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Making Link Jump.

13 replies · 3,532 views · Started 13 August 2006

I'm probably starting to become a pain in the butt :unhappy: , but, unfortunatly I have run into a problem. Even though I got all the basics down for ZC, I am still having a lot of trouble figuring out how to make Link jump. I was wondering if there was an item, or some other sort of way, to make Link jump into the air, as if he had the "Roc's Feather". By the way, I have 2.10 (because I cant find out where to download 2.11)

LINK CANNOT JUMP.

😊

The Link's jumping animation box is there, but not implemented yet. Don't expect Roc's Feather soon, and PLEASE do not suggest implementing Roc's Feather. 😉

You can find the newest version of 2.11 [here].

You can use combo cycling and insta warps to make to work, but it's time consuming, and you'll need to read up on combo cycling in one of the tutorials.

[FONT="Courier New"]oh well. i guess i'll just have to be more patient then..... that reminds me though, what differences are there between 2.11 and 2.10 and would you recommend me downloading it? Thanks for your time![/FONT]

Version 2.11 has many more things than 2.10. For instance, room state carry-overs, freeform combos, more rules, the all-new subscreen editor, and much more. It's good enough to be called version 3.00.

You might want beta 11 for now. Beta 12, for some people, has a bug that won't allow you to play custom quests in ZC. The cause? Most likely alleg42.dll.

Careful, I think there is a bug in beta11 that crashes the game when you
get the Triforce. Is this correct?

Just sit tight. Because of these fatal bugs DN has said he is going to try and release a beta 12b soon and that will fix a lot of these issues.

Pineconn wrote:LINK CANNOT JUMP.

😊

The Link's jumping animation box is there, but not implemented yet. Don't expect Roc's Feather soon, and PLEASE do not suggest implementing Roc's Feather. 😉


I was thinking... one of the problems with jumping seems to be positioning Link's sprite correctly given his "vertical" movement. A cheap way of circumventing this problem would be to make Link's jumping animation box three Links tall (or however high he can jump), keep the bottom edge affixed to where Link would be if he was still on the ground, and simply animate Link's vertical movement within that animation box.

Just a thought.. not a suggestion or anything.