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Beta 10 progress

59 replies · 11,021 views · Started 11 March 2006

My idea for an additional key counter would be good if you wanted to make it so that each level always has one locked door left, and the only way to unlock it is to find special keys hidden arround in the quest, then come back and find a special treasure. Before you couldn't do that as any key would unlock any door. With this, you could do some interesting side quests, like say Gold Skulltas or somthing. It would be simple, one token = one upgrade, and you could have a house with 8 people that when you touch them with a token, they transform and give you a powerup. This could in some way also replace bait, plus it's stackable too(which bait is not). Think about this, don't just throw it away.

How about also adding some more updates to the classic subscreen and BS-subscreen being compatible with "True Arrows". Also how close are you to the Roc's Feather becoming a item?

Roc's feather would be a nice additional item...btw, has anybody seen my "!Instant Idea!" post on the suggestions? I would post it here with everyone else's, but I'm too lazy, but yeah...I thought it was a really good idea...

I wish there was a sidescrolling just like in Gameboy Zelda's and Zelda 2! Just add the gravity combo and a screen flag that would link the screen to another for a free scrolling effect.

So, jman, ... was this that "It's a secret to everybody" change you were planning? 😛 ... ... Somehow I doubt it. Level Specific keys are one of those "Major Changes" that people have been looking forward to for a long time. Major Kudos to you. 😉

You know, this is somewhat related to events. What you recieve on one screen affects your progress on another. You can now have individual locks and keys! But you wouldn't really know which key that you have belongs to what lock after you get it. No way to know how. But you CAN draw the graphic of the key, walk onto a warp that shows a bunch of combos (The image.) of you picking up a unique-looking key, while it secretly drops a normal level-specific key into your pack. Cute. The lock would obviously have a similar pattern.

OH MAN! I already like the part about Level-specific keys! I can't wait! And the best part is that you just let me FINALLY make a tower that you can melt and get into with the Singular flags! I CAN'T WAIT! Think about it: With those flags, you can make a whole area that you can do many things to, like my idea says! Soon, I will annoy people with the HEART CONTAINER OF DOOM!!!! Ha ha! All I must do is wait for 2.11b10, and I can make a melting tower that can be accessed by shooting an arrow at it! Of course, I'll need to find a way to get rid of the arrow flag... Maybe a new screen flag is in order: "Flags disappear when tile is gone". The flag would get rid of ANY flag that is set on a tile when that tile is changed by the effect of another flag.

use my suggestion on level specific keys and make it the quest maker can specify what colour to make it appear on the subscreen on a per level per colour basis.

franpa wrote:use my suggestion on level specific keys and make it the quest maker can specify what colour to make it appear on the subscreen on a per level per colour basis.

You can actually do that now, if you're clever. (Or if you can stand working with abnormal locks.)

All you need to do is make your Level-Specific Keys a sprite in Cset 9, which is level-dependant. You'll probably want to do the same to your doors, but those will more than likely come with the Palette of the dungeon. As for the keys, you'll probably just want to make a stripe of color, or a gem in the head of the key, which will change colors depending on the Palette. The rest could stay nice and gold. ;-p

how about fix Link's Z3 animation to make him use 2x2 tiles, instead of... however many pixels it currently is. and an option to slow down his animation. the Link I drew looks really stupid running so fast

and the dungeon specific keys is excellent. I can't wait to use that. an option to show only the keys obtained for that dungeon would be nice. though, how do you define which keys are used for which DMap?

not in beta nine, it isn't. I just played my test quest today, and I still had to set it up like normal

Define which keys are used for this dungeon? Level numbers.

Getting a level-specific key increases the key count of the current level number you're in.

it would still be nice to know whether or not you still have level specific keys for a particular dungeon via changeing the key counters colour or something. because picking up a key thats diff from the rest will still appear as a normal one once picked up... we need a constant visual aid.

Well, what I'm hoping happens, is that the number of keys that you appear to be carrying will be altered based on what level you're in. If you have 2 keys from Level 1, and 3 in level 2, and two normal keys from the overworld, you'd have 4 keys in L1, and 5 in L2. Etc. ... Rather than like, ... 7, with which only 5 would work in L3, etc.

jman2050 wrote:Define which keys are used for this dungeon? Level numbers.

Getting a level-specific key increases the key count of the current level number you're in.


so, if you pick up a key in say, level six, the key will be "tagged", and it won't appear in the subscreen in like, level four?

also, how about an option for DMaps to display the key counter, instead of a quest rule? there are some dungeons in my quest that don't require keys

YEs, the key counter is altered depending on the leve you're in. If you have 2 keys in level 2, it'll show 2 keys. If you have none in level , it'll show none.

Thats pretty awsome, cus now you can't accidentally use an important key in the wrong place, and get stuck and possibly have to start over.

Wow, this game has changed over the weekend while i was gone, good work. You know, I think we should have a day to celebrate the developers, say March 14 every year?

Hey, I have a suggestion for the beta: Can you make more enemies for the water? I know that more recent games (like the Oracles games) have an enemy known as "Cheep-Cheep" or "Fish" that appears underwater in side-scrolling swimming areas. Could you add this kind of enemy in? Having only Zoras in the water doesn't seem right.

Those fish were the anoying things that jumped from shallow water right? Those would be really fun to have, making shallow water just as dangerous as the deep.😊 And if side scrolling dive screens were made, you could have those fish too!😃

xXVolvagiaXx wrote:Those fish were the anoying things that jumped from shallow water right? Those would be really fun to have, making shallow water just as dangerous as the deep.😊 And if side scrolling dive screens were made, you could have those fish too!😃

No, I was talking about the fish that appeared only in side-view areas.

idontknow wrote:7) A way to string together timed warp tics for multiple screens so that when you are on the same dmap for at least x number of tics, even after moving among different screens, you will warp if the timed warp tics are set for that screen. Perhaps a screen flag called "Timed Warp Tics Don't Reset Off Screen" (kind of a mouth full though) or Perhaps "Never Reset Tics".

If this gets implemented...that...would just rock. It'd allow the creation of a Day/Night system better then what we can currently do. Multi-screen timed puzzles/mazes/etc would also be possible.

Perhaps it could be a screenflag called "Timed Warps Carry Over". If this flag is checked, the remaining timed warp tics from the previous screen will be used for this screen instead of the specified amount. If the previous screen did not have timed warp tics, the current screen would default to what is entered.

Dark Knight wrote:If this gets implemented...that...would just rock. It'd allow the creation of a Day/Night system better then what we can currently do. Multi-screen timed puzzles/mazes/etc would also be possible.

You'd still need to account for things like bombed caves that have already been opened and other flags that have been triggered. I wonder if a revamped pallette cycling system would work better.

Or, just a complete day/night Rule, and Pallettes to match each time period in the day. That would add alot of detail and awsomeness to my quest...

Orion wrote:You'd still need to account for things like bombed caves that have already been opened and other flags that have been triggered. I wonder if a revamped pallette cycling system would work better.

Eh, ... I'm very glad you thought of this Orion, but we also have to thank jman for his addition where one screen can be referred to another. In the third tab of the Screen Flag's dialog, you can set the equivalent screen to be its "Next" screen. Thus, the two screens are tied to each other. Trigger a secret in one, and it triggers the secret in another. 😛

cbailey78 wrote:I wish there was a sidescrolling just like in Gameboy Zelda's and Zelda 2! Just add the gravity combo and a screen flag that would link the screen to another for a free scrolling effect.

sure, there isn't a "gravity" combo (yet), but it's still possible to do sidescrolling. (as I've done with a few unfinished quests, and in one or two quest demos from a few years back). Just look at how the dungeon item room is set up, and start from there. (it's not the same as LA, but it's still something) :sweat: