User Tag List

Page 11 of 24 FirstFirst ... 9 10 11 12 13 21 ... LastLast
Results 101 to 110 of 239

Thread: Zelda Classic 2.11 Beta 16

  1. #101
    Developer
    ZC Developer
    jman2050's Avatar
    Join Date
    Jun 2001
    Location
    Do you really need to know
    Age
    37
    Posts
    3,883
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    5,709
    Level
    23
    vBActivity - Bars
    Lv. Percent
    46.21%

    Re: Zelda Classic 2.11 Beta 16

    16c is out. We haven't fixed everything reported yet, but we're getting there.

    Also, I'm not releasing a 17 because I have something special planned for 17. An experiment if you will...
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

  2. #102
    Lynel Revfan9's Avatar
    Join Date
    Jun 2005
    Location
    In front of a screen. I never leave.
    Age
    31
    Posts
    1,160
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    3,390
    Level
    18
    vBActivity - Bars
    Lv. Percent
    71.1%

    Re: Zelda Classic 2.11 Beta 16

    Lolz. I knew about this a while ago... I like being the only one in the room knowing what is going on.

  3. #103
    Banned
    Join Date
    Apr 2003
    Age
    37
    Posts
    1,268
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    3,070
    Level
    17
    vBActivity - Bars
    Lv. Percent
    92.39%

    Re: Zelda Classic 2.11 Beta 16

    lol.. Still no Linux port, eh jman? I think it's time you resized your Windows partition and dual-booted between Linux and Windows, just so the linux ports can actually be done like they should be. *gets shot*

  4. #104
    Ultimate Prankster Lucario QDB Manager
    Just registered
    Nimono's Avatar
    Join Date
    Nov 2005
    Location
    Static Void Kingdom
    Age
    32
    Posts
    1,963
    Mentioned
    5 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    6,276
    Level
    24
    vBActivity - Bars
    Lv. Percent
    43.96%

    Re: Zelda Classic 2.11 Beta 16

    Any new features in Beta 16c? I see an "underwater wave effect" DMap flag, but... Anything else? And what bugs were fixed?

  5. #105
    Lynel Revfan9's Avatar
    Join Date
    Jun 2005
    Location
    In front of a screen. I never leave.
    Age
    31
    Posts
    1,160
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    3,390
    Level
    18
    vBActivity - Bars
    Lv. Percent
    71.1%

    Re: Zelda Classic 2.11 Beta 16

    From what I know (still downloading, 84% now), a good deal of the subscreen bugs were fixed, as well as some other things.

  6. #106
    Developer
    ZC Developer
    jman2050's Avatar
    Join Date
    Jun 2001
    Location
    Do you really need to know
    Age
    37
    Posts
    3,883
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    5,709
    Level
    23
    vBActivity - Bars
    Lv. Percent
    46.21%

    Re: Zelda Classic 2.11 Beta 16

    Oh, and before I forget... te drawing primitives have been changed around. Not all of them work though under the new format though. Rectangle, Ellipse, Circle, and Putpixel should work for sure (the new format will be in the drawing primitives topic), but I don't think the others will.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

  7. #107
    On top of the world ShadowTiger's Avatar
    Join Date
    Jun 2002
    Location
    Southeastern New York
    Posts
    12,231
    Mentioned
    31 Post(s)
    Tagged
    3 Thread(s)
    vBActivity - Stats
    Points
    29,579
    Level
    46
    vBActivity - Bars
    Lv. Percent
    60.36%
    Achievements It's over 9000!

    Re: Zelda Classic 2.11 Beta 16

    By the way, I noticed that if you export a Subscreen as code, (Into a .zss format.) and try to import it, it's expecting a .sub format. Is this a bug, of a feature of some sort?

    EDIT: Upon further experimentation, I went "Rebel" and named it not .zss but .sub. When I tried to import it, (Which it DID see in the subscreen file selection field upon choosing Import Subscreen, whereas the .zss did not appear.) it claimed to be an invalid field.

    I'll try typing in its normal name now, and see if it recognizes it. .zss files just aren't showing up at the moment.

    EDIT2: Nope. Didn't work when I typed it in manually.

  8. #108
    Developer
    ZC Developer

    Join Date
    Aug 2006
    Location
    Australia
    Age
    37
    Posts
    2,777
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    6,851
    Level
    25
    vBActivity - Bars
    Lv. Percent
    37.74%

    Re: Zelda Classic 2.11 Beta 16

    Hey guys, the new marked-up strings work. Try them out!

    Also, I'm not releasing a 17 because I have something special planned for 17. An experiment if you will...
    I think I know what you're talking about, and I just have to say: You're crazy, man! You're gonna destroy us all!

  9. #109
    Octorok
    Join Date
    Oct 2006
    Age
    47
    Posts
    116
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    969
    Level
    10
    vBActivity - Bars
    Lv. Percent
    78.93%

    Smile Re: Zelda Classic 2.11 Beta 16

    Jman, I just wanted to let you know (and everyone else too) that the script speed is MUCH better now. I've seen cases where the performance literally doubled, now that's a nice improvement :)
    Now can you tell me if the LoadNPC problem is fixed in 16c? Do DrawCombo/DrawTiles work now?

  10. #110
    Gibdo raptorscyther's Avatar
    Join Date
    Mar 2001
    Age
    37
    Posts
    563
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,187
    Level
    11
    vBActivity - Bars
    Lv. Percent
    80.23%

    Re: Zelda Classic 2.11 Beta 16

    This beta is awesome, I didnt get any crashes at all. This was after making a new enemy, mucking round with subscreens and playin with new items. I don't have a half finished quest to test on but starting a new one, no problems. Especially compared to 16b which desktop'd me frequently.
    So yeah, keep up the good work =)

    One thing though, are links jumping frames fixed at a certain number or change like everything else when you select animation type?

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