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Thread: Zelda Classic 2.11 Beta 10

  1. #21
    Patra Jigglysaint's Avatar
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    Re: Zelda Classic 2.11 Beta 10

    Nevermind, I figured it out. X speed when it's positive, goes right, and negative goes left. Since I was setting both x and y, it was doing what it should be doing which is going diagonal.

    BTW, I don't think the linking works. If I set up one combo and have them all link to it, they don't seem to keep in sync. Still, this is a great advancement in Zquest, and finally a way for idiots(myself included) to make custom bosses.
    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."
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  2. #22
    Patra Jigglysaint's Avatar
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    Re: Zelda Classic 2.11 Beta 10

    Okay I know it's a new feature, but I've noticed some real bugs in the FF. First of all, a negative number will not make the object wrap arround the screen. Second, there are too many numbers in each box, I don't know why that's there but it looks too busy. Third, sometimes clicking on a box will delete it, and sometimes you can't update the number without deleting all those 0's first. Fourth, X accelerate is incorrectly labled as Y accerate. Fifth, linking does not seem to work properly. Sixth, when I set up 4 FF combos to make a square, when it reaches each square, the first of the 4 tiles in the object shifts slightly in the direction that is being set. While the whole object changes direction correctly, only the first object the others are linked to seems to shift a pixel. For example, if I set it so the object goes down, the first object gets shifted up by one pixel, then when it goes left, it's shifted right, and goes back to normal when it reaches it's origional position and the 4th direction marker.
    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

  3. #23
    Patra Jigglysaint's Avatar
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    Re: Zelda Classic 2.11 Beta 10

    We can now make blade traps. Now, what we need is a way to import the enemy AI into the freeform combos, and it should be able to let us create those custom bosses Vel always wanted.
    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."
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  4. #24
    Harbl punkonjunk1024's Avatar
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    Re: Zelda Classic 2.11 Beta 10

    You know what almost brings a tear to the eye?

    I ACTUALLY CANNOT KEEP UP WITH HOW FAST ALL OF THESE ARE BEING RELEASED.

    You guys freaking rule. Like, seriously.

    EDIT
    Finally read the updates...
    This makes... Dear god, I don't know how to handle this much versatility. It's almost too much. I can't wait to get home and play with this.

    41. new combos: 'Damage (8 hearts)', 'Damage (16 hearts)', and 'Damage (32 hearts)'.
    Hahahaha... Why would anyone WANT that?
    Hey, eat this snail quick

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    Patra Jigglysaint's Avatar
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    Re: Zelda Classic 2.11 Beta 10

    Actually, since damage combos can be used with FF combos, the damage 32 could be used to simulate crushing walls like that which you see in Oracle of Seasons.
    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

  6. #26
    Keese
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    Re: Zelda Classic 2.11 Beta 10

    Update on the bugs in beta 10.

    In lightworld.qst (LightWorld), I picked up a clock and the effect became permanent. It was on during the boss fight, as I picked up the second triforce piece, and even as I exited the dungeon. It was like having the clock cheat enabled, but it wasn't. If there are any cheats available for that quest, I sure don't know them. I don't think that happens in the test quest, but I think this comes up in quests made with earlier versions of ZQuest. Just a thought. I'll keep testing.

    Saria: So Link, who do you like more?
    Malon: Yeah Link...who?
    Link: I...like...you...both the same?? Hehee...

    Saria & Malon: WRONG ANSWER!

  7. #27
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    Re: Zelda Classic 2.11 Beta 10

    Updated the first post with beta 10b. Has lots of changes for only being an incremental update, but we have something special planned for 11. Some of the more obvious bugs have been fixed, but some of the obvious ones have been left in. This is everything I have up to this point.

    Just overwrite beta 10 and you should be fine.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

  8. #28
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    Re: Zelda Classic 2.11 Beta 10

    EDIT - Nothing to see here, move along. Should be fine now.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

  9. #29
    Bored Potato Nicholas Steel's Avatar
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    Re: Zelda Classic 2.11 Beta 10

    are the exe files compressed with upx?

    and awesome work yet again jman.
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  10. #30
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    Re: Zelda Classic 2.11 Beta 10

    Added Linux build of 10b
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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