I agree 100%. We just need a few small features here and there to make scripting and ffcs more robust (like larger then 4x4 ffcs, the ability to move them more offscreen, text from scripts [this is coming already], etc).
I agree 100%. We just need a few small features here and there to make scripting and ffcs more robust (like larger then 4x4 ffcs, the ability to move them more offscreen, text from scripts [this is coming already], etc).
There is a new version of the script. It fixes the animation weirdness when stopping or jumping, allows for an arbitrary number of ffcs to be scrolled (you pass in the number) and has some glitchy support [which I'm going to fix] for both non-solid and solid scrolling ffcs in the same room. This will allow people to make platforms, walls, ledges, etc. You also pass in the combo for the floor and ceiling (which can be different). Also the script is cleaned up and is actually shorter now :)
**Please note the file name is now scroll_test2.qst, if you see the old glitch with the ground and ceiling then you're running the wrong verson :) **
Next up is fixing the collisions and getting enemies to work properly.
And if anyone's interested when this one is finished I can make a verticle scrolling version too. This would be great for Metroid 1 style quests where you can have left/right scrolling OR verticle scrolling
http://www.filefactory.com/file/f1c185/
I won't reveal how, but in beta 16 I'm pretty sure with some clever thinking you'll be able to take care of the sidescrolling part of the quest using a mere single FFC script, or heck, even a global script. How? You'll see :)
AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy
Will this technique be able to handle collision detection and enemies? If so then cool, maybe I should just wait for Beta16. No chance of you telling me when its coming out right? And just out of curiousity, not that it really matters, did my script inspire a new feature or was it a planned feature that was being kept under wraps?
Anyway, how did the scrolling work for you, was it seamless?
Thanks for the info, I look forward to B16.
I sincerely hope Jman is talking about true solidity on FFCs, including pushing npcs and pcs out of the way. That'd be really handy.
unfortunately, no
AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy
I was going to wait before working on this more until I got the new DrawCombo/Tile stuff working. But since I have to wait I decided to work on some things. Anyway there is an update with fixed collision detection and some minor obstacles that you can collide with and jump on top of. The previous download links have been updated, it'll be Scroll_test2.qst. Only tested with b16.
The jump needs some work, especially figuring out why the animations look so weird, its a custom jump as part of the script. With the new DrawCombo/Tile stuff these screens will become easier to make and be more populated and shouldn't have all graphics on screen for the first frame (hopefully).
Anyway let me know what you think.
There are currently 1 users browsing this thread. (0 members and 1 guests)