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Beta 11 Suggestions

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

Shoelace wrote:AHHH! I know I mentioned it before, but there really needs to be a way to make it so it doesn't overwrite the BG Map. I have a neat little system on my new game, however, the effect is basically ruined when you go into the room and then the path erases it. This needs to be added to Beta 11, because I am going insane...
Oh, this is SO Seconded. Shoelace does such amazing things with his maps. I fully intend to make good use of Custom Maps for NeoFirst as well. Just an option which allows you to disable the overwrite of the map would be lovely to see.

Hell, a Custom Link Position 3x3 pixel tile would be nice as well. 😛

Another thing - fix not being able to play playlist ready files. Those simply don't load and won't play. It's been that way for as long as I can remember, and there are a lot of files that could possibly be able to be played this way. Especially with the new addition of being able to play MP3s. An example is here.

Combos for Projectiles besides the Fire Ball. The new Projectiles be shot only once when the combo "Appears." This includes whenever Link enter the screen, When secret is Triggered or As part of a combo cycling squence.

Combos the Shoot repeatedly would have to Cyclye back on themselves in an endless loop.

Ideas for New Projectiles combos:
Candle Fire
"Gleelok 2" Fire
Magic
Sword
Arrow
Rocks
Fire Ball x3
Bomb Blast
S Bomb Blast
Ring of Fire (aka Din's Fire)

The potential Vaiations of all these might warrent modifications to the Combo Editor (A Combo Sub-Type Menu maybe?)

These would greatly increse the potential for Custom Bosses, Enemys and Traps.

Tiles that are in the 256 pallete should be made easier to rip. As you can rip tiles in that pallete much easier instead of recoloring.

iwn12 wrote:I've got a few suggestions:

1) Whole new layering system
The layers dialog is replaced with a menu with a few items:

Switch to layer>(1-6)
---------------------
Make layer tanslucent>(1-6)

example you make a dungeon room switch to layer 1 to add the trim along the walls switch to layer 3 to add the tops of statues and other things

If you actually understand what I mean, This would make layering extremly more easier and you wouldn't need 3-4 map pages for one dungeon (like the one Im making now, takes forever to load because of the amount of maps I use)


iwn12, it already has that. there are some radio boxes to choose your layer on page 7 of that menu thing at the bottom.

it would also be nice for layers to actually be Built into each screen so you dont have to set them.

i have said this before, but misc items should be revamped.

beefster09 wrote:
it would also be nice for layers to actually be Built into each screen so you dont have to set them.

that's um... what I was trying to say🙄

also a simple screen flag that the music changes to such as after beating a boss the music stops.

How about making the true arrows counter for the BS subscreen when the rule is on? Because I'm getting tired of the current Z3 subscreen having no mini map. Say, can you make a rule where "Z3 subscreen has map."?

I agree, Mainly because I prefer the Horizontal Magic Meter to the Vertical one. It's far More versitile. I'm quite sure the Arrow Counter is not going to be a Z3 Subscreen exclusive in the end.

Wait, with that subscreen problem, you could have a multi-screen subscreen, like maybe split into items, equipment and map, so then it would be something like New Z3 subscreen or something.

Multiple buttons would be good for extra items, maybe that can be supported with a quest rule, not that we really need it, but an action button would be good.

User posted image
I made a quick picure on what one way a zelda 3 subscreen would look like.

I made this without anything from ZC because I can't get that one working right. I ripped these from the game itself.

EDIT😮ptional change-horizontal magic bar like in bs-zelda 3

Rotate by degrees

When you hit Shift+R, a bos pops up asking how many degrees you would like to turn the tile. It may seem useless, but it would be an oh-so sweet shortcut when making diagonal walls for a dungeon set...

Type in RGB value

In the pallette editor, there are 3 text boxes for you to imput RGB values, and the x,y bars thing will move directly to that RGB value. Again, seems useless, but it could save hours for people who need a specific RGB value. I need specific ones constantly in palette making.

Door Flags

A new flag for each type of door after you have picked the doorset for the room. These flags fill the entire area of the door and they put a door there in the editor and the player, and work just like the real ones. They would even work in cave Dmaps. Again, useless for experienced quest makers, but it would allow newbies to get used to freeform much faster, and increase chances of better quests from newbies.

A way to solve the z3 scrolling problem.

With the rule enabled, a box will pop up when you hit a key that asks for the tile by tile dimensions of the screen, and it will scroll Z3 style until it hits the edges of the room, then it will scroll normally. For doors that lead to different screens, but are on the same side, a new type of warp called "Door Warp" that are set right below side warps in the menu. There would be 8 door warps, asking for which door warp of which screen to lead to. For the door flags, in the upper-right corner of the flag could be which door warp the door would trigger. The door warp would be determined by what order the flags are placed in, and after 8 door flags are placed, it will not let you place anymore unless it would overwrite one or you remove one. If door warps 1,2,3,4, and 5 were on the screen, then 4 was removed with flag 0, the others would remain 1,2,3, and 5. If another door flag was placed in the room, it would become 4. If 3 and 4 were erased, then the next one added would be 3, then the one after that added would be 4. If one more would be added, then the new one would be 6.

Sings/NPCs

4 new combos-Sign [a-d]. IN the same menu as strings, tilewarps, etc., are "signs" and it allows you to set the string for all 4 signs on the screen. When you walk into a sign, the set string appears, and when you press A at the final string, Link is returned to the quest. Setting the bottom half of the sign as walkable would make the sign only work from the bottom, setting the right half as walkable only makes it work from the right, etc. Setting it as fully walkable would make it work from all 4 sides. It would also work as a freeform combo. If the quest rule "Enable text boxes" is on, then "text box" will appear under map styles.

If you find anything wrong with these, please let me know.

Revfan9 wrote:

A way to solve the z3 scrolling problem.

With the rule enabled, a box will pop up when you hit a key that asks for the tile by tile dimensions of the screen, and it will scroll Z3 style until it hits the edges of the room, then it will scroll normally. For doors that lead to different screens, but are on the same side, a new type of warp called "Door Warp" that are set right below side warps in the menu. There would be 8 door warps, asking for which door warp of which screen to lead to. For the door flags, in the upper-right corner of the flag could be which door warp the door would trigger. The door warp would be determined by what order the flags are placed in, and after 8 door flags are placed, it will not let you place anymore unless it would overwrite one or you remove one. If door warps 1,2,3,4, and 5 were on the screen, then 4 was removed with flag 0, the others would remain 1,2,3, and 5. If another door flag was placed in the room, it would become 4. If 3 and 4 were erased, then the next one added would be 3, then the one after that added would be 4. If one more would be added, then the new one would be 6.


I like your idea for z3 scrolling. but it might get complex for mapmakers. Id say make it so a dialoge pops up and prompts you by screen width and screen height that way you wouldn't be limited to 8 doors but seriousy, who would use more than 8 doors?the downside is that z3 scrolling would almost render the current subscreen map useless 😞 also add an option to zoom out and preview the whole area on one screen.

Instead of walking two tiles in to not get caught in a shutter, set it so you only walk past the shutter makes it easier for freeform dungeons.

no, a better way to fix the Z3 scroll problem is to be able to connect multiple screens, so in the editor and the map it looks the same, but on the Player it would seem to scroll. you still wouldn't be able to do oddly shaped screens though, but no big problem.

There should also be hotkeys in the tile editor for going to the tile to the right, left, up, and down to the tile you are currently working on, as well as seeing the tiles around it in the preview box.

But your method of Z3 scrolling would cause the player to see blank screens while in a dungeon shaped like this:

______
|_|_|_|
...|_|

And noone can figure out a way to compensate for looking at blank or invalid screens, which is why we don't have Z3 scrolling now.

And for your second thing, there already are. ctrl+direction to move to a tile while still in the editor. The preview box thing would be nice, but there would be a space issue.

just fill in those blanks with ceiling tiles. all the time i see nothing but wall in dungeons in the real Z3

examples-> here

eastern palace 1F

look at the bottom of the big item room

hyrule castle

look around the entrance room

EDIT: if you wanted it to appear to be rooms there you could use scrolling warps that connect to those rooms

EDIT2: had to disable the links as it was no hotlinking

Better yet take a look at the room where you fight Ganon!

The problem of dealing with Invalid screens should rest with the Questmaker anyway, but an option to assign a DMap-wide Default Combo to cover unused room could also be helpful. The worst that would happen is ZC crashes and the Questmaker has another bug to iron out of his Quest. Don't how it would be much differaint the correcting a bad warp tile or other common bug.

As for the Lttp Subcreen/Map Problem. How Viable is it to modify the BS Overworld Map into a dungion map on Dungion D-Maps?

Revfan9 wrote:
Type in RGB value
In the pallette editor, there are 3 text boxes for you to imput RGB values, and the x,y bars thing will move directly to that RGB value. Again, seems useless, but it could save hours for people who need a specific RGB value. I need specific ones constantly in palette making.

Typing in RGB values is something I've been wanting for years... But fortunatly there is currently another way:

Home +1 Red
End -1 Red
Up Arrow +1 Green
Down Arrow -1 Green
Pg. Up +1 Blue
Pg. Down -1 Blue

It's still a bit Akward but Finding exact color values should be much easier now.

Z-3 Subscreen Style Map
Z-3 style map for dungeons and overworld when you press select, I mean come one we need a map for the Z-3 subscreen

ya know, an item that lets you dive (Zora Scale) would be cool, or maybe a few quest rules that work with/without it:
-Flippers only let you swim (maybe the "no diving" rule covers that)
-Don't show flippers on subscreen (like already knowing how to swim if you put it in the init data)

Button warps would be good too.

It would also be nice to be able to change text in the subscreen.

If you want link to know how to swim already, give him the Flippers in the Init. Data like you said, then simply use a Blank Tile for the Item Sprite.

As for no Diving/Zora's Scale the Rule could be reworded as "Dive with Scale only" since enabling the Rule and not including the scale in the game quite effectivly disables diving.

the technical name as in ZC terms for the scale should be L2 flippers so when you get the scale it replaces the L1 flippers. Also, renaming items for the Z 3 subscreen would be nice being as like in my quest I changed many items such as

letter--bottle
dins fire--bombos
faeroes wind--magic mirror
nayrus love-cane of byrna
bait--food
bow--wooden bow
long bow--heroes bow

if I said these were one thing in a string,then called it something else in the subscreen, it would make it confusing.

But.... The subscreen doesn't tell you the name of the items...You can just call them that in the strings and the player wouldn't know the difference.

Or does it? 0_o

Revfan9 wrote:But.... The subscreen doesn't tell you the name of the items...You can just call them that in the strings and the player wouldn't know the difference.

Or does it? 0_o


*lol* ... The Z3 Subscreen does display the item names, (And is probably the only Subscreen which does at the moment.) But I've -HEARD- rumors (Rumors. Not facts.) that in the (semi-near) future, you'll be able to name them yourself.

I think it'll get confusing with people to a degree, ... like, ... they'll say "Go look for the axe" and they'll be looking for a sword-type weapon (In the "A" Slot.) but it'll actually be the magic hammer made to look like an Axe, a'la DoY.

This will sound akward, but possibly an experience point system?

We could have it set up as that you can set what each level up does, how many EXP to each level, how much EXP each enemy gives, and even a screen data slot that says "give player X exp upon entering", and you could use a subscreen that hides the EXP to do complex events easily (ie having to get x heart containers for a secret ending, find all the Link statues in the overworld side quest, etc.).

It could also be used actually for leveling up, and could be good for RPG-like quests such as Lost Legends.

I suggest adding Strings, Links flashing colors, and thrown sword and ricochet colors to misc. colors, so they can be set by the user without having to do so by editing palettes, or maybe the swords and ricochet could be set in weapons/misc

True. At the VERY LEAST, a preview for such things would be nice, in the same screen where you set those colors and styles. Those, IMHO, are some of the more confusing parts of ZQuest. I still haven't quite gotten the Misc Colors area yet. <.<'

Why not have 2 new Tresure Chest combos: Treasure Chest (Z3) and Treasure Chest (Oracles/Z4). I'm sure the first could be made since ZC is becoming more and more like Z3, but here's what they do:
The first opens up when you press "A" and shows the Item selected under Special Item. The item "rises" out of the chest and is automatically given to Link without any special "Item Grabbed" animation. The "Item Collected" sound plays, though. The second works the same way, only the chest opens, shows nothing, then Link holds the Item above his head a few seconds later. The "Item Collected" sound plays. The first is, of course, from A Link to the Past. If people are going to use Z3-style ZC features, why not apply it to Treasure Chests and Item collecting?

we need the arrow conter and arrow control with the bomb control (example if you have 14 bombs or arrowsthat number would be above the item in the subscreen) for the rest of the subscreens. The arrow can take the 2 spaces in the hud box with the super bomb, remember those 2 spots have X's so the arrow can take up those 2 spots or just one of them 😉