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Can you dodge the arrows?

19 replies · 3,848 views · Started 05 October 2005

I won this by sacrificing a heart at the center. Who will go through unscathed?

Can you make this concept work in the gameplay of a quest?

Actually I am planing on using this in my quest. The dodge the arrow game was really just a test to make sure I can do it and make it look decent. When i finished it and saw that it worked I decided to add a few blocks, reposition a few of the arrows and add zelda and a zelda flag and post it on my site. i also submitted it to the quest db but I am unsure of whether or not they will take it. :laughing:

I might actually make a few more games like this, with actual levels of course. Also I am planning a fight arena mini quest.

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They did take it. 😊 I need to pay more attention to the home page. 🙄

I think this is a really cool concept. It would be neat to have a quest like this, but with more levels and harder stages and such. Reminds me of frogger in a way.

Interesting concept. I beat it and died four times. Although it really should have been 3.. >_>

I didn't even loose one heart when I did it, and didn't even die. I did it because i walked through a hole in the block whwere the arrows come out, I have not yet ben able to do it regularly.

Do you mind telling us how this is done? The quests is unpassworded but it's a mess in there I already looked at it.

Sorry about the mess. Hope this will clear it up. To make it look like the arrows are moving you need to use combo cycling and the damage combo. Make an arrow sprite and copy it so that there are two identicle arrows side by side. This will be used for an animation, the animation will allow the tiles you make to combo cycle. Now do the same with your floor tiles. The trick is to make four different loops of combos that look exactly the same but display the arrow at slightly different times. If you place the tiles correctly it will appear as if the arrows are moving, they really are not moving but cycling really fast between 3, 2 frame, four speed walkable comboless floor tiles and one 2 frame, four speed, walkable damaging arrow tile. If you link the end of the combo chain to the beggining you will have an andless cycle. Now the fun part, make duplicates that will display the arrow one step in the cycle after the one you worked on previously untill you have made an exact duplicate cycle of your first. If you have you will probably want to delete it. If you are confused then this diagram of the way I set mine up may help. I am going to give each tile its own number. I use 16 tiles divided into 4 seperate cycles.
|1 |2 |3 |4 |
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|5 |6 |7 |8 |
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|9 |10|11|12|
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|13|14|15|16|
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The cycles are as follows:
1-2 2-3 3-4 4-1

5-6 6-7 7-8 8-5

9-10 10-11 11-12 12-9

13-14 14-15 15-16 16-13

All of these tiles are animations running at a spped of 4 with 2 frames. however, tiles 1,6,11,16 are damage combos with the arrow image and the rest are all walkable floor tiles.
The only tiles that I will place will be 1,5,9,13. Tile 5 will always be placed one tile above tile one, tile 9 one above 5, tile 13 above 9 and tile 1 above 13, ect, ect. Thats really all there is to it. Hope this helps.

Oh, and the reason it is such a mes is bacause it started out as a simple test for an idea I had. That is why there are several extra useless unused tiles. The only tiles used are 428-443.

Jesse, this is brilliant! In fact, since my Zero Quest quest has level 2 remodeled like the east palace from Alttp, this could come in handy...

Remember the rooms in Alttp with the flying spheres coming out of holes? 😉

If I use it, I'll credit you!

Old-skool wrote:Jesse, this is brilliant! In fact, since my Zero Quest quest has level 2 remodeled like the east palace from Alttp, this could come in handy...

Remember the rooms in Alttp with the flying spheres coming out of holes? 😉

If I use it, I'll credit you!

Thanks. Remember to keep everything in sync, speed and number of frames. You can tweak either of these as long as they are in sync with the rest. Oh and the larger the objects and the more distance it covers the more complex the animation/ combo cycling will become. I'm sure you will figure it out though, good luck!