
    Jul 2001
    Location
    The World
    Age
    37
    Posts
    4,491
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,204
    Level
    25
    vBActivity - Bars
    Lv. Percent
    93.57%

    Re: Something that might make Link Tile Mod easier to use...

    I think I remember DN saying something along the lines of removing the hardcoded location of Link's tiles, and allowing them to be placed anywhere. if I do remember correctly, he said that change would also come with left/right animations for Link, which would be so freaking cool

    I'll see if I can dig up that thread

  3. #3
    Lynel Dart Zaidyer's Avatar
    Join Date
    Apr 2001
    Location
    Rand McNally
    Age
    37
    Posts
    1,943
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    3,054
    Level
    17
    vBActivity - Bars
    Lv. Percent
    88.26%

    Re: Something that might make Link Tile Mod easier to use...

    Correct me if I'm wrong, but doesn't the Link Sprites dialog allow you to change the default locations for Link?
    ~Dart Zaidyer

  4. #4
    Gibdo Praethus's Avatar
    Join Date
    Apr 2002
    Age
    40
    Posts
    894
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,892
    Level
    14
    vBActivity - Bars
    Lv. Percent
    49.23%

    Re: Something that might make Link Tile Mod easier to use...

    Maybe, at some point in the future, we can make it so that no tiles are hard coded and we can decide all of their locations.
    Current Quests in Progress...
    Zelda: Eya's Song

  5. #5
    Wizrobe *b*'s Avatar
    Join Date
    Jul 2001
    Location
    The World
    Age
    37
    Posts
    4,491
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,204
    Level
    25
    vBActivity - Bars
    Lv. Percent
    93.57%

    Re: Something that might make Link Tile Mod easier to use...

    Quote Originally Posted by Dart_Zader
    Correct me if I'm wrong, but doesn't the Link Sprites dialog allow you to change the default locations for Link?
    correction; no, it dosen't. right now, it only displays what Link should looks like, and I use the word "should" loosely

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