See, it's spammfull thread like this that really allow us to bond and get to know each other, while providing entertainment for those sane enough not to participate.(i.e: Everyone else)
I'm wondering though, after FFCS, how can they top that in such a short time?
Zelda Classic is Changing
Amaster42 wrote:See, it's spammfull thread like this that really allow us to bond and get to know each other, while providing entertainment for those sane enough not to participate.(i.e: Everyone else)
I'm wondering though, after FFCS, how can they top that in such a short time?
Maybe by completing the subscreen editor. My guess goes to being able to chose two items for A and B (like in Link's Awakening).
Love For Fire wrote:Maybe by completing the subscreen editor. My guess goes to being able to chose two items for A and B (like in Link's Awakening).That would be something that'll "open the floodgates" on quest development? 😛 Honestly, I think they want to implement item and enemy scripting. With the scripting system we've got now, it doesn't seem too far away.
Supercalifragilisticexpialidocious!
You can use Roc's Feather while riding a Horse over a bridge?
No. But that did make me lol.
Maybe they will be adding the new combo type, slash -> next! You know, if you slash it, it would turn into the next combo after it. That would be awesome! But I guess that isn't revolutary...
I am hoping, Global Triggers.
I think Global triggers are already possible now, ... or, ... will be possible in a period of time so short as to be trivial to wait.
I'd love to see the slash->Next combo though. ;-p ___->Next is very, very appealing to me in general. You can do so much with those things.
Guys, remember jman said this is a change "fundamental in nature", meaning that it's probably some modification (albeit a huge one) to the existing features. Probably something to do with a code-rewrite to allow features like cridges, horses, feathers, and ZC-style screen scrolling (large areas, no screens)
Slash -> Next probably dosen't fall into this category
There is no doubt in my mind, however, that whatever this is, it's going to be big. OoT release date big
*b* wrote:There is no doubt in my mind, however, that whatever this is, it's going to be big. OoT release date bigYou don't mean, TP release date big (since ZC and TP share the whole lengthy development thing)? 🙄
Rakki wrote:You don't mean, TP release date big (since ZC and TP share the whole lengthy development thing)? 🙄
No, I meant OoT release big. Do you remember the hype and amazingly long lines to get the pre-ordered copies?
I was trying to make a joke, *B*. ^_^; But no, I don't remember, because I didn't actually go and get OoT, my parents got it as an Xmas present for me. 😛
Uhhh....
Enemy editor?
Idem editor?
NPC editor?
What is it!?
....Hopefully its a bar at the top of the editor that finally lets you downsize or exit it or something....
will it eventually be possible to drag windows in both zelda-w.exe and zquest.exe around like normal windows windows can?
/me suggests new name for this thread.
Zelda Classic is Spamming
... no wait...
ZC Developers Promote Spam
That's what it looks like from here... the members replying pretty much just state suggestions. Or things that have been suggested over the past years... like ROC'S FEATHER = POINTLESS BECAUSE OF LADDER (A PASSIVE ROC'S FEATHER) AND LIMITATIONS TO TWO BUTTONS PLUS R, L, START, AND SELECT, AND PLUS ALL OF THE EXTRA WORK INVOLVED IN CREATING JUMPING ANIMATIONS. END OF STORY.
Yeah... I'm just going to stop right there for a while.
EDIT: It seems I just temporarily took over the Beta stuff with 3 new posts... one in each. Hooray for me!
EDIT: Nevermind... *b* just took one.
Its the dialogue editor...
As in you won't need to use pay for info room types to have more that one unique message per guy, or you won't need to use warps to make the guy say something different each time you come back.
Useful in my opinion
jman2050 wrote:There's only one more real feature I personally want to include in ZC before release, and that's the dialogue editor. Other than that and the scripting language (which is getting tighter and more table every day), I'm doin nothing but bug fixing and small minor additions.
WindStrike wrote:/me suggests new name for this thread.
Zelda Classic is Spamming
... no wait...
ZC Developers Promote Spam
That's what it looks like from here... the members replying pretty much just state suggestions. Or things that have been suggested over the past years... like ROC'S FEATHER = POINTLESS BECAUSE OF LADDER (A PASSIVE ROC'S FEATHER) AND LIMITATIONS TO TWO BUTTONS PLUS R, L, START, AND SELECT, AND PLUS ALL OF THE EXTRA WORK INVOLVED IN CREATING JUMPING ANIMATIONS. END OF STORY.
Yeah... I'm just going to stop right there for a while.EDIT: It seems I just temporarily took over the Beta stuff with 3 new posts... one in each. Hooray for me!
EDIT: Nevermind... *b* just took one.
DUDE HOW THE !@#$ ARE YOU MEANT TO JUMP OVER BAD GUYS WITH A LADDER??????? (based on how the ladder is used currently, and how the rocks feather should be implemented)
Why jump over enemies with a feather when you can stand over a pit a kill darknuts with no problem? Besides, the movement isn't like in the gameboy games where enemies have diagonal movement and some other special knockback and movement acceleration properties. Anyways... if you're gonna bug anyone to have jumping over the enemies... just ask for the Roc's Cape - way better and with many points.
Ok... why the heck did I just post that as an arguementative counter when I have already said End of Story? And why am I continuing to post in this "spamful" thread?
WindStrike wrote:ROC'S FEATHER = POINTLESS BECAUSE OF LADDER (A PASSIVE ROC'S FEATHER) AND LIMITATIONS TO TWO BUTTONS PLUS R, L, START, AND SELECT, AND PLUS ALL OF THE EXTRA WORK INVOLVED IN CREATING JUMPING ANIMATIONS. END OF STORYAll I need to make Roc's Feather a reality is all of the following FFC script abilities:
* Scripts attached to items.
* The ability to toggle Link's collision detection on/off.
* The ability to make Link invisible (or just directly replace his sprite)
* The ability to read the type of a combo at (x,y).
* The ability to read the walkability of (x,y).
* The ability to read the player's keystrokes.
yes L that would be lovely to have such things... sorry for my outburst windstrike but what does enemies moving diagonal got to do with link himself? same with all the other stuff you said about enemies... that has no effect on jumping over them unless jumping over them hurts them thus possibly knocking them back to where you would land.
So uhh... was that item editor in beta 12.9 one of the main things (Or was that THE thing and not just one of the things)? The reason I don't say the whole C thing is because just about everyone here knew it was being changed.
No. The change is on hold for the moment while we fix bugs.
EDIT: Actually, let me reconsider my answer. The change jman alluded to is gradual, and the current beta has been affected by it, but you guys just aren't able to see it yet. 😉
for clarification... no the item editor is not THE thing... it is just a normal new feature added like most previous things.
If anything, I'd say the "fundamental" change that's being added is being able to edit the SFX (besides the fact that it's now, FINALLY, embedded as well). Thanks for that one, Jman/whoever else added it. It's something I've been wanting to see for a long time. 😊
I'm betting it's gonna have a sidescrolling mode! Oh I am hoping so! I am going to keep staring at this thread! :drool:
Um. ZC has already changed. This thread was 2 weeks old man. Haven't you seen everything else yet?
the thing that WAS changing was that everything will be scriptable....
Jman, your a twisted bastard. Keep up the good work.
Okay, let's go and get some beer and throw a football party tomarrow on MONDAY NIGHT FOOTBALL!!!
To early.