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Thread: Hookshot bridges

  1. #11
    Wizrobe C-Dawg's Avatar
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    Re: Hookshot bridges

    There.
    Is.
    A.
    Script.
    That.
    Does.
    This.
    Fine.

    Why is everyone always clamouring to add things to the engine still? I don't get it. Scripting is flawless. The player can't tell the difference. it's not like the old days, when you had to use up Dmaps and map space to simulate special effects. This is honest-to-goodness programming. What difference does it make if it's in the engine, or scripted?

  2. #12
    Is this the end?
    ZC Developer
    Saffith's Avatar
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    Re: Hookshot bridges

    Quote Originally Posted by _L_ View Post
    Oh! You returned! What great fortune.

    Is there now a hope for the resurrection of the one, the only, Hookshot Bridges?
    Why, yes.

  3. #13
    Lynel
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    Re: Hookshot bridges

    Quote Originally Posted by C-Dawg View Post
    There.
    Is.
    A.
    Script.
    That.
    Does.
    This.
    Fine.

    Why is everyone always clamouring to add things to the engine still? I don't get it. Scripting is flawless. The player can't tell the difference. it's not like the old days, when you had to use up Dmaps and map space to simulate special effects. This is honest-to-goodness programming. What difference does it make if it's in the engine, or scripted?
    Some people, like me, don't understand the first thing about scripting; even how to add them to a quest if someone else writes the script for them.

    However, I'm not one of the people who asks for new things to be added to the engine. I would learn about scripting if I wanted to, I'm just not bothering with that right now. But some people are lazy and they want new features and aren't willing to try to learn scripting. Shame on them. D:

  4. #14
    Developer
    ZC Developer

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    Re: Hookshot bridges

    Query: have you considered rewriting this script such that it reads and acts upon the location of Link's hookshot head? (You can do that now!)

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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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