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Eyeballs

10 replies · 2,671 views · Started 17 June 2002

I haven't asked a question in here for ages. -_-

How do you setup eyeball a and eyeball b in 163?

I know it animates depending on where Link is and shifts through tiles, but I don't know the order the tiles should go in. -_-

The eyeball combos use 8 tiles each 1 for each direction. They are set up starting with "up" and going clockwise.

Also, you can have animated eyeball combos. Just make two frames for every stage and set up the animation for it. Also, for eyeball b, the starting tile is up and slightly to the right. (as opposed to up and left)

And so is someone else going to take credit for you now?

As for those eyeballs, are they supposed to replicate the Oracle games statues.

Something similar to it, yes. You can also use them for townspeople (they seem to work even on layers, but I haven't tested it in ZC itself yet) and a number of other things. For instance, some of the trees in the Dark World of LttP, the ones you can talk to, will follow your movements somewhat with their eyes.

Originally posted by K-Teclis
What is diffrent to A and B of eyeballs?

A tracks you in the eight "normal" directions, like this:


\|/
- -
/|\

and B tracks you in eight "in-between" directions, like this:

\/
\ /
/ \
/\

Hard to apply? Actually, eyeball B works better for things like townspeople, as long as you know what you're doing. Mostly because even though A has the simple directions of left, up, right, and down, the diagonal parts between them complicate the mess. If you've got something looking in four directions, then you can use pairs of directions from eyeball B to make the whole process easier.