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Thread: 2.11 Beta 3 Progress

  1. #41
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    Re: 2.11 Beta 3 Progress

    Quote Originally Posted by Cloral
    Not to be a downer, but I just had a thought... how would this work in a dungeon? Normally when you trigger secrets in a dungeon room and leave and come back, they've reset. Seems to me this would suffer from the same issue, meaning that such triggers could easily get out-of-sync between the various rooms.
    Well, dungeon type dmaps don't have permanent secrets anyway, and it'd probably be best to leave it that way. So I figured quest makers would just design around that little issue.

    Do note, however, that the room state tiering will also affect dungeon doors, like I said, and it will still work with lock blocks and item pickups. So secrets are really the only thing as far as dungeons are concerned (in fact, come to think of it, doing permanent secrets in dungeons wouldn't work well anyway. has to do with the code, but just take my word for it )
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

  2. #42
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    Re: 2.11 Beta 3 Progress

    This is all so amazing! The room tiering is my exact idea! I suggested it as this: "Go to screen data, type in values for the map & screen of where you want other secrets to trigger" (or something like that! :) ) I can't wait for the next full public beta!
    My Zquest Tutorial
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    Working on a quest, I swear i'll finally finish one, one of these days!

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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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