User Tag List

Page 2 of 6 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 60

Thread: Zelda Classic 2.50.2

  1. #11
    Quest Builder Anarchy_Balsac's Avatar
    Join Date
    Nov 2005
    Posts
    751
    Mentioned
    11 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    2,612
    Level
    16
    vBActivity - Bars
    Lv. Percent
    69.57%
    Quote Originally Posted by Gleeok View Post
    That rule should be called "Benevolent Statues".

    Actually, it might be better as an enemy misc value.
    Either way, a fix is a fix.

  2. #12
    The Timelord
    QDB Manager
    ZC Developer

    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,396
    Mentioned
    112 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    4,781
    Level
    21
    vBActivity - Bars
    Lv. Percent
    73.06%
    Quote Originally Posted by Gleeok View Post
    That rule should be called "Benevolent Statues".

    Actually, it might be better as an enemy misc value.
    Agreed. An enemy editor value would be best, to allow selective settings, and set by default to the old behaviour. There are puzzles in several quests that require reflecting at close proximity, that this would break. I wish I noticed that sooner...on Shardstorm, as it is indeed a problem.

    Random double-shot should also be an enemy setting.

    Things like that are a good argument for never skipping Gamma phase.

  3. #13
    Quest Builder Anarchy_Balsac's Avatar
    Join Date
    Nov 2005
    Posts
    751
    Mentioned
    11 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    2,612
    Level
    16
    vBActivity - Bars
    Lv. Percent
    69.57%
    Sounds like a fast fix is needed then.

    And really, ANY enemy buff or nerf should come as an option. I don't know why it didn't occur to anyone this would unbalance quests.

  4. #14
    Is this the end?
    ZC Developer
    Saffith's Avatar
    Join Date
    Jan 2001
    Age
    41
    Posts
    3,389
    Mentioned
    178 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,452
    Level
    24
    vBActivity - Bars
    Lv. Percent
    73.21%
    These were bug fixes. They were always supposed to do those things. The distance check has been there all along; it just didn't work right. They actually have been firing double fireballs, but it's been almost unnoticeable because the fireballs have been in the same place instead of slightly offset.
    Fine, I can make these rules. In the meantime, you could always script them. They're pretty simple.

  5. #15
    The Timelord
    QDB Manager
    ZC Developer

    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,396
    Mentioned
    112 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    4,781
    Level
    21
    vBActivity - Bars
    Lv. Percent
    73.06%
    Quote Originally Posted by Saffith View Post
    These were bug fixes. They were always supposed to do those things. The distance check has been there all along; it just didn't work right. They actually have been firing double fireballs, but it's been almost unnoticeable because the fireballs have been in the same place instead of slightly offset.
    Fine, I can make these rules. In the meantime, you could always script them. They're pretty simple.
    If the fireballs weren't offset, and would impact simultaneously, how did the engine determine damage and priority for them?

    Did both induce damage, or was there some 50/50% on which one was in charge of the collision? Seems a bit OT, I know, but it's a question that has arisen before, regarding simultaneous collision, and I don't have a satisfactory answer to give people (e.g. scripters, notably Moosh asked me out of the blue a while back).

    Quote Originally Posted by Anarchy_Balsac View Post
    Even doing that creates another problem. Shooter type enemies are the only type that doesn't collide with the player. So you can make a stationary "other" type enemy that shoots, but it would either turn the statues into damage combos, or mercy invincibility exploits (if the collision damage is set to 0).
    You can override invincibility frames via scripts. I've done it, and I even made a header for it.

  6. #16
    Here lies mero. Died by his own dumbassitude.
    Join Date
    May 2011
    Posts
    929
    Mentioned
    102 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    5,527
    Level
    23
    vBActivity - Bars
    Lv. Percent
    13.96%
    Nope, first collision takes priority every other weapon will just die as usual on collision except for ones that persist such as explosions.

  7. #17
    Cor Blimey! CJC's Avatar
    Join Date
    Dec 2002
    Location
    Fading into the darkness
    Age
    36
    Posts
    1,398
    Mentioned
    150 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,640
    Level
    25
    vBActivity - Bars
    Lv. Percent
    4.41%
    ZoriaRPG, I believe the first collision triggers Link's "invulnerability" phase, so the second fireball strikes and does nothing because Link is temporarily invincible.
    EDIT: Since the projectiles on screen are indexed just like enemies, that would mean the first fireball created gets to do damage, then invulnerability is triggered and the second fireball does nothing. This is the same as hitting a bubble to evade an enemy attack--the 0 damage hit triggers invulnerability provided it has a lower index than the enemy attack (on a one frame double collision).


    Rather than make it a quest rule, could this be made one of the miscellaneous features of a shooter enemy? Maybe make it a distance variable, with 0 overlapping the two projectiles into a single shot. This would let quest makers define how much the fireballs are offset, to create some unusual 'bullet hell' situations with the build-in engine. It would also save a quest rule, which Saffith said was a nearly exhausted list.



    Also, sweetness on the new version, good work ZC Development team!

  8. #18
    Quest Builder Anarchy_Balsac's Avatar
    Join Date
    Nov 2005
    Posts
    751
    Mentioned
    11 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    2,612
    Level
    16
    vBActivity - Bars
    Lv. Percent
    69.57%
    Quote Originally Posted by Saffith View Post
    These were bug fixes. They were always supposed to do those things. The distance check has been there all along; it just didn't work right. They actually have been firing double fireballs, but it's been almost unnoticeable because the fireballs have been in the same place instead of slightly offset.
    Fine, I can make these rules. In the meantime, you could always script them. They're pretty simple.
    It would require creating a script that times the shooting precisely to that of a shooter enemy, and must be done for every screen and every statue.

    Wouldn't work for Zelda 4 anyway, because there's a weapon that can disable them. This means, if it's not done based on an NPC locations, the weapon will no longer disable shooting statues. And if IS done based on NPC locations, I'd have to first figure out what NPCs are what, and upon statue nuetralization, can actually make shots happen from a non-statue enemy.

    I'm sure there's a way and all, but it would be TONS of work, what with all the testing and stuff I'd have to do. I get that this is how Z1 used to work, the problem is that ZC HASN'T done it for so long that it's now a "fix" that will break many quests.

  9. #19
    Here lies mero. Died by his own dumbassitude.
    Join Date
    May 2011
    Posts
    929
    Mentioned
    102 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    5,527
    Level
    23
    vBActivity - Bars
    Lv. Percent
    13.96%
    no just ask a developer to script shooters from scracth for you.

    it's 1 in 128 btw right saffith?

  10. #20
    Quest Builder Anarchy_Balsac's Avatar
    Join Date
    Nov 2005
    Posts
    751
    Mentioned
    11 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    2,612
    Level
    16
    vBActivity - Bars
    Lv. Percent
    69.57%
    Even doing that creates another problem. Shooter type enemies are the only type that doesn't collide with the player. So you can make a stationary "other" type enemy that shoots, but it would either turn the statues into damage combos, or mercy invincibility exploits (if the collision damage is set to 0).

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social