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  1. #1
    Here lies mero. Died by his own dumbassitude.
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    you don't have a choice but to retain it in that case.

    You do not want to know what would happen if you were to remove the 12 npc enemies we don't really need.
    Every npc in zc would be fucked...

    This is why i was so against merging 2.x and 3.0.
    They we're suppose to be separate before you folks even got the source.

  2. #2
    The Timelord
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    Quote Originally Posted by Tamamo View Post
    you don't have a choice but to retain it in that case.

    You do not want to know what would happen if you were to remove the 12 npc enemies we don't really need.
    Every npc in zc would be fucked...

    This is why i was so against merging 2.x and 3.0.
    They we're suppose to be separate before you folks even got the source.
    I honestly must know: Do you do a bit of drinking before you post to AGN every day?

    I mentioned npcs on one line, 'Revise npcs'. What the hell are you talking about, at all?

    I'm genuinely bewildered by how off-the-wall your reply reads, and I cannot place how it connects to any of this, other than you trying to be smug for whatever reason.

    Who said we would ever remove npcs from the engine? The revision plans are related to how npcs work internally, both to the class, and how they can be addressed with scripts. We want to make them more flexible, add some new stuff, clean up some of the hardcoded routines, and whatnot; not rewrite them in entirety.

    That act would clearly belong to 3.x.

    Hell, I only responded to your earlier post because it had genuine concerns that we care about. Now we're wandering into madness. FWIW, I have a very good idea of what kind of things can occur if you obliterate something that the engine relies upon. Insert sanity check here.

  3. #3
    Here lies mero. Died by his own dumbassitude.
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    Quote Originally Posted by ZoriaRPG View Post
    I honestly must know: Do you do a bit of drinking before you post to AGN every day?

    I mentioned npcs on one line, 'Revise npcs'. What the hell are you talking about, at all?

    I'm genuinely bewildered by how off-the-wall your reply reads, and I cannot place how it connects to any of this, other than you trying to be smug for whatever reason.

    Who said we would ever remove npcs from the engine? The revision plans are related to how npcs work internally, both to the class, and how they can be addressed with scripts. We want to make them more flexible, add some new stuff, clean up some of the hardcoded routines, and whatnot; not rewrite them in entirety.

    That act would clearly belong to 3.x.

    Hell, I only responded to your earlier post because it had genuine concerns that we care about. Now we're wandering into madness. FWIW, I have a very good idea of what kind of things can occur if you obliterate something that the engine relies upon. Insert sanity check here.
    I was giving you an example.
    Theirs a reason that file is called guys, and not npcs you know.
    Check the code. Their are 12 indices for npcs 6 standing and 6 walking.
    Hell their are so many unimplemented enemies it's quite tiring, and some of them would be so easy to implement, (diagonal constant traps are a simple fix.)
    The only two options available for those things is to fix them, implement them, or simply make them available to the quest developer.

    And no, i joke drink before posting on agn. "I would make a counter involving reading your post, but let's not degrade this discussion further"

  4. #4
    The Timelord
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    Quote Originally Posted by Tamamo View Post
    I was giving you an example.
    Theirs a reason that file is called guys, and not npcs you know.
    Check the code. Their are 12 indices for npcs 6 standing and 6 walking.
    Hell their are so many unimplemented enemies it's quite tiring, and some of them would be so easy to implement, (diagonal constant traps are a simple fix.)
    The only two options available for those things is to fix them, implement them, or simply make them available to the quest developer.

    And no, i joke drink before posting on agn. "I would make a counter involving reading your post, but let's not degrade this discussion further"
    Hahah. I asked, because the post seemed so random, and almost gibberish in a way.

    I do occasionally drink when working on the source, or complex scripts for hours on end. It helps a bit.

    If you are interested in seeing some of the new stuff in action, I have a videos on Youtiube in a playlist with demonstrations of some new 2.54 features. I would appreciate feedback on this stuff; although I admit that I need to (1) split each new addition or set of additions into a single video (per 'feature' or per 'change'), as I did with the newer videos; and I must eventually add voice commentary. (I am working on completing my audio recording set-up at present. )

    Insofar as your questions about ncs, I'll probably implement the nearly finished npcs, but we also plan to add some new stuff in that regard, particularly bosses, and some common foes from Z3 and LA, using new npc vars, flags, and defences. One of my projects is a ;shock; defence, which will also require another sprite for Link. The latter bit will be fun. Enemies with a fire, or freeze defence, will likewise need new Link sprites (on fire, frozen), and of course, we need a sprite for 'falling'.

    I am rather versed in the source at this point. I know the points that are frail, the points that are malleable, and how to work with /most/ of it. The stuff that I have added ( ZScript Commands, short version | All New Things), should give you some indication that I am at leasst moderately competent, as with very few exceptions, it all works precisely as I intended. Link's hitbox though...can go suck a lemon.

    TBH, npcs are third on my priority list at present. @Dimentio was going to work on them, but I need to decide what new vars we need, and what flags or flagsets we will be adding to the clas and structs before we muck with the individual npcs. At least we will be adding npcdata, or some equivalent thereof, and I am certain that npcs need a 'MaxHP' var.

    I did start on the diagonal hookshot. If you remember, we discussed that a long time back, and you said it was too much of a mess to implement. I am about halfway done wiith it. At present, it works, but I have not completed the handle sprites, or the head sprites, to use an angular tile; and i need to adjust the latching slightly, but here:



    Before I added the item editor flag for 'Diagonal', I also mucked about in ZScript, and found that you can force the new hookshot to do some brilliant, and comical things:



    If you are curious, no, the diagonal flag in the item editor does not allow the stuff in the latter video, but you can do it with scripts. It reminds me a bit of the whip in Akumajou Dracula (Super Famicom.)

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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.
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