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Thread: Gravity in sideview areas

  1. #11
    I shall exalt myself over all Armagedddon Games bigjoe's Avatar
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    Re: Gravity in sideview areas

    Having a little bit of fun with this script







    Do you plan to make any improvements to the script as scripting becomes more advanced?


  2. #12
    Octorok Master_of_Power's Avatar
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    Re: Gravity in sideview areas

    when the item editor is finished, what I'd like is have that the A button be the jump button and have the sword as a B button item. That way you don't have to sacrefice any item and still could jump.
    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.

  3. #13
    Octorok
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    Re: Gravity in sideview areas

    How do you assign the script to a screen? I canr figure out how to (i really must be retarded).
    Please sign up to my ZC site!Domain 14
    C'mon, wont anyone come? I even got all of this fancy Html java stuff! Theres a chatbox, scrolling text at the top, the works!

    And on side note, luigi is in super mario 64!L is real 2031

    Wanna see my pacman flash movie? click here!

  4. #14
    Robots in Disguise
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    Re: Gravity in sideview areas

    _L_, you *do* realize that since you are a ZC Dev now and have proven that jump code is possible, people are going to start bugging you for the Roc's Feather. :p

    Also, bigjoe, your last screenshot, is that a custom subscreen or a bug?

  5. #15
    I shall exalt myself over all Armagedddon Games bigjoe's Avatar
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    Re: Gravity in sideview areas

    Custom subscreen. I figured that since the B button was for jumping that it would be silly to use items simultaneously. Thus, that eliminates the need for a B Button item viewer. If there were only a way to Jump AND use items seperate from eachother....Up button MIGHT work but it makes Link face upward


  6. #16
    Gibdo
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    Re: Gravity in sideview areas

    Quote Originally Posted by zeldafan500 View Post
    Please tell me how you got it to work! It doesnt work for me, even with beta14. How did you get it to work?
    I get the same thing too! The sample quest worked and I tried everything and checked everything and it won't work on my own quest. whoever made this sample quest must have MAGIC HANDS!

    EDIT: OH NEVERMIND! I found out why. It's because you have to pick a combo in the FF Combo attributes and find the combo that is solid clear tile. Not the very first combo because it is reserved as "None".

  7. #17
    Wizrobe *b*'s Avatar
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    Re: Gravity in sideview areas

    The shit you programmer types come up with is simply amazing

    Now, what about top-down areas? Are you possibly working on a script/scripts for that? I'd imagine getting that down would be a little tricky, especially for stuff like jumping over otherwise unwalkable obstacles/pits

  8. #18
    Is this the end?
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    Re: Gravity in sideview areas

    topDownJumping.qst
    TopDownJumper.z
    jump.wav
    land.wav

    It could be improved upon (it could see if you actually have the flippers, for one thing), but it's a start.
    If you want to play around with it, it shouldn't be much different from _L_'s. Just be sure to set the "Draw Over" flag, set up the combos properly, and give it the right arguments.
    You'll notice each screen in the demo has one of the corners covered by layer 3. That's where Link actually is when you jump; the one you see is just the FFC. That's what the arguments are for: they're the X and Y coordinates of where to stash him.

    (Edit: There. Slightly less buggy.)
    (Edit 2: Slightly less buggy still. I laugh at your pathetic attempt to complete a download!)
    (Edit 3: Added shadow and slower diagonal movement. Didn't change solidity checking to match, though. Is Boolean XOR not working? Wouldn't compile - accused me of trying to cast bools to floats.)
    Last edited by Saffith; 01-17-2024 at 12:08 PM.

  9. #19
    Wizrobe The_Amaster's Avatar
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    Re: Gravity in sideview areas

    Is there any way a Dev could intigrate the sidescroll script with ZC, so that it's a standard room-type checkbox? Only this is a great feature, and it should go in the next version if all the bugs are worked out.

  10. #20
    Robots in Disguise
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    Re: Gravity in sideview areas

    Wow.

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