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Thread: Scripting Power!

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    Scripting Power!

    A series:

    Part 1: http://www.youtube.com/watch?v=NudLNcHcrcs - a feature everyone wanted finally implemented! Except not
    Part 2: http://www.youtube.com/watch?v=XAGlpcxbhsU - Really, the boss of Level 7 sucked anyhow, don't you think? Seriously lazy design there!

    I will post the scripts for each video upon posting provided that the betas they're implemented on actually exist. Since this is done on an unreleased beta, you'll have to wait a bit for the script file.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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    Re: Scripting Power!

    The arrows are very nice...


    But Z3 scrolling?!
    What?!

    How on earth did you do that?

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    Re: Scripting Power!

    It uses a few new functions for grabbing combos from other screens (look at the beta updates), and then basically just a lot of math.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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    Re: Scripting Power!

    Astounding.... if the collision detection and combo properties are working in Z3 style. It looks from your demo like they're not. More work needed?

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    Re: Scripting Power!

    In-engine collision detection isn't going to work using my method. As far as combo properties go, just off the top of my head I can think of allocating a bunch empty FFCs for that purpose by aligning them to match the current scroll position and making sure they're always situated around Link. You can always make the script take care of properties by itself of course. And don't even ask about enemies, you're going to have to make them from scratch to even have a chance.

    The bigger issue is that expanding the script further can potentially slow things below 60 FPS. We're trying to work on ways to squeeze as much performance from the scripting engine as possible. Hopefully our work won't be for nothing.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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    Re: Scripting Power!

    Can't the combo code be regiggered so that combos arn't stuck to the 16x16 grid? Or perhaps the grid itself can be moved as the map data is loaded? I dunno. Scrolling isn't cool enough to require the quest maker to re-script the entire engine from scratch.

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    Re: Scripting Power!

    That's why this is just a proof-of-concept Honestly, it's likely not worth the trouble unless you're straying far from what the engine itself is capable of. The video is merely meant to give an idea of what scripting is capable of, rather than necessarily demonstrate actual applications.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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    Re: Scripting Power!

    ...
    *stares*
    Jman...Jman, when 2.5 comes out and the feature freeze is over, any chance you could actually implement this, overcoming the limitations of scripting to affect collision and properties?

    Only...this is awesome...

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    Re: Scripting Power!

    Dang, I can't view that webpage. Could someone please tell me what happened?
    Quote Originally Posted by rock_nog View Post
    Well of course eveything's closed for Easter - don't you know of the great Easter tradition of people barricading themselves up to protect themselves from the return of Zombie Christ?


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    Re: Scripting Power!

    Z3 SCROLLING!!!
    W00T! W00T!

    That's pretty much it Russ. Theres some stuff with projectiles as well, but the lag on my computer really kept me from telling what was going on.

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