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You might wanna check this out :)

88 replies · 11,138 views · Started 14 February 2006

But alot of us did admittantly get our shirts all wet. and our uh... well, I know something else of mine got all wet, too, but you know, that might just be me.

I really fail to see how Roc's Feather will improve Zelda Classic, anyway. There would have to be a lot of changes to the programming (or so is my understanding) for it to work, and you can't exactly make that many puzzles with it. Sure it would be nice to just have, but I really doubt you could do that much with it.

But hey, I've been wrong before. :shrug:

jman2050 wrote:WHy not use the tile warps?

I think people would want Random Sidewarps for Lost Woods kinda things. Now that we can have multiple Sidewarps, we can make much better Lost Woods-ish places. With random sidewarps, it would make the Lost Woods so much more.. lost. :P

Well I apologize for the fact that we are excited and have been waiting for this for years and now that it is finnaly here we want to celebrate. We are sorry we were born human.

But just to make ya happy:

Why not make the project open source? IT would get done fasta.

Auto-warp combos: 5 of them, Auto-warps A-D and random.

If an auto-warp combo is on screen, the room will warp. Maybe not particularly useful by itself, but combined with secrets and combo cycling...

EDIT - Forgot to mention that these combos use the side warp. If there are multiple Auto-warp combos on screen, the one furthest up and furthest left gets priority.

Take your time 😊 I will never rush you, ever! *lays [SIZE="3"]$999.99[/SIZE] to jman2050 as a optional tip* I think they should invent a program that will auto develop the beta so you won't have to when you feel exhausted! All you would to is let the auto beta finisher do the work for you while you are napping!

You make everybody's dreams come true and I will present you a certificate of appreciation!
[CENTER]

[SIZE="7"]CERTIFICATE OF ACHIEVEMENT[/SIZE]

[/CENTER]

[CENTER][SIZE="4"]This certificate is awarded to [COLOR="White"][FONT="Comic Sans MS"] JMAN2050 [SIZE="4"][COLOR="Red"]for all of his work he has done for everybody throughout his life and he has never took a day off![/SIZE][/FONT][/COLOR][/SIZE][/COLOR][/CENTER]

[SIZE="3"]Awarded by[SIZE="5"][FONT="Comic Sans MS"] [COLOR="Pink"]cbailey78[/FONT][/SIZE][/COLOR][/SIZE]

CONGRADULATIONS JMAN2050! 😃

Dlbrooks33 wrote:oo, try the next most popular suggestion, the roc's feather (I'm not trying to rush things, but you implemented this in one hand, so i was just thinking you could try the Roc's Feather.)

Dlbrooks33, this was probably way easier to make using the original Zelda engine, even though the GB-GBC games uses a similar if not the same engine. I think the next thing they need to work on is the Enhanced Music personally. Then Roc's Feather.

Sorry to drift off the topic but the Roc's Feather sparked my idea:

I just don't see why the can't implement a side-scrolling just like Zelda II and Zelda Games for the GameBoy that has the side-scrolling in dungeons in the attics and the basements. All we can do is just implement a "Gravity" combo! It would be sweet and it would reach more to its full potential! Just a suggestion!

Hmm, so autowarp eh? That sounds pretty useful. Personally I still like my idea of button press warps. Think, there could be some new combos that depending on what button you press, you go to a different place. Just one or 2 of those combos would do really. Better yet, how about a warp that is determined by what level sword you have? Think, with each sword you can be sent to a new place!

cbailey wrote:I just don't see why the can't implement a side-scrolling just like Zelda II and Zelda Games for the GameBoy that has the side-scrolling in dungeons in the attics and the basements.

This could be good for more acurate Metroid quests.
Another thing that could be good is the experience level factor from Z2.

err....
Right.
Back on topic people!

a god named jman wrote:the side warps are unique. Each side is set to one of the four side warps. The method of choosing it is a bit wonky at this point, but it works.

Heres an idea that makes it more user-friendly:
The tile/side warp set-up screens remain the same, except for a little drop-down menu that selects the "B","C" warps or something.

jman2050 wrote:WHy not use the tile warps?

Well, I kinda had in mind a day/night system for this. :P

And lost woods-esque areas would be pretty damn good, too.

Nice work. This is something I ALWAYS wanted when playing ZC. It pissed me off when people would put multiple houses on one screen, and they all went to the same damn place.

One thing that will get annoying is the map. When there is a side warp, you jump to a different location in the map. Not much you can do about that one...so...

Great work.

Kolt wrote:One thing that will get annoying is the map. When there is a side warp, you jump to a different location in the map. Not much you can do about that one...so...
Hm? Isn't that how it's supposed to work? 😛 I'll bet it'd be something incredibly clever of anyone to warp to the same screen via a sidewarp, yet accomplish something different and amazing in the process. :blah:

lol, I think we both don't know what the other means.

Meh, looks good but so far Beta 6 is fine for my quest. I just hope they add Enhanced Music and Roc's Feather.

You misunderstood me. I just meant that it looked odd for there to be such a large jump and no reason for it(no indication that there was going to be one...like maybe an aura of light, or something). I just hope it is not misused it quests to create a giant labyrinth.

The reasons for independent sidewarps are just about the same as any other improvement. Someone along the line may need them for a good reason, so they're there. There are a lot of little features which may not seem like they have a point, but some creative user will come along and make use of the new minor feature in such a way that it'll seem like ZC can't get along without it in the future at all.

Having each sidewarp lead to somewhere else can be used for evil purposes, (Mazes, as you said.) but if they are, they'll only detriment the quest because people will be fed up and stop playing it. That'll be their own fault. 😛 It can also be used for extremely good purposes, such as custom bosses, and having like, ... at least seven warps per screen, if you're clever. XD

Darkspawn wrote:Meh, looks good but so far Beta 6 is fine for my quest. I just hope they add Enhanced Music and Roc's Feather.
1) It's not about your quest. This forum group is for testing the betas for bugs, not for hoping for improvements for your own private quests. Think of the engine as a whole, in terms of everybody. That's the mindset ZC needs right now.
2)
jman2050 wrote:[font=courier][08:56] <jman2050> I wish people would shut up about Roc's Feather
[08:56] <jman2050> If it happens at all, it ain't happening in 2.11
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One more step to BS-Zelda emulation. When will you do that effect where the raft starts to go but circles back (when you try to access a certain area too early)?

Wow, congradulations on that incredible feat, jman
Keep up the excellent work; I can't wait for the next beta now. 😃

BFeely wrote:One more step to BS-Zelda emulation. When will you do that effect where the raft starts to go but circles back (when you try to access a certain area too early)?

With another effect Jman added, it should be possible. What you would do is have your loop with water tiles that have the raft flag added to them(this is a new feature), then you place secret flags in such a way that when you accomplish somthing, you trigger the secret flags for that screen, and the path straighens out. Before, it was not possible to have a raft flag disappear as the secret flag had to be there to change anything. With the new flag attribution system, a water tile can have the raft combo, then disappear when a secret is triggered.

You know, if a beta isn't released soon, I just might be tempted to do another repeat of that beta 179 incident.

Careful with what old topics you resurrect there, Link75. Anywho, since the only way you CAN walk onto two warps at once is from above or below (halfway on two combos), it SEEMS like the one on the left takes priority. Either that, or it's R>A>B>C>D. Maybe jman will elaborate more on this.

*CLAP CLAP CLAP CLAP CLAP CLAP CLAP*

Congratulations from a relative NooB who at first thought it strange that we should not have multiple warps per screen. Now that we do, I'm glad that I designed my quest assuming that someone like you would come along and fix this issue before I was finished. My hat is off to you, sir, not only for your abilities, but for your humble nature as well.

Truth be told, this changes the nature of ZC and ZQ so much that it really could be V3.0...and I for one would be willing to make a PayPal contribution to you so that Zelda Classic does not lose your talents.

*small bow*