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Calling all testers: Priority Suggestion Thread

75 replies · 17,515 views · Started 01 July 2005

just three simple (hopefully) things for now. I'll but you with more as time goes by

first, make it so maps affect all DMap types (currently, they only work for dungeons... maybe caves, but I'm not sure)

second, NPC combo. they'll trigger like chests (only from all sides), and they start playing a string. when the string finishes, the player presses A to remove the string from the screen (as well as the barrier area)

third, string backgrounds. customizable graphics that appear behind strings, and dissappear when the string is removed from the screen (they would be set up like maps. click one square, and ZQuest fills in the rest)

also, there are a few typos present. I'll see if I can find them

I've got a bunch more, but they can wait

One thing that I would love to see work again is Quest Templates. Although you can use them by importing the template manually, the list that pops up when a new quest is started doesn't work. I use them all the time. Since they can be inserted manually I definately wouldn't call this priority but just thought I'd mention it.

The major thing that should be implemented is correctly working Chests and NPC's, by which I mean hitting A when standing in front (for chests) or on any side (for NPC's) activates the effect (open/item or string) instead of swinging the sword. As with most of my suggestions (the few there are) I have no idea how possible or, if possible, how tough these would be to do. Just my rare 2 cents.

I suppose that could be done. It was just assumed that if someone started pushing on a treasure chest that they wanted to open it. *shrug*

And that's probably the case. But I figure it was done with the A button in all the other Zelda games, why not here?

"Scroll to Combo" Right click option in main editor.

This option scrolls the combo brush to the combo youve right clicked. This can be useful for finding combos that are near combos that are on the screen.

Here's my batch...

First of all... I'm sure it's been asked qutie a bit, but could the DMap count be boosted? At LEAST to 300? Many quetmakers get all tense and worried they may run out, and conservation is pretty high. I think 300 is a good safe amount, and people could probably use them more without worrying.

- Next... perhaps some option in the "Data" menu for a screen. A "Select MIDI" option that allows you to assign one of your already uploaded MIDIs to one screen. I've had many occasions where one MIDI would come in handy in one situation, but I'd need to waste a DMap for it. Even though I'm asking for more DMaps, this'd be nice if possible (And make sure the song doesn't immediately start over if you scroll to a screen or warp to one which has the same MIDI set to it. :P)

- Two new screen flags: "Items always return" and "Enemies never return". For items, it'd be really helpful in... oh say, you got some trial run of some sort. You keep fighting enemies, then come to a refill room. You can put a fairy here, but set it to always return (incase you die and must start the trial over, you can always get the fairy to recover so it's not like a "Oh shit, I just fucked myself over gettign that before" situation). I can even think of other places this'd come in handy; like game area for earning cash.
The other flag could be useful for just getting rid of certain groups of enemies on a screen rather than using a dungeon boss flag and several DMaps for this.

And... I've always meant to ask, what was the "HS Bridge" combo intended to do?

The "HS BRIDGE" combo is supposed to create a series of walkable combos on its way back, when you hookshot this combo and the hookshot comes back. So when the hookshot comes back to you, there will be walkable combos where the hookshot had travelled. 😊

Or at least that's my recollection of it from the Oracle Series on the gameboy games. Like, you'd hookshot a pile of rope, and the rope would come back to you in the form of a wood-slated bridge. It was pretty cool actually. 😉

I doubt this'd be easy to do on its own. Considering that we can easily do this now via secret combos, I don't see much of a point.

Actually, the only thing I would think of, is that we should be able to trigger stuff when the hookshot is out, instead of being basically invincible and intangible while it's out. Perhaps a quest rule for that?

bigjoe wrote:"Scroll to Combo" Right click option in main editor.

This option scrolls the combo brush to the combo youve right clicked. This can be useful for finding combos that are near combos that are on the screen.

Good idea. Just added it.

bigjoe wrote:"Scroll to Combo" Right click option in main editor.

This option scrolls the combo brush to the combo youve right clicked. This can be useful for finding combos that are near combos that are on the screen.

Extremely good idea. Perhaps bookmarks too, to add to DN's change?

not yet, but perhaps soon.

The quest rule "Full Link Tile Mods" should do exactly what it says. Right now it doesn't.

This should also extend to shields. There is no reason to continue limiting the way shields are allowed to show; Doing so is essentially just trading one problem for another.
You have to take the whole package, and if you want to show your shields the "classic" way, then just don't draw them in the tile mod!

Here are a few suggestions of mine:

First of all, in Zquest, an option of scrolling the screen in any direction. This would be useful if say you wanted to make a series of animations. What would happen is that you would pull the screen in any direction, thus you could adjust it to your specifications.

The second thing is the idea of having layers follow certain monsters. For example, let's say that I want to have a death knight that instead looks more like a tank. With this, I would make the tank graphics, and then select at what point the enemy would drag the graphics arround(in this case it would be in the centre, like he's driving the tank). The layer would follow the sprite arround, untill it dies, in which case it would disappear. It could even be programmed to deal damage, which could allow for things like spiked log rolling traps, and stuff like that.

Another idea would be a tile that when push against, would automaticall sent link up a pixel, sort of like having curved edges in the game. It would work better with diagonal control, but it could be used as is for some effects.

One more idea is the ever so classic warp that is activated by pressing the A or B buttons. This would make using side warps in cutscenes obsolete. What could be even better is a combo that warps you differently depending on what button you press. For example, a yes or no question that determines your actions. If the anser is yes, you press the A button. If not, you press B. Under the Warps section, a side warp could be assigned to one button, while another could be assigned to the other button. The tile warp could still be used as well.

I heard a suggestion about splitting the screen into 4 sections, each quadrent leading to a different area. This might not work exactly, but the simplist thing is just that warps should just be overhauled.

Instead of tile warps, side warps, ect, what there will be is a list of about 10 warps. You select things as normal, but there would be an extra field, which is what kind of warp it will be. Under the menu would be several options: Stairs warp. direct warp, timed warp, timed direct warp. In the combo screen there could be an extra parimetar that would be from 1 to 10. This would work for whatever combo you selected. Right now, for stairs and direct warps, 1 to 10 would indicate what warp it would use, and you could have from 1 to 10 different warps on the screen at a time, with what warp being saved directly into the combo. Other combos could make use of this, perhaps a 1 to 10 for which weapon would break a certain solid combo, or how many hearts a spike tile could do as damage, or even what out of 10 seperate locked door fags would be triggered. This brings me into another idea:

Locks overhaul. Each room would have 10 locks(more than enough, but it fits in with the 1 to 10 idea with the warps), and lock block combos would be renamed lock combos. Basically, lock combos would replace regular locks(although the origional would be available for use). You have 10 locks per screen, and if you unlock one lock of one number, all of them are unlocked. Also, if you somehow appear on a lock combo, either by scrolling into it from another room, or placed on top of it by a warp, instantly the lock will be triggered without you using a key(in the case of scrolling, it would check if the lock is on a screen, and check to see if Link will collide with it. Somthing like this exists in the Oracle games).

Anyway, all of this is very hard work, and what about the Classic Zelda? Well the best idea I can think of, is to have 2 modes of editing. The first would be normal standard Zelda, and the second one would be with all the extras. You can upgrade quests, but you cannot downgrade quests. Both quests can be played on the ZC player. This way you can make a classic quest, and a new nifty quest without the need of worrying about backwards compatablily(since one player can play both types of quests).

All that sounds a bit ambitious, Jiggly, like turning ZC into something totally different. It would also be very difficult for beginning questmakers to get the hang of.

a suggestion I forgot to mention, that I would really like to see

"Enemies never return" screen flag, or "Secrets stay triggered" screen flag, so you can have makeshift doors in non-dungeon and cave DMap types

I just suggested the former of your's, Gashin.

Somebody brought this up to me awhile ago during a discussion... a favorites page for combos. You put your most used combos in this page for an easy selection so you don't need to keep scrolling through the pages. Though, with BigJoe's scroll to combo added, maybe this might not be needed. :shrugani:

PolygonX8 wrote:I just suggested the former of your's, Gashin.

Somebody brought this up to me awhile ago during a discussion... a favorites page for combos. You put your most used combos in this page for an easy selection so you don't need to keep scrolling through the pages. Though, with BigJoe's scroll to combo added, maybe this might not be needed. :shrugani:

I was actually planning on implementing this very idea, as well as having preset 'brushes' of certain combo sets. How it would be displayed would still need to be determined.

How about this - instead of (or in addition to) a favorites page, you keep a list of the last 5 or 6 combos used. Then if you're working on a screen and switching back and forth within a small subset of your combos, they would be right there and ready for use.

jman2050 wrote:I was actually planning on implementing this very idea, as well as having preset 'brushes' of certain combo sets. How it would be displayed would still need to be determined.
Interesting, but just for thought, here's another way this might be done.

We can just add our favorite combos to the beginning of the combo page instead, or "slip the in." It's like inserting a piece of paper between two others. I don't know how it would be done, and obviously, it still stands to messing up all the combos in the game, (And How. O_o; ) but it's something interesting that people may like to see.

Of course, we should be making this as easy as possible for our favorite Devs. 😛 It's just not fair otherwise.

Ya know, I haven't seen it here, but an enemy damage option for rooms would be cool. What I mean is, when you hit a certain enemy(which could be specified), another enemy would be damaged the same. I think this and an enemy fence combo to keep enemies at bay would make custom bosses much easier to implement and allow more flexibility in design.

And I'd like to see test come back, I liked that option, it allowed me to test/fix quests much faster. Ya know, I was thinking about a quick way to scroll between favorite combos. How about using the mouse wheel?

Here's one I forgot to mention... would it be possible to make combo cycling operate on lyaers? There have been people who really want this.

2. New quest rule: 'Combo cycling on layers' Incorporates code that allows combos on layers to cycle in the game engine. Properties don't take effect (as usual), but I assume it'd be useful for certain animations as well as changes in collision.

In the 2.11 beta 1 and 2 thread... 😉

Since my other suggestions were rather complicated, I'll just restate one of them and that is the combo that acts as a warp when you push a button. There can be an A and B button, or heck, how about one for all the buttons? If you make a room that disabled all buttons except walking, you could set up an elaborate password system by entering A, B, Start, and the 2 cycle buttons. But anyway, if nothing else, just the combos that trigger a warp when you press the button. It beats having to press down. Imagine a title screen where you actually have to press Start instead of press the down key? A variation of this, which is more complicated, would be a combo that depending on what button you press, you are warped to a different screen. It would use tile warp and side warp, or there could be one where it's tile warp or direct warp, depending on what button you press on top of the combo.

Push button switches are also a good idea. That way you could have a toggle switch that doesn't cause rapid cycling of secret combos, as well as look better.

How about a rule to disable sword and wand graphics? How it would work is that the sword and wand won't actually come out, but instead of a projectile can be fired, it would be fired as if it was an arrow. This is good for quests that want the game to be more gun oriented instead of sword oriented. Also would be a quest rule to make link shoot from an actual bow, but I think that's allready planned.

The "New" Warp System had that as a feature, Jigglysaint. Why not just implement that?

Here's another suggestion: The option to assign a regular string to an item. When Link picks up the item for the first time, it will display the string while Link is holding the item in the air. When it's finished, you can press A to dismiss it, much like an intro string.
There can be a "display once" checkbox as well, so the string will only be shown one time and then never again. Useful for Bomb and Bait items so the game won't explain what they are over and over again.

Dart Zaidyer wrote:The "New" Warp System had that as a feature, Jigglysaint. Why not just implement that?

Here's another suggestion: The option to assign a regular string to an item. When Link picks up the item for the first time, it will display the string while Link is holding the item in the air. When it's finished, you can press A to dismiss it, much like an intro string.
There can be a "display once" checkbox as well, so the string will only be shown one time and then never again. Useful for Bomb and Bait items so the game won't explain what they are over and over again.

I don't recall hearing anything about a combo that allows you to warp when pushing a button on top of a combo. If it is, I haven't seen it.

I haven't seen any code for such a thing either, although i'll admit I haven't been looking too much for it.

Switches and warps that require button presses are nice, though it will probably be a more simpler scheme than anything else when it is implemented.

Compass Overlay: A Dmap setting. Its an image precisely the size of a map that is laid over the map when you collect a compass, which , thus, will reveal whatever the user wishes to have his or her compass reveal. If left alone, compass will function as normal.

"No Shadow in Passageways" Rule - Flying enemies such as bats will not leave a shadow in a passageway or dungeon item room.

By the way, I think you mentioned that you were making new subscreen types. Do you mean subscreen types that will use custom user items rather than triforce, or just expanding it for more items?

EDIT:
-Default Damage Values-
If theres not going to be an item editor any time soon, can the default damage values for certain items be changed? Id like to be able to give my player a hammer in the first portion of the game, but since it takes the same amount of damage as the magic sword, its not a likely candidate.

Other things that could be done:

Weaker wooden arrow, and thus , each following arrow is weaker.

Weaker fire boomerang.

Stronger first sword than second sword, but second sword shoots beams.

I don't think I saw this anywhere, how about a flag delay option? There's several items that if used with tiered secrets will cause multiple flags to activate, like the boomerang. Some won't stop activating secrets, like the arrow. So, if tiered secrets are used, we'ld have this flag delay that we could set that sets that would force ZC to wait a time limit before the next flag could be activated.

LinktheMaster wrote:I don't think I saw this anywhere, how about a flag delay option? There's several items that if used with tiered secrets will cause multiple flags to activate, like the boomerang. Some won't stop activating secrets, like the arrow. So, if tiered secrets are used, we'ld have this flag delay that we could set that sets that would force ZC to wait a time limit before the next flag could be activated.

That would be nice as it will also help with the trigger a flag multiple times in a row.. I once shot an arrow at a crystal switch in PolygonX8's SDR and it literally "Froze" ZC. The secret sound would not shut up and Link was unable to move. So I think this will be a perfect solution to that.

Yes, I suppose that is a pretty good thing to implement. =/ Perhaps put the "wait" input box near the Timed Tics in the screen flags screen, and set the "default" to half or a third of a second. That would be wonderful. 😊

But having an arrow FREEZE ZC? O_o' ... That's a little excessive, IMHO. I was just replaying Sabotage Dragoon, and I was in the Inverted Tower, hitting switchthings with the Partisan, (L1 "Sword."😉 and the secret triggered like, twelve times (Estimate) before the blade had left the tile. Freaky, huh. 😛