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Thread: Variable Object Height

  1. #11
    Stegosaurus WindStrike's Avatar
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    Re: Variable Object Height

    Link has never been able to jump over solid tiles in any game with Roc items.
    Actually, in OoS... if I recall correctly, you had to jump over certain little walls. In other words, you could jump over tiles that were half-unwalkable, except these:
    xo
    ox

    Then again, it's been a while since I've played OoS, so I could be wrong.
    Creator of ZURPG, a Zelda game that's influenced by D&D and JRPGs to bring together a unique gameplay system combined with roleplaying.


  2. #12
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    ZC Developer

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    Re: Variable Object Height

    You're wrong. You must be thinking of cliff jumping.

  3. #13
    Octorok
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    Re: Variable Object Height

    There's a problem with jumping over solid combos that Link can't stand on. Namely, what happens when he lands *on* the combo?... It gets messy.

    If you land on water, that's easy. If you have the flippers, you start swimming. If you don't, then you drown.

    But what about landing on the statue? Since 2D Zelda topography has never TRULY had a Z-axis, it's not made to account for these issues. Even jumping from one level to a lower level is a different beast entirely.

    Note: I am only talking about the logical course of events that the progammers could seek to program into ZC. I'm not talking about the actual logistics of programming it. Although, it IS true that putting Link into strange situations via an ill-conceived item is much more likely to result in glitches.

    Why, take the Ladder, for instance! That item was ill-conceived, and it wasn't even a fan creation.
    ...but then, I've been eating paste all morning, so what do I know?

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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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