oh, one more suggetion (for the moment): can there please, PLEASE be an option to DISABLE the combo/tile modification warning popup? it is beyond annoying
oh, one more suggetion (for the moment): can there please, PLEASE be an option to DISABLE the combo/tile modification warning popup? it is beyond annoying
PLEASE REDOWNLOAD THE FILE!!! I believe I fixed a very serious bug relating to warps. not sure though. Freedom, djdarkx, tell me if any of the same problems you're having are occuring.
AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy
Thanks jman. I hope it's fixed. In "Link's Nightmare", I wasn't even able to get past a certain screen because of the bug. I'll keep you posted.
djDarkX
EDIT: Okay. On the overworld of Link's Nightmare (Nightmare.qst), I wasn't able to kill any enemies, but I was able to get past the screen and head to the Iron Sword Temple (Level 1) without any random warping. When I got here, I went the correct route to get the Sword, but when I get to the "third floor" of the temple and try to go to the fourth, it warps me to the first room and then instantly kicks me out of the temple. Simply put, I cannot continue. If you need a screenshot, just let me know. I will now test 211quest.qst for any of the same flaws.
EDIT:
211quest.qst Report:
The random warping has stopped and it looks like everything is back to normal...well, at least for the test quest. I shall test other custom quests for more defects like the one in Link's Nightmare.
Saria: So Link, who do you like more?
Malon: Yeah Link...who?
Link: I...like...you...both the same?? Hehee...
Saria & Malon: WRONG ANSWER!
Any way we can get that in Quest Rule form so we don't have to check it for each screen?42. New screen flag: Rings Affect Damage Combos. Makes it so rings afffect the damage caused by damage combos.
Current Quests in Progress...
Zelda: Eya's Song
Praethus, just create a Screen Template for yourself. You design one blank screen but with everything optimized for that screen to be copied over to each screen of the area you're planning to work in as a blank template.
For example: You can:
And more. Of course. IMHO, a Quest Rule would be way too strict and inflexible.
- Set the undercombo.
- Set each Secret Combo to the Combo page and Cset you want.
- Set each Freeform Combo to the Cset you want, I suppose.
- Layers too.
- Set warp positions into the center of the screen instead of in the corner.
- Side and Tile warps go to your Dmap rather than to 0.
- Set any screen flags you'd like. :p
The new "Damage 32 Combo" (!!!!!!!!!) would basically be an "Instant Kill" combo. You wouldn't need a "Game Over" or "Kill" Combo because you had this. If you had the gold ring, you could easily survive a few hits from this combo with the screen flag on, but with it off, it'd massacre you.
I think that combo is overkill, even though that's an IMMENSE understatement.Originally Posted by Britannianhero4
Except when used in conjunction with the Ring/Damage screen flag. And I don't want just a Quest Rule. Quest Rule and Screen Flag together would allow for ease and flexibility.
You could have a quest rule "Rings Affect Damage Combos" and a screen flag called "Toggle Ring/Damage Combo" or something similar.
Current Quests in Progress...
Zelda: Eya's Song
It's not. > >.' With the rings, you can pretty much specify just how much it'd hurt to wade through this combo. IMHO, it's more than fine as it is. "32" damage is just a "Death" combo. It works just fine as that.I think that combo is overkill, even though that's an IMMENSE understatement.
... Eh. If we can have a "No Diving" quest rule and a 'Toggle Diving" screen flag, ... why the heck not?Except when used in conjunction with the Ring/Damage screen flag. And I don't want just a Quest Rule. Quest Rule and Screen Flag together would allow for ease and flexibility.
You could have a quest rule "Rings Affect Damage Combos" and a screen flag called "Toggle Ring/Damage Combo" or something similar.
I think the FF system needs more explanation. For example, what do each of the fields mean exactly? The x and y location and speed are self explanitory, but what about acceleration? So far I made an object, and it goes down/right instead of another direction. Also, FF combos won't show a graphic. This is a bug I bet, and I can think of times where being able to see places where the movement changes would be useful.
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
I'll exlain how to use freeform combos in detail a bit later. For now, experiment, and remember that you can use negative speed and acceleration values.
AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy
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