Shoelace wrote: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
WTF... I was just about to post the same thing! 😛
But yeah, it sucks big time when you work hard on a big custom map and then it gets written over by those goddamn stupid boxes... I thought that if I'd change the Big Map Foreground to 00 (transparent) the boxes would be invisible but no... *sighs*
Same with me. I tried the transparent colors and it didn't work. Hopefully they will make it so it does work.
Correct me if I'm wrong, but doesn't the map only create those boxes where you've marked rooms on the DMap? So couldn't you just not mark the room boxes?
That is only in Dugeon Dmaps, I think. <-- I can't remember right now. But I use cave Dmaps and Freeform. So it rewrites it, reguardless.
Here's another one I thought of while posting a minute ago. Could there possibly be support for grabbing tiles/palettes from PNG images? They're used so often now, and I'd like to be able to import directly from them, without having to run each one through irfanview to convert it first.
Dlbrooks33 wrote:lets try to add link showing the actual pushing animation for blocks so it doesn' look like he is just walking against it...
idontknow wrote:Very minor but have "Level-Specific Key" changed to "Key (Level-Specific)" so its grouped with the other keys.
I second both of these.
Also, I'd like to suggest, in the enemy list...
Stalfos (L1)
Stalfos (L3)
Stalfos 2
be changed to...
Stalfos (L1)
Stalfos (L2)
Stalfos (L3)
Thank you! 😊
I have lots of ideas:
*some of these might involve a quest rule*
*diagonal walk flags
-burning/frozen link sprites
*ice combos (like where you slide a little)
-climbing sprites and combos
*missing floor combos
*falling link sprites
*custom enemy tiles locations
*an easier way to edit a selection of tiles
-more buttons
*a bigger screen and/or resolution
*Win32 interface (like with its own window, and with tabs; perhaps this is for the faster
computers)
*a way to make an executable
*menus
*custom title screens
-variables + booleans
-event systems (with several helpful commands like:
-release enemy
-start scene
-move combo
-change combo
-display string
-fork conditions (if-then/condition statements like in RPG maker)
this would make it much easier to make cutscenes)
*Some way to meter, keep track of, and make misc items (for like a skultulla system)
Quest Rules to consider:
*Z3-style bomb/arrow packs (in 5s, 10s, 30s, 50s)
-large magic meter
*OoT-style Wallets (99, 200, 500)
*WW-style Wallets (200, 1000, 5000)
*WW-style Bomb Bags/Quiver (30, 60, 99)
PS: the starred* ones are the ones I would really like.
There are some pretty optimistic suggestions in there, beefster. 😛 And quite a few that we've been waiting a looooong time for. Anyway, I just thought of a combo that could be pretty useful for a lot of us. A sound-effect combo. Basically, you'd choose a sound effect to be played whenever that combo appeared on the screen (it'd probably be part of Special Data on the screen flags window), and when you used things like secret combo shutters, you'd just make one of them change to the sound effect combo when the shutter is opened and have a next combo of the doorway, so the change is almost instant. We could also make custom bosses roar at specific times using this combo, by setting the boss roar combo as the combo sound effect for the screen. I'm sure there's other uses in there for this, but that's just two I could think of off the top of my head.
Yeah, also that idea can be used to make tracker sounds...
...But there's a problem: Can you play both .wav and .mp3 at the same time?
Okay. New but simple suggestion: Tools-->Preview Mode. You can Also still hit "x" to activate it, but this way people actually KNOW ABOUT IT. 😛 lol
firefly wrote:Yeah, also that idea can be used to make tracker sounds...
...But there's a problem: Can you play both .wav and .mp3 at the same time?
The sfx.dat is wav sounds and they work while an mp3 is also playing, if that's what you are asking.
A way to export Combo Alliases, it would have a "*.zca" extension or something.
Freedom wrote:The sfx.dat is wav sounds and they work while an mp3 is also playing, if that's what you are asking.
Yep, thanks. 😊
oo, thats a thought, we need more sfx pieces, one for shallow water, one for swimming, and one for the pushing blocks sound.
What about a huge rainbow pallette for 256 mode instead of combined palettes from the tileset? That would loosen the lesser restrictions even more, and you could save colors you wanna use for later. And with a Hue, Value, and Color bar.
How about aslo, an Enemy Sprite Tile bar, in the Quest menu in SPrites, that lets you choose the tiles for an enemy? Like the new Link tile thing in the new betas.
And also, a Rule called "Link 2x2 Screens" Which lets the game follow Link for 2x2 screens, then scrolls when it hits the end. Like in Alttp. And you can set directional screen data to where you don't want it to scroll, ex: Unfinished screen.😊
xXVolvagiaXx wrote:What about a huge rainbow pallette for 256 mode instead of combined palettes from the tileset? That would loosen the lesser restrictions even more, and you could save colors you wanna use for later. And with a Hue, Value, and Color bar.
I second that.
However, the problem is that the colors
must (I'm not sure) match the pallete, I don't know if this is possible.
xXVolvagiaXx wrote:What about a huge rainbow pallette for 256 mode instead of combined palettes from the tileset? That would loosen the lesser restrictions even more, and you could save colors you wanna use for later. And with a Hue, Value, and Color bar.
So this would basically turn the palette into something similar to the palette that Paint gives to 256-color images? If that's the case, I'm against this one. It could use a bit better explanation.
With cheats turned on;
When you turn on no walls with F11 it also allows you to use F11 to turn it back off, but it doesn't turn clock back off, it would be nice if it did that too.
Freedom wrote:With cheats turned on;
When you turn on no walls with F11 it also allows you to use F11 to turn it back off, but it doesn't turn clock back off, it would be nice if it did that too.
Cheats have ALWAYS worked that way, but I second that. It's annoying having to turn the clock off again myself. In fact, why does walking through walls clock you anyway? Who says you're always walking through walls AND enemies? >_>;
Yeah, it's been rather handy so far, actually. "F11" is a testing feature. If you actually gave it out to your questplayers and testers, what kind of quest designer would you be? ._o' Thus, ... definitely a testing tool. Testing difficulty and travelling from place to place quickly or bypassing errors are two different aspects of testing a beta quest.
Britannianhero4 wrote:Yeah, it's been rather handy so far, actually. "F11" is a testing feature. If you actually gave it out to your questplayers and testers, what kind of quest designer would you be? ._o' Thus, ... definitely a testing tool. Testing difficulty and travelling from place to place quickly or bypassing errors are two different aspects of testing a beta quest.
Eh? Where'd that post come from? >_>; I was saying it'd be helpful if either the clock turned back off when you turned the no walls cheat off, or if the clock never turned on in the first place when you turn on the no walls cheat, since I'm usually not going through enemies when I need to go through walls.
A rule to prevent Link walking down 2 squares when entering a dungeon without having to place the squares on the bottom.
-Step Off > Next.
k?
You step on it, then after you got off, it'll go to the next combo in the list.
Useful for... Block puzzles like in OoT. Or floor tile puzzles.
how about a "Save Time Warp Sec" Screen Flag. Whe you leave a screen with a warp timer, the time left on the screen stays and continues when you return. But it'll restart when it ends and you go back to the screen. This can make the day/night effect heavily easier to do. OR, a "Share Time Warp with screen/s XX" Flag.
Also, a Link sprite speed changer thing would be helpful. The Lttp animation is a bit too fast...
Secret flags that only activate with Room state carry overs.
firefly wrote:Secret flags that only activate with Room state carry overs.
Can't you already do this by simply having secret flags in a room with no secret triggers, and then using a RSC with another room which contains the trigger to set secrets off in both rooms?
Edit: Oh, and I just remembered another suggestion that should be added here. How about a quest rule to disable Whistle Warps? Currently, the only way to not have them in quests (as far as I know at least) is to not use Overworld dmap types. Pikaguy's the one who suggested this by the way, I'm just a messenger. 😉
Rakki wrote:Edit: Oh, and I just remembered another suggestion that should be added here. How about a quest rule to disable Whistle Warps? Currently, the only way to not have them in quests (as far as I know at least) is to not use Overworld dmap types. Pikaguy's the one who suggested this by the way, I'm just a messenger. 😉
A messenger? No way! If I wanted it here, I would've done it myself, by the way.
What about if "Bait" was changed into seperate misc. items, and you could set how many there could be of that item, and when you set up a guy room, the bait selection could have like, "XXX of This Item Required to Pass". that'd be cool.
I think these might've been posted before (as in months), but they seem pretty easy to add.
Quest Rules:
- % chance to drop rupees - Makes it so when an enemy is killed or grass/bush/flowers are cut, this is the % chance a rupee will be dropped.
- % chance to drop hearts - " "
- % chance to drop bombs - " "
- % chance to drop arrow ammuntion - " "
- % chance to drop small magic jar - " "
- % chance to drop large magic jar - " "
Item Properties:
- Max # of Arrows on screen set to _. - This would be extremely nice for things for like Metroid Quests.
- Max # of Sword Beams on screen set to _. - " "
Screen Data:
- Items cannot be dropped by enemies. - That would be great for an arena or something like that.
NOTE: " " stands for anything within it follows the text in the above line.
One more thing: More compatibility in swapping between questmaker and questplayer. Like, in the Etc. menu, there could be Play Zelda Classic. It would open Zelda Classic from there. Even then, there would have to be something to tone down the lag for having 2 programs run at once.