Two words:
Fuck yeah!
That's exactly what I was talking about! You are the man, DN!
Two words:
Fuck yeah!
That's exactly what I was talking about! You are the man, DN!
bigjoe wrote:EDIT:By the way, is it just me, or has ever since jman became a developer, Dark Nation been putting more effort into it?I'll try to start carrying my weight around here too. I'm beginning to get into gear.
Is it teamwork.... or competition? :evil:
(Or maybe DNs been working on it all along just doesnt post so much.)
bigjoe wrote:
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.)
Of course not!
...
Or is it?
BWA HA HA HA
I guess since DN has shown his hand, time to show mine once more
13. Room State Tiering - A mucho grande thanks to PolygonX8 for this suggestion, so be sure to huggle him when he's on IRC :P
How it works: You know how to make an event work, you have to make a screen on one dmap, use a kill all enemies flag, make it a boss room, make another room on another dmap a boss room, set up the level numbers, blah blah blah? Well, I'm here to tell you that the Boss flag event method is now completely and totally obsolete! How, you may ask?
It's actually extremely simple. Every room now has two new properties: a next screen and next map definition. It is editable in the room data in ZQ (incidentally, with this change the screen data has been changed to two tabs: the first holding all the flags and the second consisting of special data like this. Also note that the timed warp tics dialog has been moved to the special data tab). Basically, whenever you pick up an item, trigger a secret, or trigger lock blocks or chests, it will not only save that part of the room state in the current room, but also in the room defined by the new properties. So if screen 10 on map 3 has screen 74 of map 5 defined, triggering secrets on screen 10 map 3 (assuming it's an overworld or cave map) will also set secrets triggered in the subsequent screen, ready for when you enter that screen.
Drooling? Well I'm not finished yet 😊
When secrets are triggered (or another valid activity, but I'll just use secrets from here on out) on one screen, it triggers the secrets on the subsequent screen. However it doesn't end there. If the subsequent screen has a next map and next screen defined, it will also trigger the secrets in that room as well. If that room has a next map and next screen defined... well, you see where this is going. The chain will continue until a null reference is found, or the screen you're currently on is defined somewhere in the chain.
Furthermore a loop can be defined for all-encompassing events. Say, on map 1, screen 00 points to 01, 01 points to 02, 02 points to 03, and 03 points back to 00. What will happen is that triggering secrets on any of those 4 rooms will trigger secrets for all of them. This, combined with the wonderful reset combo (HAH, you see, I had a good reason for making that right now 😊 ) will make stuff like, oh say, red/blue toggle switch dungeons to be possible without having to worry about synchronizing maps. Oh yeah, did I mention that this also works on dungeon doors as well. Unlocking a key door in one room will cause a shutter to open in another room (provided they are on the same side of the screen).
A few more things still need to be addressed, but this is currently where we stand. And to think, I have some more evil plans laying around that I plan to implement >😃
BEAT THAT DN!!! >_> <_< >_> <_<
j/k ... or am I?
global screen triggers, two versions of isometric drawing, and you still won't add screen-embeded layers *pouts* (no, I'm not going to stop bitching about it till I get my way)
still, those are excellent additions
Heh. I know I'm asking for a lot here, but to make those 'crystal switches' perfect, we would need 2 things:
* The 'one trigger per action' quest rule I mentioned a while back - each action can only trigger secrets once, so like you swing your sword, and it only activates the crystal switch once.
* A new type of trigger that is activated by the sword, hammer, and bombs (smack doesn't work for this because it is also triggered by the boomerang, arrows, and pretty much everything else).
But even without these, that should be awesome.
I just had a joygasm. Those additions are fantastic! :clap: I would whine about all kinds of suggestions, but you guys are doing a great job. Like someone else said, I think this will be the biggest version of ZC ever.
Not to be a downer, but I just had a thought... how would this work in a dungeon? Normally when you trigger secrets in a dungeon room and leave and come back, they've reset. Seems to me this would suffer from the same issue, meaning that such triggers could easily get out-of-sync between the various rooms.
What if we add a "Secrets act like Cave" option to the DMap menu. That could make Dungeons act like Caves as far as secrets go, but still retain the rest of the dungeon qualities, such as doors and the 2 squares of "wall" that surrounds dungeon screens.
I take a nap for a few hours and come back to this. 😱
I thought the earlier additions blew my mind enough... then dungeon carving mode and room state tiering happened. Just... whoa. 😊
Just need some more bug fixes and I think people will be fairly happy. :blah:
I hope to focus on the debugging once I really get things swinging.
Cloral wrote:Not to be a downer, but I just had a thought... how would this work in a dungeon? Normally when you trigger secrets in a dungeon room and leave and come back, they've reset. Seems to me this would suffer from the same issue, meaning that such triggers could easily get out-of-sync between the various rooms.
Well, dungeon type dmaps don't have permanent secrets anyway, and it'd probably be best to leave it that way. So I figured quest makers would just design around that little issue.
Do note, however, that the room state tiering will also affect dungeon doors, like I said, and it will still work with lock blocks and item pickups. So secrets are really the only thing as far as dungeons are concerned (in fact, come to think of it, doing permanent secrets in dungeons wouldn't work well anyway. has to do with the code, but just take my word for it :P)
This is all so amazing! The room tiering is my exact idea! I suggested it as this: "Go to screen data, type in values for the map & screen of where you want other secrets to trigger" (or something like that! 😊 ) I can't wait for the next full public beta!