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2.11 Beta 3 Progress

41 replies · 7,255 views · Started 20 July 2005

1. New psuedo-isometric drawing mode. Like so:

http://darknation.armageddongames.net/isometric/isometric.htm (100k of pictures)

Thoughts? This is just something I scraped together while I was thinking about the best approach to fix some other bugs. Basically, you have to have a set of 48 combos in a row, each one representing a combination of shore and/or corner in a certain order. All of the above pics are (nam), btw.

Awesome! That could be used for lots of things: paths, grass, pits, etc.
How does one set up the combos for this? Do they have to be placed in a specific order?

This might be a bit too complex, but would it be possible to set this thing up to work with dungeon walls? Something like that could really cut down on the time it takes to design a quest. Maybe overworld cliffs too, but I'm probably asking for too much right now.
Also, what happens if you leave isometric mode, screw up the lake somehow (like add a dock tile), and then come back? Would it try to replace the dock tile?

One Question.

[center]Does It Work With Dungeon Wall Placement Too? O.O
(As Cloral Had Asked.)[/center]

Holy .... This is ... so darn cool! You've just saved questmakers an utterly amazing hassle! Thank You! O_O

So, how does the layout of these tiles work? I noticed a fairly complex combo page there. Additionally, which combo are you actually using to draw this setup with? Is it only one combo that you're using? O_O

Yes, the combos have to be in a specific order. All of the combos are water (or path or whatever you are 'carving' with) combos (except for the last one, which is a land combo, and it's type is set to 'none'. The first combo is completely water. The other 46 are water with the following land pieces on them:

Top Right Corner
Top Left Corner
Top Left Corner, Top Right Corner
Bottom Left Corner
Bottom Left Corner, Top Right Corner
Bottom Left Corner, Top Left Corner
Bottom Left Corner, Top Left Corner, Top Right Corner
Bottom Right Corner
Bottom Right Corner, Top Right Corner
Bottom Right Corner, Top Left Corner
Bottom Right Corner, Top Left Corner, Top Right Corner
Bottom Right Corner, Bottom Left Corner
Bottom Right Corner, Bottom Left Corner, Top Right Corner
Bottom Right Corner, Bottom Left Corner, Top Left Corner
Bottom Right Corner, Bottom Left Corner, Top Left Corner, Top Right Corner
Right Side
Right Side, Top Left Corner
Right Side, Bottom Right Corner
Right Side, Bottom Right Corner, Top Left Corner
Top Side
Top Side, Bottom Left Corner
Top Side, Bottom Right Corner
Top Side, Bottom Left Corner, Bottom Right Corner
Top Side, Right Side
Top Side, Right Side, Bottom Left Corner
Left Side
Left Side, Top Right Corner
Left Side, Bottom Right Corner
Left Side, Top Right Corner, Bottom Right Corner
Left Side, Right Side
Left Side, Top Side
Left Side, Top Side, Bottom Right Corner
Left Side, Top Side, Right Side
Bottom Side
Bottom Side, Top Right Corner
Bottom Side, Top Left Corner
Bottom Side, Top Left Corner, Top Right Corner
Bottom Side, Right Side
Bottom Side, Right Side, Top Left Corner
Bottom Side, Top Side
Bottom Side, Top Side, Right Side
Bottom Side, Left Side
Bottom Side, Left Side, Top Right Cormer
Bottom Side, Left Side, Right Side
Bottom Side, Left Side, Top Side
Bottom Side, Left Side, Top Side, Right Side

Basically, it's a binary progression. Starting with the top right corner and progressing counter clockwise, then going through the sides, starting with the right and going counter clockwise. So, there are 8 land pieces to go through. Why, then, aren't there 256 combos? Because a side piece uses up the corners that it touches. For instance, the combo with the left and right sides touching land are touching the top right, top left, bottom left, and bottom right corners, so that one combo is used for 16 different neighboring combo possibilities.

And yes, I was drawing with only one combo, the isometric mode just changed it on the fly as it was being placed on the screen. Also, yes, you could use this for paths, grass, pits, or anything where you have two things that need to smoothly border each other.

As for dungeon walls, if it's a 1-tile high wall, it might work, but the dungeon walls in Zelda are generally 2 tiles high. It may be possible to modify the code to accomodate 2-tier changes like that, but it would exponentially increase the amount of combos you would have to set up (might be worth it, though). In any event, I'll look into it.

Anyway, I've been thinking about this idea for a while now (ever since I first saw isometric maps in StarCraft) and just recently got around to coming up with the algorithm for the combo placement.

That's amazing. That could save a lot of time making complex landscapes. I guess that makes up for the time to set everything up.

This feature is nice, but did you fix any of the annoying, nonsensical bugs yet? Stuff like IT playback in ZQuest and the SPC music playing back at the wrong pitch again. That's driving me nuts.
How'd it get reverted anyway?

Wow, that is totally awesome DN!!! This is gonna make it so quests can be built much much quicker, especially since it isn't limited to water combos! I look forward to testing this. I can't wait to see what other sweet features you come up with.

Actually, I think walls could be less complicated than the lake type, assuming we enforce LttP-style walls. The way I see it, in the LttP-style, 1 tile wide walls are not valid, so immediately all those types could be removed. Really there are the following:
4 striaght wall sections (top, bottom, left, right)
4 inside corners
4 outside corners
for a total of 12 tiles. There are 2 levels (since the LttP-style walls are 2 tiles thick), so you double this to 24 tiles. Then add the ceiling, floor, and low ceiling (say someone fills in a 3x3 area, the 'low ceiling' is what you would put in the middle), for a grand total of 27 tiles.

Nice DN... as for the other bugs, we'll get to working on them. I'm very interested in seeing this code and tinkering with it for a bit DN :P

That's very impressive! Great work! It looks like the combo pages I worked so hard on developing for the Pure tileset might need some revision. :laughing:

What I don't like about it is that the combos will have to be in a certain order for it to work. Maybe the ease of building with it will be so great that a little mess won't be a problem.

Definately you should be able to have a combo represent a series somewhere else. Think RPG Maker - you've got things like water and dirt that are represented by a single tile. The user doesn't see the various edges, and we could simulate that by allowing the series of combos to be somewhere else.

It would be most awesome would be if a single combo could contain information for all the tiles in the series, each configurable with their own walkability and combo type. But considering DN mentioned something about running out of space for combos without significant effort to allow for more, I bet that's a possibility.

Maybe we should stop before Dark Nation grows frustrated by our ungratefulness. :laughing:

Sorry I haven't posted lately, my interenet is busted and my dad's computer isn't suitable for long term forum usage.

Ayway, pretty cool isometic mode. This is exactly what we need to make things easier to draw.

To show we're still making progress...

2. Fixed the bug where undoing on the tile selector screen in Zquest would remove the first few pixels of every tile.
3. Fixed the bug where selecting tiles and then sliding them using ALT in the tile selector results in garbage data.
4. Made a change to the way scrolling warps mess with the continue data. Not entirely sure if it will work, but you'll have to test to see.
5. The original behavior of the wand has been reverted. Fireballs haven't been fixed yet.
6. Added functionality to view flag placement in preview mode. Press 'Z' instead of 'F' to do so.
7. Added functionality in preview mode to trigger normal secrets and enemy secrets seperately, per the behavior of ZC. On rooms with Enemies->Secret defined, 'S' will trigger all secrets specified by the action flags (burn, bomb, etc) while 'E' will trigger flags 16-31 as if all enemies had been defeated.
8. Added a makeshift help area to remind you all of what the hotkeys in preview mode do.
9. Fixed the bug where exiting preview mode while timed warps are enabled and then entering it again causes the screen to instantly warp to the next screen.
10. Added a 'reset' combo, which when stepped on essentially resets everything about the state of the room (enabled secrets, item pickups, and chests/lockblocks to be specific), as well as reloads the room.
11. Moving a combo or combos in the combo selector will now change all combo->next references that apply.

More later.

sweet!

I like 7, 8, 10, & 11.

Also, can you explain what is meant by 5 "the behaviour of the wand has been reverted"

Also, can you explain what is meant by 5 "the behaviour of the wand has been reverted"
Remember the Homing Wand from 1.92 Beta 178? Well, .... In 2.11, it's back. 😉 jman simply reverted the wand back to well, ... the wand. 😛

10. Added a 'reset' combo, which when stepped on essentially resets everything about the state of the room (enabled secrets, item pickups, and chests/lockblocks to be specific), as well as reloads the room.
This would be excellent for bosses. Holy Carp.

And thank you for fixing the tile page errors. 😊 We can finally draw in it again! ^_^ And thank you for #11. That must have been difficult.

jman2050 wrote:
10. Added a 'reset' combo, which when stepped on essentially resets everything about the state of the room (enabled secrets, item pickups, and chests/lockblocks to be specific), as well as reloads the room.

OMG! Awesome! I've wanted some way to get the item in a room again for a long time. It'd be useful for mini games. 😊

I also like how the isometric mode is looking. It seems a little messy on the combos, but it would probably be fairly useful for various things.

Nick wrote:OMG! Awesome! I've wanted some way to get the item in a room again for a long time. It'd be useful for mini games. 😊

... ... Oooooh ... Oh No ... ... That's something we may have forgotten. Could there be a way to exclude the item from reappearing? (Via a Screen Flag Check Box.) I can't think up an example now, but obviously it's the sort of thing that comes up when you're in the middle of designing the item-based puzzle. :shrug: I mean, we don't want the player to be able to pick up an infinite amount of magic containers. > >.

Britannianhero4 wrote:... ... Oooooh ... Oh No ... ... That's something we may have forgotten. Could there be a way to exclude the item from reappearing? (Via a Screen Flag Check Box.) I can't think up an example now, but obviously it's the sort of thing that comes up when you're in the middle of designing the item-based puzzle. :shrug: I mean, we don't want the player to be able to pick up an infinite amount of magic containers. > >.

Yes. In fact, I could probably do that right now if I wasn't supposed to be working :P

Wow. The reset combo is like a dream come true... Now we can have true fairy fountains where the player can pick up multiple fairies from the same room. And of course, mini games will be all the rage now.

OMG!!! I'm the first to view that! I think that is so bad ass DN! The isometric drawing mode can be used for almost anything. ^_^

jamn, a reser flag is wonderful! Beta 3 is gonna rock. Super work guys. 😉

...

[center]* KHUGGLES Dark Nation *[/center]

OMG. You made a whole page to describe that. You two are so amazing. O.O When this is publically released, I can guarantee many bootkissings from the community.

Oh man, I forgot that this would work on layers too. (I mean, obviously.) I'm telling you, this is the beta that changes ZC Forever.

Awesome. This version of ZC will easily one of the biggest upgrades in recent history. Everyone will be so excited when this reaches the public. 😊 Great... great job. I just love the possibilities that the isometric mode can do. 😊

Dark Nation wrote:
Thoughts?
Incredible. Now add tree mode or something... :tongue:

Seriously, though, this will make dungeon design a lot easier. The effort needed to make complex floor patterns will be virtually eliminated.

EDIT:By the way, is it just me, or has ever since jman became a developer, Dark Nation been putting more effort into it?

Is it teamwork.... or competition? :evil:

(Or maybe DNs been working on it all along just doesnt post so much.)

It's Dark Nation. 😉 You never quite know when dealing with greatness. User posted image

Though, to tell you the truth, a "Tree" Mode would be fantastic. o_o It would automatically add the combo above the combo you're placing to layer 3 of that screen. That would be too complex to do though, I'll bet. But in all seriousness, it would perhaps cut down on the questmaker's building time EVEN MORE than isometric OR Dungeon mode does! O_O ... ... OMG.

I mean, to build a dungeon, you don't even have to refer to layers, and all the combos are (generally) on the same area anyway. God... Wow.