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Thread: Beta 11 Suggestions

  1. #11
    Keese
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    Re: Beta 11 Suggestions

    I would like to suggest something. I was working with the SFX.dat file and thought it would be a good idea to have more individualized sounds (items, rupees, hearts, fairies, rupee collection, text typing and text ending, key collection, etc.) and randomized yells for Link (ie. Slashing sword w/ randomized yelling *Minish Cap, OoT, Majora's Mask, etc.*) It's just an idea.

    Also, what about the Pegasus Boots? Don't know if that was mentioned on the To-Do list already. Just my 2 cents.

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  2. #12
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    Re: Beta 11 Suggestions

    Roc's Feather. It's a MUST on my list. That, and combos that you can jump off of, combos that you can drown in and lose some health in, and combos that you need a second pair of flippers to swim in (including Swim Conveyors!).

  3. #13
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    Re: Beta 11 Suggestions

    Quote Originally Posted by pikaguy900
    combos that you can drown in and lose some health in, and combos that you need a second pair of flippers to swim in (including Swim Conveyors!).
    I like these. Then you could have an authentic waterfall.
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    Re: Beta 11 Suggestions

    Quote Originally Posted by rocksfan13
    I like these. Then you could have an authentic waterfall.
    Yeah. I made a waterfall that you can swim up in one of my quests. I have it planned like this:
    You swim up the waterfall.
    Go in the cave at the top.
    Take a warp path.
    Go to another waterfall.

  5. #15
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    Re: Beta 11 Suggestions

    first: make flags to accompany the block projectile combos. there's certainly going to be a lot of combos used if people are going to make puzzles using this

    second: create directional barriers for the block projectile combos/flags. like, you can throw a boomerang off the top of a cliff facing north, however you couldn't throw it at the cliff from the ground below.

    third: have an option to disable tile modification notices when moving/copying tiles in the editor

    fourth: maybe begin work on making enemies larger, using 2x2 or 3x3 tile blocks, instead of having Link tower over a Moblin

    fifth: fix the Z3 Link positioning to fit in a 2x2 tile block, with no pixels cut off

    sixth: make new weapon animations to fit the Z3 style Link (where the sword, hammer, wand, ect... appears)

  6. #16
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    Re: Beta 11 Suggestions

    Inherent under combos (thanks to idontknow for this idea):

    They take less priority than Under Combos and Secret Combos, they are self-explainatory.

  7. #17
    Wizrobe Tygore's Avatar
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    Re: Beta 11 Suggestions

    Quote Originally Posted by pikaguy900
    combos that you can drown in and lose some health in
    I think it should be a quest rule, actually. "Open Water" or something like that. Makes all water combos act like all the other games with the flippers: if you go in water, you drown and reappear next to it at a small loss of health. Once you get the flippers, you can swim. Maybe even a Flippers2/Deep Water combo while we're at it (see Oracle of Ages & the Mermaid Suit).
    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.

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    Re: Beta 11 Suggestions

    Quote Originally Posted by Tygore
    I think it should be a quest rule, actually. "Open Water" or something like that. Makes all water combos act like all the other games with the flippers: if you go in water, you drown and reappear next to it at a small loss of health. Once you get the flippers, you can swim. Maybe even a Flippers2/Deep Water combo while we're at it (see Oracle of Ages & the Mermaid Suit).
    I suggested that at the main ZC forums, you know. Of course, that "Open Water" rule should be split into TWO rules: Drown in Water w/out Flippers and Drown (Damage 1/2). Maybe it could be a combo or screen flag, since there shouldn't be two seperate flags for the same thing. Just remember: If you drown in ALttP, you don't lose health. That's only in Oracles an Link's Awakening (I'm not sure about LA).

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    Re: Beta 11 Suggestions

    1- Screen specific Palettes

    2- Press A to warp combo (Which should work after a string ends, and not when it's being spoken, fyi :o )

    3- The ability to push blocks on solid combos with the Block Hole flag on them, even if the Solid Combos rule is on.

    That's my big 3's wish list.


    Edit: Oh, and something that makes Step > Next combos change when you step on them partly, and not the whole tile only.
    Making the Linked Combos rule not work on those would be even better. (So you can make "light all tiles" puzzles)

    Edit 2: Just remembered another one.
    Trading Items.
    Basically, these are about 10 items you can't use, but they do show up in the subscreen however.
    Picking one up replaces the one you had in your inventory before, no matter which it was.
    With a bit of tricks you can make a trading sequence that way.
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  10. #20
    Wizrobe *b*'s Avatar
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    Re: Beta 11 Suggestions

    seventh: an option to draw the top half of Link's extended sprite above layer three and four, and under five and six

    eighth: fix Link's swimming animation

    [edit] UPDATE!! let's not forget my favorite suggestion

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