I know that you can right click -> goto combo, but hotkeys in the map editor (like ctrl for fill) to do certain things like:
eyedropper - alt
lines - shift (vertical, horizontal, diagonal)
Beta 11 Suggestions
Dlbrooks33 wrote: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 😉
The Item Counters in the "B" Box kind of make the ones in the Hud box redundant, Why not Just remove them from future Subscreen Revisions, and use LttPs Window counters? They could be replaced with new counter types later on (Skultulas Tokens Maybe?)
So it now looks like this:
Rupies
Tokens
-Reserved-
Keys
How about a Screen Flag and rule that disables the Whirlwind the Whistle creates? That would be very interesting, especially with Puzzles that bring you back somewhere.
15 New Combo Types
Pit (1\2 damage,2, etc.)-To show Link plummiting and to do damage. Also with the rest of the damage amounts to do more damage.
Pit(A,B,C,D)-To show Link plummiting and to warp to a room to make it seem like he fell toa different floor.
Ice-To slide across making it trifle difficult to do something in that room.
Pot-So you can add liftable and you can still use the sword against it. Requires Misc/Weapons animation.
Rock-So you can add liftable to it. Requires Misc/Weapons animation.
1 New Room Type and Change a Room Type
Item Pond-To throw an item in a pong to upgrade like lttp, then it would require a space in misc data like shops to show which items can and cannot be thrown.
Change the Shop to S.Shop-S.Shop stands for stealing shop so you will have to be like LA and pick up the item and give it to the manager.
8 New Items and 2 Item Changes
Ice Rod-Z-3 that fires Ice.
Fire Rod-Z-3 that fires Fire.
Seed Shooter/Slingshot-Can fire the 5 seed types which will be item pickups like OoS-(Ember, Gale, Pegasus, Mystery, and Scent)
Power Bracelet and L-2 PowerBrace Let OoA, OoS, and LA Style
To pickup and throw the 2 new combo types (Pot and Rock) and the bush.
How about something like this.
How about a new screen flag which says
"Timed warp activates when text is finished."
So what this flag does is that the Side warp activates when all the text on a screen is finished. No more will the player have to press down during cutscenes and rather enjoy the scene. I'm suggesting this because most outsiders get pissed off when "the game freezes." or they don't what to do when a scene ends. And it would activate by pressing the "A" button.
And a screen flag that says "Items disabled" All items will be disabled, you can't use them. Like you getting hit by an item bubble. And a "Sword disabled" screen flag. The sword will be disabled on that screen, you can't use it.
How hard would it be to implement these screen flags?
Dlbrooks33 wrote:15 New Combo Types
Pit (1\2 damage,2, etc.)-To show Link plummiting and to do damage. Also with the rest of the damage amounts to do more damage.
Pit(A,B,C,D)-To show Link plummiting and to warp to a room to make it seem like he fell toa different floor.
Ice-To slide across making it trifle difficult to do something in that room.
Pot-So you can add liftable and you can still use the sword against it. Requires Misc/Weapons animation.
Rock-So you can add liftable to it. Requires Misc/Weapons animation.
1 New Room Type and Change a Room Type
Item Pond-To throw an item in a pong to upgrade like lttp, then it would require a space in misc data like shops to show which items can and cannot be thrown.
Change the Shop to S.Shop-S.Shop stands for stealing shop so you will have to be like LA and pick up the item and give it to the manager.
8 New Items and 2 Item Changes
Ice Rod-Z-3 that fires Ice.
Fire Rod-Z-3 that fires Fire.
Seed Shooter/Slingshot-Can fire the 5 seed types which will be item pickups like OoS-(Ember, Gale, Pegasus, Mystery, and Scent)
Power Bracelet and L-2 PowerBrace Let OoA, OoS, and LA Style
To pickup and throw the 2 new combo types (Pot and Rock) and the bush.
Pit is already implemented. In fact most of these are already implemented. (with the exception of ice, which can be done with freeform combos i think)
the rods, slingshot, and hold/item pond arent implemented (but item pond is available)
Instead of the seed types, have arrow types (fire (2), ice(2), light(4))
*note: the numbers mean how many rupees/MP is used, depending on if the "true arrows/enable magic" rules are checked.
a suggestion I thought of last night as I was testing my raft-paths; move Link up four pixels, and move the Raft down four pixels from their current locations during travel, to make it look like Link is actually standing on the raft
could be a quest rule.
fixing enhanced music would be great 😊
its been awhile since i was working on my quest and i suddenly remembered something that annoyed me greatly... you can not have "silent move many blocks" with the "pause before pushing" rule on. (might have also affected "push once silent" in any direction aswell)
i think thats it... im unsure if thats correct... feel free to correct me.
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ignore the above due to this being what i was talking about... you can not have it so that "pause before pushing" rule occurs in a room that doesnt have any enemies.
can this be changed or adjusted with a quest rule?
I just realized something with my above post; that's already the way it works. so, in light of that, here's four more suggestions that shouldn't make me look like a dumbass
first: one-way Raft paths. in my game, I have a "current" that takes Link on a somewhat scenic trip through a part of an area, but the problem is, Link can get right back on his raft and go into the current. having raft paths that disable movement in one direction would fix this completley
second: a Misc/Weapon sprite for the raft, to display it from more angles. the graphic would flip horizontally, but not vertically, because that would look funny if the sprite was drawn at a perspective
third: stop Link's animation on the raft
and fourth: make trigger combos trigger when Link passes over them on the raft. that could make some very interesting water puzzles if used with the first suggestion, and Raft Branch flags
1) Can already be done with permanent triggers.
2) Useless unless you want really fancy graphic work in your quest, but still useful.
3) Useful incase you are using something other than a raft in place of the raft.
4) Same as 1.
I think all of *b*'s suggestions are good ones, but then he and I probably don't know as much about Zelda Classic as you do ganondork 😉
For number 1, can't you just not put a dock on the other side? The would make a one way raft ride since Link can't sail on raft flags without a dock tile.
I was thinking that might work too, but what if you use raft branches and want one way action?
😉
How are we looking for language support on the newest version? I feel very confident in my German, but a large majority of Germans can speak passable enough English to make it seem like wasted effort. That, and I'm pretty sure I'll end up losing interest halfway through. More than maybe 500 words might be a bit much.
However, Spanish or French might be useful.
I'm beggining to think this Tread was a Bad Idea... On paper it was good, but the Topic changes so much it can be hard to discuss any of the Ideas imparticular for long. I mean Its only a matter of time before some random person puts forth a new Idea out of the blue. It doesent seem like it would be very constructive.
That said, A spanish version might be worth while, There seem to be alot of people in that group who doen speak engish as a second language. But I think that most people who speak french speak engilsh too, but I'm not sure what the countrys that speak are.
Ganondork wrote:1) Can already be done with permanent triggers.2) Useless unless you want really fancy graphic work in your quest, but still useful.
3) Useful incase you are using something other than a raft in place of the raft.
4) Same as 1.
1/4)alright, it seems this is possible, however my other two suggestions stand
2) useless, just like the various direction graphics we already have fo the other items?
I know these have been instated a lot but heres the main cut out of things I probably didn't say before that we either want or need:
1.) Z-3 Scrolling
2.) Shovel
3.) Z-3 style torch
4.) Rolling
5.) Cliff-Hopping
Gashin- Yes. But then again, it's possible to use just some random design for every combo type, every enemy, the items, and the link tiles and it would be a playable quest.
DlBrooks-
1) -_-
2) Alright.
3) ? I think the candle works just fine as it is, but whatever.
4) Seems OK.
5) Can already be done. It's in quite a few quests (although the only specific one I have seen it in is Adventures of Robinhood).
Ganondork wrote:Gashin- Yes. But then again, it's possible to use just some random design for every combo type, every enemy, the items, and the link tiles and it would be a playable quest.DlBrooks-
1) -_-
2) Alright.
3) ? I think the candle works just fine as it is, but whatever.
4) Seems OK.
5) Can already be done. It's in quite a few quests (although the only specific one I have seen it in is Adventures of Robinhood).
That number 5 uses up the raft though...
Wait, how about making palletes easier? It's late at night so this may be hard to understand. You know that you are able to copy and paste pallete colors in the pallete itself. However, if you try to copy from a pallete and paste to another, the copy data is lost. How about making it so we can copy paste pallete colors from one pallete to another. Makes our lives easier.
Kingboo30 wrote:That number 5 uses up the raft though...
I don't use the raft to make jumps, I do it with combo cycling. 😉
Ganondork wrote:Gashin- Yes. But then again, it's possible to use just some random design for every combo type, every enemy, the items, and the link tiles and it would be a playable quest.
while that's true, would you want to play a quest like that? a big part of gameplay is the visual asthetics; how it looks. making the raft act in the same fashion as the rest of the useable items is just common sense. it serves no greater or lesser purpose than being able to scroll between screens faster does
I forgot some things:
1.) New Quest Rule:MC Style Dark < Means like on Minish Cap, when you enter a dark room, there is a circle of light around Link.
2.) New Quest Rule:NL(Nayru's Love)Rocket hurts < Means when you shoot the rockets from NL to get protected, if they collide with an enemy they get hurt.
3.) New Quest Rule:Enemies = Combo Type < Means if an enemy gets on a damage comdo they get hurt from it like Z-3. If they are over a pit they show falling animation(requires Misc/Weapons Animation).
4.) New Quest Rule:Dodongos Stay Dead < Means Dodongos stay dead like other bosses. They come backt o life for no reason dudes.
Let me add some more things.
1.) New Quest Rule: Rapid Sword Fire. This allows link to shoot his sword like he does when at full health regardless or not if there is already a sword fire is still on the screen.
2.) New Link Tile Mod:Link on Raft: This tile mod shows what the link sprite looks like when he's on a raft.
3.) New Screen flag Raft triggers secret. When Link gets off the raft, the secret triggers. This may not seem usful but plenty of ideas can be done with this.
I'll think of more later.
Dlbrooks33 wrote:
4.) New Quest Rule:Dodongos Stay Dead < Means Dodongos stay dead like other bosses. They come backt o life for no reason dudes.
And a rule/screen flag to make other Bosses come back to life
I forgot about something very important. MORE FREEFORM COMBOS!!
Maybe about 255 or 999 if possible.
quest rule: Bombs Clear Grass. makes it so any grass combos in the hit area of the bomb or superbomb act as if they're cut with a sword, and drop items the same way
quest rule: Reduced Cut Items. reduces the chance of recieving an item from grass combos, bush, flower, and cut>item combos in half, but not enemies
I'm just so full of ideas I could explode *pop*
I got some more.
How about in Graphics<Sprites section there is an Enemy: Boomerang. Enemies that use that use the boomerang use the one specified in there.
And how how bout a Quest rule that has Link turn invisible when he throws the Boomerang and he can't move but is invincible?
Hey, if he's got that down with the hookshot, why not with the boomerang? :shrug:
Ideas I had:
1) Screen Flag: Unfreeze Link (Strings)
When there's a string on the screen, Link wouldn't be frozen. He'd be free to walk around or do whatever, rather than being frozen until the string finishes. This would be useful for those side conversations you'd hear, kinda like in Deus Ex, or Star Trek Elite Force 1 or 2... etc.
2) Screen Flag: No Sword / No Items
Simply put, if this screen flag is on, you can't use your sword / items no matter what. Two different screen flags. Useful for cutscenes and cutscene-driven action events.
3) Free Lens Of Truth. Quest Rule. ... Eh. Just thought I'd add it in there. 😛