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AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy
I'm pretty much clueless about these things, but would it be possible to create puzzles similar to the ones in the Oracle Games where you have to walk over a set of tiles in a paticular patten to light them all up in one line?
Geez Jman, you enjoy doing threads like that, dont you. First the revolution, now this...
I dont know to much, but it seems entierly plausable to create puzzles where blocks have to be pushed into a certain order. (Also oracles games)
And I know with this, moving platforms could be done. The only problem is making the pit around them(See my suggestion in the Beta Suggestions forum. It would actully be easy to medium difficult to implement)
I agree with the above, but how about an option to change the scripting language?
I pretty much only know C++, so it could help.
Uh... port this baby to C/C++ syntax or something and I might have a clue how I could use it.
Your test script really didn't give me any ideas other than the fact that it could be flexible. I just have no clue how flexible it is regarding everything that can be done. But then again... that's because I'm not that great with ASM and there is only one example of the possibilities in front of me (though I thought of someone making a game of pong, for some reason).
It's exciting to see some sort of scripting floating around now, even though I won't be able to use it unless I either learn ASM or wait for a different language.
DD is making a C compiler for the language. This thread is just for discussing ideas, not neccesarily how to USE them. As for other examples, take a look at the moving platform code I made earlier today:
http://www.cgi101.com/~jman2050/testscript2.txt
AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy
How hard would it be to make a FFC that constantly circles Link's position?
It doesn't detect Link yet
Keeping something big a secret, in case it doesn't work out I can understand.
But he deliberatly drops little hints just to drive us mad.
Um, the lx and ly arguments ad Link's X and Y positions. So yeah, in theory something constantly rotating Link would work.Originally Posted by Master_of_Power
AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy
How about
VOIDPOS and then you could add 1 or 0 (or true/false)
This would void the use of hitboxes behind/in front of the FFC. (maybe by 8x8 tile)
In other words, it would not be solid or a pit there.
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