Does #8 mean that the quest directory is no longer needed? That would certainly eliminate a lot of n00b confusion.
Does #8 mean that the quest directory is no longer needed? That would certainly eliminate a lot of n00b confusion.
Would this z-variable allow for picking up and throwing bombs and rocks, as well as the rock's feather? Or am I on the wrong page?
Link to the Past Tileset for ZC available here: http://www.filespace.org/bam200308/lttptileset2.4.zip
"Lie? Me? Never. The truth is far too much fun."
It's no longer needed, but it's still useful. If you use quests that are in the quest directory, then move the directory somewhere, simply pointing ZC at the new quest directory will fix those quests. Any quest that is not in the quest directory will have to be manually relinked if it is moved.Originally Posted by Cloral
No, you got it right..Originally Posted by Orion
19. Fixed the bug where some older quests would freeze on the starting DMap.
20. Fixed the bug where some of the enemies would be wrong in old quests.
Doesn't the BS Animation rule control Link's walking style? What's the point of adding an option to change it? Do you plan on allowing more options that way or something?
Hey, great!20. Fixed the bug where some of the enemies would be wrong in old quests.
As far as adding Z height to sprites, perhaps one of the first things you could try it out on is an "Items fall when dropped" quest rule. So when you kill something and it drops an item, the item will launch into the air a little bit, then fall to the ground and bounce a couple times, like later Zelda games. A new shadow sprite would probably have to be made though.
~Dart Zaidyer
It used to. But it was moved to Init Data a somewhere in 1.93, I think, but no way to change it was added. So, older quests have this value converted automatically. But there wasn't a way to change it (or set it) in new quests.Originally Posted by Dart_Zader
And the idea about falling items sounds good. I'll look into it.
Hm. I wonder how it would be done. Initially, you (I, actually. :p As I have done this, and can give you guys the tiles for it if you want.) could draw a heart spawning in, flashing, and still flashing a bit as it enlarges, is flipped toward the northeast, rises toward that direction, slowly enlarges, slowly directs itself toward the south and eventually southwest, then south again, growing as it does it, ... eventually landing, and then starts pulsating. It continues to do that until its ending animation. Of course, it must be timed absolutely perfectly, lest it appear to spawn from the air once more while nearing the end of its lifetime on the ground. But that's a very minor thing. A "Item Spawn" graphic would ameliorate that.
So concerning the falling item, would there or would there not be a phase during which it is falling, that you cannot pick it up? All the speeds, frames of animation, and no-pick-up-times would be configurable as well?
A small change, but definitely full of the detail that ZC'ers love seeing from you.
21. Fixed the bug where double-clicking a combo in the master combo list would only edit the combo if it were on the first combo page.
22. Fixed the bug where deleting a screen was not counted as a change in ZQuest, so ZQuest would not ask to save if that was the only thing done before exiting.
23. Fixed the bug where non-MIDI songs would stutter if the game were paused (with the 'F3', 'F4', 'p', or 'a' keys).
24. Fixed the bug where selecting 'Stop tunes" from the Etc menu wouldn't uncheck the 'Lost Woods' option.
25. Music playing is stopped now when MIDIs is selected from the Quest menu.
26. ZQuest can now play the alternate music types that ZC handles (mp3, ogg, spc, it, xm, s3m, and mod).
27. Renamed 'Play MIDI' in the Etc menu to 'Play music' to correspond with the above change.
Well it could be possible if there is a screen flag that would make the item fall from the sky, with a no interact rule set for a few seconds while it's falling and bouncing.
Another idea would be that if an item appears on any Z location that's not equal to Link's current Z position, that item is not obtainable. This means that how it would work is that when an item appears, it could appear on the 6th layer, and then decend each layer, then it could be unobtainable for a split second. A shadow could be affixed under it via a screen flag(actually could work for any item).
Anyway, another concept could be an item stuck on top of a column or somthing that you need to bomb to make it fall. It just checks to see if the Z location has a certain combo, and it will pass to the next layer.
The name might be missleading, I'm not jigglypuff.
"...A Bible! A Bible! We have got a Bible, and there cannot be any more Bible."
Second Nephi 29:3
.. Oh boy. You know what this means? We'll have to start getting COMBOS to have Z-Variables! O_O Height variables! Such as, Link cannot move from any (walkable) Z-Variable that is more than one number greater, and can "fall" onto any one that is less than one in height. Oh boy...
That'll make layering hell though. I mean, think about it. They'd have to be two different systems, practically. O_o
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