All of them would be lovely, actually, and besides, we got to stall for the NeoFirst anyway.
and lets TRY to make it as bug free as possible.
All of them would be lovely, actually, and besides, we got to stall for the NeoFirst anyway.
and lets TRY to make it as bug free as possible.
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, what is a dialogue editor? I'd appreciate it if someone could explain. :)
Oh and I voted for "none". I just want a new stable ZC NOW, no new features no anything. Just fix the bugs from one of the latest betas and release a "final ZC" and start adding features to the next full and stable release, thanks.
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"GET a stable version, THEN add more with the builds, DON'T just keep adding bloat to something that doesn't work already.
Has common sense just left the building, or what?" -Freedom
If my CMotW #2 has demonstrated anything, it's that FFCs are quite capable of emulating enemies (and even more so given the latest beta), once you know how to do so. And, one of the plans for the scripting system is the ability to reference NPC (i.e enemy) objects and adjust their HP, attack and stuff. At least, I think it is.
Good luck crafting the tutorials for it though.
I mean, I keep thinking about doing these, ... very, very intensely, ... but when I actually sit down to do it with my present knowledge, I always end up in a dead end somewhere, somehow. I never know how I get there, since I always have the pseudocode down pat, but then you have syntax issues, placement of WAITFRAME dilemmas, math, etc.
koopa is crafting a "How to script in 21 days" tutorial, ... or at least he'll be doing it when he gets back from "life." I hope it'll be a great boon to those who don't already magically know how to somehow script.
What I'd really love to know how to do is to make an EXACT COPY of a blue darknut, with the only difference is that when you hit him, he doesn't get thrown backwards. ONLY difference. Thing is, I have no idea how to do that. That's why I'd love a rudimentary (As it were..) enemy editor. There are just some things that are obvious to add in. Health, velocity, wait behavior, damage via touch, damage via weapon, graphics, animation frames/speed, weapon graphics, weapon blockability, weapon speed, knockback, etc.
Complete Item Editor
Well that want i would vote for if i could
We allready have the beginnings of an item editor, so that should really be finished first. And a dialogue editor has been a long time coming, so that would also be excellent
An enemy editor would be awesome as well, however it would only be a simple one, and with enemies, I think it should be all or nothing
Dialogue. If I could vote.
The item/ weapon editors need a couple new features, like editing names.
Everything should be finished, though.
Dialogue is like the best thing that could be added. I've been wanting it ever since I tried to make cutscenes.
Of course, do them all though. I could wait until Dec 31 @ 11:59.
Avatar: Just who the SPAAAACE do you think I am?
I personally think a complete item editor or enemy editor are generally bad ideas. They would create too many possibilities and would take ZC far from its roots.
However, I voted for only the dialogue editor. This is a much-needed innovation that isn't too "unorthodox."
(Anyone else swamped with hours of homework each day?)
My quests:
End of Time - First quest, uses classic graphics (Help/discussion thread)
Link to the Heavens - Second quest, uses Pure tileset (YouTube LP | Help/discussion thread)
End of Time DX - Remake of my first quest (YouTube LP | Help/discussion thread)
Item and Dialouge editor FTW. I'm sure most of us are tired from NES beeping and letters. Though all should be in the final realese of ZC. As these are just for the betas right?
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