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Beta 11 Suggestions

156 replies · 33,838 views · Started 23 March 2006

I think having a main thread for suggestions for the next beta was a good idea last time, so I took the initiative to make a thread for everyone's suggestions for the next new beta. 😛 Hope you don't get mad at me for this, DN or Jman, but I figured it'd be easier for you guys to look at the posts in ONE thread rather than a whole bunch of different threads all over the place. Anyway, onto my suggestion.

Would it be possible to add a box below the Flag Placement icon? I'm suggesting such to make it quicker to switch between flags. The way it would work is that you would click in the box below the Flag Placement icon, and you'd enter a number, then when you clicked the icon, the flag of that number would be set as the flag you're currently placing. Obviously, if you entered a number higher than was available, it would just choose the highest flag number in the list.

Also, I'm re-suggesting those suggestions I made in the Beta 9 Suggestions thread about Flags showing up on the combo menu. Being able to see inherent and normal flags at the same time was a nice addition to Beta 10, but being able to see what every combo's inherent flag is without having to edit or place it would be nice as well. 😉

Excellent ideas!

My ideas:
--Global Timed Warps: This could be done multiple ways, by having a dmap timer in the dmap editor, probably the least feasible, most difficult to implement, or the least effective. OR...

There could be a screen flag that makes timed warp tics apply to Room Carry Over data. This means that if you have a Room # set for Room Carry Over, then when you are on that screen & move to the room designated by the room carry over data, any tics counted down from the 'counter' when on the first room will apply to the second so you only have to be in the second room for the remainder of the designated time before you warp, if the timed warp is set for that room.

There ya go. RSC data for timers. Seconded. 😛 Also, secrets should be separate from the north door data in RSC data.

By the way, Jman, why is there no "No Carry Over" options for the right, left and bottom doors? And what's the difference between "No Reset" and "No Carry Over" anyway? I figured if No Reset is left unchecked that it won't carry it over, so what would No Carry Over be for?

The reason No Carry Over only uses the North Door is because it only seems to carry the "Open Shutters" state, which as you said should be separate from secrets. As for "No Reset", those allow you to choose what is and isn't affected by a "Reset Room" combo - hence the term "No Reset". That means you can have enemies trigger both the North and South Shutters, hit a Reset Room tile and only close the North door by having the South door's No Reset flag checked.

Ohhh... I thought No Reset meant not to reset the status of it when changing rooms. 😛 So then, anything that's NOT checked with a "No Carry Over" is carried over?

When pressing w to check walkable combos, water and solid combos should display in different colors to prevent "swimming" through what was intended to be solids.

Dlbrooks33 wrote:what about the cane of somaria? just trying to go along with the future plans...

Already on the to-do list.

I like that idea about water displaying in different colors, Freedom. It would be quite useful. 😛

Would it be possible to add a box below the Flag Placement icon? I'm suggesting such to make it quicker to switch between flags. The way it would work is that you would click in the box below the Flag Placement icon, and you'd enter a number, then when you clicked the icon, the flag of that number would be set as the flag you're currently placing. Obviously, if you entered a number higher than was available, it would just choose the highest flag number in the list.
Not quite a suggestion, but a reassurance. In ZQuest, when placing flags, press the Keypad [font=courier]/[/font] and [font=courier]*[/font] buttons. They'll switch flags right on your cursor. 😊

I would like to suggest something. I was working with the SFX.dat file and thought it would be a good idea to have more individualized sounds (items, rupees, hearts, fairies, rupee collection, text typing and text ending, key collection, etc.) and randomized yells for Link (ie. Slashing sword w/ randomized yelling *Minish Cap, OoT, Majora's Mask, etc.*) It's just an idea.

Also, what about the Pegasus Boots? Don't know if that was mentioned on the To-Do list already. Just my 2 cents.

djDarkX

Roc's Feather. It's a MUST on my list. That, and combos that you can jump off of, combos that you can drown in and lose some health in, and combos that you need a second pair of flippers to swim in (including Swim Conveyors!).

pikaguy900 wrote: combos that you can drown in and lose some health in, and combos that you need a second pair of flippers to swim in (including Swim Conveyors!).

I like these. Then you could have an authentic waterfall.

rocksfan13 wrote:I like these. Then you could have an authentic waterfall.

Yeah. I made a waterfall that you can swim up in one of my quests. I have it planned like this:
You swim up the waterfall.
Go in the cave at the top.
Take a warp path.
Go to another waterfall.

first: make flags to accompany the block projectile combos. there's certainly going to be a lot of combos used if people are going to make puzzles using this

second: create directional barriers for the block projectile combos/flags. like, you can throw a boomerang off the top of a cliff facing north, however you couldn't throw it at the cliff from the ground below.

third: have an option to disable tile modification notices when moving/copying tiles in the editor

fourth: maybe begin work on making enemies larger, using 2x2 or 3x3 tile blocks, instead of having Link tower over a Moblin

fifth: fix the Z3 Link positioning to fit in a 2x2 tile block, with no pixels cut off

sixth: make new weapon animations to fit the Z3 style Link (where the sword, hammer, wand, ect... appears)

Inherent under combos (thanks to idontknow for this idea):

They take less priority than Under Combos and Secret Combos, they are self-explainatory.

pikaguy900 wrote:combos that you can drown in and lose some health in

I think it should be a quest rule, actually. "Open Water" or something like that. Makes all water combos act like all the other games with the flippers: if you go in water, you drown and reappear next to it at a small loss of health. Once you get the flippers, you can swim. Maybe even a Flippers2/Deep Water combo while we're at it (see Oracle of Ages & the Mermaid Suit).

Tygore wrote:I think it should be a quest rule, actually. "Open Water" or something like that. Makes all water combos act like all the other games with the flippers: if you go in water, you drown and reappear next to it at a small loss of health. Once you get the flippers, you can swim. Maybe even a Flippers2/Deep Water combo while we're at it (see Oracle of Ages & the Mermaid Suit).

I suggested that at the main ZC forums, you know. Of course, that "Open Water" rule should be split into TWO rules: Drown in Water w/out Flippers and Drown (Damage 1/2). Maybe it could be a combo or screen flag, since there shouldn't be two seperate flags for the same thing. Just remember: If you drown in ALttP, you don't lose health. That's only in Oracles an Link's Awakening (I'm not sure about LA).

1- Screen specific Palettes

2- Press A to warp combo (Which should work after a string ends, and not when it's being spoken, fyi 😮 )

3- The ability to push blocks on solid combos with the Block Hole flag on them, even if the Solid Combos rule is on.

That's my big 3's wish list.

Edit: Oh, and something that makes Step > Next combos change when you step on them partly, and not the whole tile only.
Making the Linked Combos rule not work on those would be even better. (So you can make "light all tiles" puzzles)

Edit 2: Just remembered another one.
Trading Items.
Basically, these are about 10 items you can't use, but they do show up in the subscreen however.
Picking one up replaces the one you had in your inventory before, no matter which it was.
With a bit of tricks you can make a trading sequence that way.

seventh: an option to draw the top half of Link's extended sprite above layer three and four, and under five and six

eighth: fix Link's swimming animation

[edit] UPDATE!! let's not forget my favorite suggestion

Mr. Z wrote:2- Press A to warp combo (Which should work after a string ends, and not when it's being spoken, fyi 😮 )

How about this for a screen flag/quest rule: string delays timed warps. That way, you don't have to worry about the player accidentally rushing through the string and not getting the last bit due to a warp.

I still think there should be slash -> next combo.

This one a little of a long shot but it would work for OoT remakes and Metroid quests big time. Screen flags that take away and give items to you without having to get them. For example:

You go to this cutsence were someone robs your ocarina. The Screen Flag will permently take away the Ocarina, until you get to the screen where it gives it to you back.

I don't know, I guess I am not good with suggestions.

Mr. Z wrote:Edit: Oh, and something that makes Step > Next combos change when you step on them partly, and not the whole tile only.
Making the Linked Combos rule not work on those would be even better. (So you can make "light all tiles" puzzles)

I believe Sensitive Step -> Next combos are on the way. At least, I'm pretty sure Jman mentioned them. Oh, and those "light all tiles" puzzles are possible right now, actually. I'm pretty sure you can use a "Singular" flag on them to make them trigger separately.

Shoelace wrote:I still think there should be slash -> next combo.

This one a little of a long shot but it would work for OoT remakes and Metroid quests big time. Screen flags that take away and give items to you without having to get them. For example:

You go to this cutsence were someone robs your ocarina. The Screen Flag will permently take away the Ocarina, until you get to the screen where it gives it to you back.

I don't know, I guess I am not good with suggestions.


The heck you aren't good with suggestions. 😛 I think a Slash -> Next combo would be good as well, because you could make bushes and grass (with corners, even) on the same screen as triggers that set off secret combos. Besides this obvious use, I'm sure some people would come up with puzzles using them. And I believe a way to take items away from the player is on the to-do list, but whether or not it is already, we really need this option eventually. 😛 I've always wanted to make a quest where you START with the sword, lose it near the beginning, then have to go find it again. Or, somewhere later on in the game where you lose your equipment and have to re-collect it in the area you're in.

lets try to add link showing the actual pushing animation for blocks so it doesn' look like he is just walking against it...

A "No Link" screnflag.
With this there simply is no Link, like in savescreens. So you don't have to lock him in a corner during cutscenes. And it leaves the "Invisible Link" rule out of cutscenes too.

It would be nice if you can somehow edit the string under Data -> Message String.

The reason is because I have 1500 strings in my game and if I find a mistake I have to look for the string through all of the other ways, which is annoying. So it would be cool, you can just go to the screen where the string is placed and then edit it from there, without having to look through all of the strings.

Very minor but have "Level-Specific Key" changed to "Key (Level-Specific)" so its grouped with the other keys.

idontknow wrote:Very minor but have "Level-Specific Key" changed to "Key (Level-Specific)" so its grouped with the other keys.

Seconded.

This is a suggestion I have always asked: A rule that makes it the player doesn't write over the Custom Big Map when you go on it. It sucks because I spend a lot of time making the big map for the players and then it gets writen over. *sigh