User Tag List

Results 1 to 5 of 5

Thread: I know we're not supposed to do this but...

  1. #1
    Wizrobe
    Join Date
    Nov 2002
    Posts
    2,819
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    8,462
    Level
    27
    vBActivity - Bars
    Lv. Percent
    78.01%

    I know we're not supposed to do this but...

    ...here are some suggestions i'm in desperate need of being implemented:

    1. Water (Zora Only) combo: Basically a combo that Spawns Zoras but Link doesn't swim in it. Good for Zora-type enemies that do not actually live in Water, like Lava Zoras or Sand Zoras.

    2. "Cannot Activate Lower Level Triggers" item flag: Makes it so that an item cannot activate triggers of a lower level. For example, if you set this for the magic sword, this means that the magic sword can only trigger "magic sword" flags (and not "wooden sword" or "white sword" flags too)

    3. Custom Counters: I'm not sure if these are planned for the near future or not but these would be a counter you can add to your subscreen. Then you could make items that add to this counter (such as in ammunition) or items that take away from this counter when you use that item. This is so you can have a variety of different bombs or arrows that use seperate ammunition.

    4. Hookshot 2 Grab combo: Makes it so that only a Hookshot Item with a level # of 2 will grab onto this combo and pull Link to it. Makes an updated HS more of a requirement. If a HS of level #1 hits this combo, nothing happens.

    5. Block Hole 2 (Push->Previous) flag: Makes it so that when you push a block onto this space, it changes into the previous combo (rather than the next combo). Kind of hard to explain why this would be needed with just words but trust me, it'd allow for more unique push block puzzles. An example: You have a block that can be pushed left or right and depending on which direction you push it, it will cover either a "Push->Previous" or "Push->Next" flag, each which do different things to the block.

    6. In the enemy editor, have the misc attributes change to what they actually are for each enemy, just like the misc. attributes for the item editor.

    7. A screen flag that makes it so that if Link uses an item just before an instant timed warp, that item's sprite will stay on screen during the warp (should apply to all items). Right now using items during a custom boss seem rather buggy. For example, if you use the Hookshot during my custom boss, when Link instant warps, the Hookshot will just disappear mid-use, even if fully extended.

    8. Auto Reset Room: A combo that, when present, resets the room. The current reset room combo only resets the room when Link is standing on it. I think both have their uses. This combo would be particularly useful in that you could make it so that after you trigger secrets, a secret combo eventually cycles to the Auto Reset Room combo, which resets the secrets.

    9. Freeze (Link Only) & Auto Freeze (Link Only): Combos that, when present, Freeze Link's movement & animation (by freeze movement I mean player loses control) This would be great for custom bosses that "Stun" Link. The first freezes Link when Link stands on it. The second automatically freezes Link when it is present.
    My Zquest Tutorial
    tutorial document

    Working on a quest, I swear i'll finally finish one, one of these days!

    Status:
    --Overworld: 60% done
    --Dungeons: 0% done
    --Misc: 0% done

  2. #2
    Bored Potato Nicholas Steel's Avatar
    Join Date
    May 2005
    Age
    35
    Posts
    4,380
    Mentioned
    4 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    10,294
    Level
    30
    vBActivity - Bars
    Lv. Percent
    19.14%

    Re: I know we're not supposed to do this but...

    Excellent suggestions, I have no idea if any at all, will be implemented or are already planned for 2.50.
    Computer specifications:
    Windows 10 Pro x64 | Intel Core i7 @ 2.66GHZ | Asus P6T Motherboard | 6GB DDR3 RAM | Integrated Sound | Nvidia Geforce 560 Ti 2048MB PCI-E | Corsair AX760 Power Supply | Thermaltake Armor+ MX case

  3. #3
    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
    37.77%

    Re: I know we're not supposed to do this but...

    Quote Originally Posted by idontknow View Post
    6. In the enemy editor, have the misc attributes change to what they actually are for each enemy, just like the misc. attributes for the item editor.
    I suppose, for the sake of our future userbase, this is unavoidably necessary.

  4. #4
    Gibdo beefster09's Avatar
    Join Date
    Mar 2006
    Age
    31
    Posts
    699
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    2,710
    Level
    16
    vBActivity - Bars
    Lv. Percent
    97.5%

    Re: I know we're not supposed to do this but...

    I'd say you should only do 3 and 6. I'm a tad iffy about 6 though. How many lines of code would it take to do #3? Like 10 and a quick test? If you want V2.50 out sooner, you should hold off the other 7 until later. (most of them can actually be scripted, but it's kind of a pain to script any of them, not to mention using them.)
    Avatar: Just who the SPAAAACE do you think I am?

  5. #5
    Gibdo
    Join Date
    Mar 2004
    Age
    40
    Posts
    910
    Mentioned
    3 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    3,249
    Level
    18
    vBActivity - Bars
    Lv. Percent
    36.63%

    Re: I know we're not supposed to do this but...

    I definitely agree about #6! Nobody's is gonna know what the misc attribute number is gonna do. That's worse than scripting by hand.

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