only reason i suggested cliff-hopping is because if you do it like robinhood, it takes a lot of maps and tilewarps, so why do all that when:
1.) New Combo Type:Cliff-Top < To start the jump
2.) New Combo Type:Cliff < To continue jumping.
3.) New Combo Type:Cliff End < to end the jump.
4.) Make Link jump over anything solid!!!
5.) Last Time Saying This DO it Now!!!:Let Link sink in water so we can stop making water dense, i mean come on, water in other zeldas in not dense. To show drowning animation just do the first frame in swimming, then the rest is diving then he gets put back where he entered.New Quest Rule for that!:Drown=1/4 Heart Loss.
1.) New Combo Type:Cliff-Top < To start the jump
2.) New Combo Type:Cliff < To continue jumping.
3.) New Combo Type:Cliff End < to end the jump.
I don't think 3 new combos like that would be added. Consider the number of people that would actually use that - not many at all. Besides, it really doesn't use any more than one extra map. Heck, you could make it so that it doesn't use any extra maps. But I'm not going to explain the finer details of all that...
4.) Make Link jump over anything solid!!!
Can you say Roc's Feather? Yeah... it ain't happenin'.
Drown=1/4 Heart Loss.
So drowning only makes you lose 1/4 of a heart? I'd say a whole heart would be more realistic.
Not tryin' to be mean with any of this - just statin' what I think (like always).
I'm not sure if this has been said already... but how about Link Raft Tile Mods? I know Gashin said something about move the raft down four pixels and link up four, so maybe this would just be a bit better. Or... in the Quest->Graphics->Sprites->Link, there could be this: Under the water set, there'd be a tab for Raft. And of course, the four boxes for Up, Left, Right, Down; only it's 2x2 tiles each (Or just plain 32x32). That'd be pretty nifty, hehehe... Heck, you could even change the raft item to a sail or something else.
why not Drown without flippers and 1/4; 1/2; 1 heart loss on drown Now we're all happy.
more sfx please for shallow water, swimming, bush cut, and pot smashing.
Yeah, we've always needed more slots in the SFX for things, even if they're just applied to the screen flags "Play SFX 1" "Play SFX 2" "Play SFX 3" etc.
I don't understand why this wasn't suggested yet.
What about diagonal walking tiles. For the Z3 animation rule. It kinda looks really weird when you're walking diagonally and are facing up, down, left or right.
Wouldn't it work the same way as slash, right along with the option?
rocksfan13 wrote:I don't understand why this wasn't suggested yet.What about diagonal walking tiles. For the Z3 animation rule. It kinda looks really weird when you're walking diagonally and are facing up, down, left or right.
Wouldn't it work the same way as slash, right along with the option?
The problem there is that for all intents and purposes, Link is facing the direction he is shown as facing. If you swing your sword while moving diagonally, he will swing in the direction he faces. If diagonal movement tiles were to be added, diagonal slashing would also have to be added, or else it would confuse the player.
Since LTTP Link doesn't have either of these features, the incentive to add them is small. Even today, some 2D games with 8-directional movement will only have 4-directional animations to accomodate the hitbox for attacks.