[center]Long Post, Bear With Me.
Lots of little ideas, iterations on what's already been said.
BTW, GREAT ideas everyone. I love seeing such creative sparks. :highfive:[/center]
Four Tile Warps per Screen (One in each divisible chunk in the screen. Like Upper-Left, Upper-Right, Lower-Left, Lower-Right)
Kinda hard to do, seeing as we have an
odd number of tiles crossing the screen in one of the directions. Maybe both, I forget...
1 .Not sure if it has been talked about recently, maybe it has and I just missed it, but what about a "guy" editor?
Initially, this concept sounds very good. It could eliminate a layer entirely. o_o But then we get into the whole "We should be able to PLACE this "Guy" on the screen, like a rupee or a flag or start position." But then it falls apart, because this "guy" would or would not be strikeable, and we'd have to decide on the minutia of that as well. But I suppose it can be done, if we know exactly what it is we're looking for. 😮dd: I like it.
1. String triggers (probably a flag)--this is something I've been begging for for a long time. This would work for signs or NPC's. The flag could be placed in front of signs, or on all four sides of an NPC. (Now that we have eyeball combos, an NPC could turn to face Link to talk to him.) The string would disappear when Link steps off the string trigger.
Nice idea Jaye. 😊 The question comes to mind though; Would the player be able to walk under these strings? If not, perhaps we could change it from
string to
layer? You could layer the text right on the screen, causing the layer to turn on and off. Heck, we could change its entire goal from making text appear to making whole layers appear and disappear! You could have a SWITCH on the layers screen that says "On" and "Off." (Off implying that the layer is not in effect, and isn't evident.)
2. A player that has a simpler system of loading custom quests, thus eliminating the first question all newbies ask. Make it obvious.
I really wish more people would think like this. Perhaps we could add a new text-option like new name, copy, and delete, that says "play custom quest" instead of having to press "A" twice, with little to no indication of doing that. Man ... Kickarse!
Nick, I'd generally agree with you on the whole flag organization thing, but IMHO, after you work with flags enough, you really start to memorize what is where. But that doesn't really help the newcomers, so perhaps you have a point. But I can still see a lot of people not even bothering to use the pulldown menu after a certain "ZC Experience Level" (heh) due to this familiarity.
Now, if we had HOTKEYS to bring us down to certain points, like bookmarks, Now THAT would really help. Those are such tremendous time savers.
You know what we Really, ABSOLUTELY need? Two Things.
1) Something to check if strings are referring to themselves. This shouldn't be THAT hard to do. Something that would be a bit harder to do, is to check if strings never finish; i.e. if they're referring to a previous iteration, causing an infinite loop of never-ending strings. We definitely have to check for that. Adding strings is DANGEROUS BUSINESS.
2) Link Start Positions default to the extreme upper left corner, resulting in these obvious "Why can't I see or move Link?" situations. Perhaps he should default to the center? Heck, you KNOW that it's something that needs to be dealt with. 😉
The thing would be to make damage combos more sensitive. I was playing a quest with a custom boss, and you could avoid the damage combos by being halfway between 2 combos. It made the custom boss loads easier than it would have been.
... 😮dd: ... What The Heck! O_O; You're kidding right?!? XD IMHO, they're sensitive enough! I mean, there are times in which you're barely
NEXT TO the thing, and you're already dead! O_o; There are also times in whcih you can walk pretty much OVER it without getting damaged. I think the horizontal plane is the supersensitive part, whereas the vertical isn't as sensitive. Very odd.
jman, as for Timed Pit Combos, how similar is it to the timed warp combo? I mean, obviously, I know little to nothing of the code, but from the perspective of the wee folk, they should be similar enough. :shrug: It's definitely more than likely an extraordinarily fallacious viewpoint, but I / we see no reason why it shouldn't be if timed side warps are implemented.