shadowfall1976 wrote:I for one like making more modern up to date quests.
but your not making modern quests... your making a quest that entirely different to previous one... i love tgl so cant wait for it.
shadowfall1976 wrote:I for one like making more modern up to date quests.
it is a modern quest, just like Minish Cap is a modern Zelda, same thing.
shadowfall1976 wrote:who said that the games would lose their nostalgic feelings, when if you want to
make a classic based quest, leave the enemies and items at their default.
it's not hard to do so, and remember NOT EVERYONE MAKES ZELDA QUESTS!!!.
for those who don't the editors will make a nice touch, I too plan on making a
non Zelda quest based on The Guardian Legend, so all of these editors will make
it easier to do so, ZC is a versitaile quest maker, and if a classic quest is what
you want to make, no one said even with the editors, that it can't still be that
way, and the dialog at this point would be nice and I would love to see it, but
isn't neccesary yet.so what is the complaints about the nostalgia, you want classic... go and download
ZC version 1.84, the rest of us will gladly keep downloading the
newer versions, I for one like making more modern up to date quests.and my main point in case anyone missed it is.....
.... leave the editors alone in the game if you still want to make a classic
type quest, the rest of us want our quests to be truly custom works of art.
Exactly. We could still rename newer versions Zelda Classic Advanced, though, since we have so many new features.
shadowfall take a look at super mario bros 1 and super mario bros 3.... do they create the same level of pleasure upon completion? not really.... mario 3 is easy but long where as mario 1 is shorter but more random.
thus i standby what i said.
franpa wrote:yes... with the enemy editor and object editor the quests will lose there nostalgic feeling.
Then don't use the feature then.
i never said i would use the feature...
I like both 1 & 3, and while Mario is a bad example to use, because all you do
is jump, break blocks & shoot fireballs no matter what game it is, (exception 2)
& a few newer ones. thats like saying Sonic does more on most games than
run & jump, most games are if you play one you have probably played them all,
and Mario is one of them.
but the newer Marios are nothing like Mario 1, therefore your analogy is flawed.
Mario 3 was made almost 20 years ago, if you were to compare Mario 1 to
whichever is the new Mario now, my point would stand. and even though
the New SMB on DS is similar to 1, you can do way more than ever thought
possible to do back in '85, thus making the new game more modern and up to
date, better maybe not to all, but it is still available to all who wish to use it.
and for those who'd rather play 1, so is it, and no one is being limited by a few
who prefer outdated 8-bit gameplay, yes I love our game roots, and I still play
the NES and Atari games from time to time, but I am glad what we are capable of
now and while ZC is not like a higher powered game maker, it has much potential
for those who wish to make something that they have always wanted to do, so
why should we be limited just to keep the thing nostalgic?, you don't like the features
don't use them others want the features and more new things to come, I look forward
to the new releases of ZC and think the programmers are doing a hell of a job at it.
thus I stand by what I, and apparently others say & said.....
besides there are new quests that people make everyday that still use the classic tileset,
the new features don't stop them from making a nostalgic feeling quest now do they?, as if that
were even possible Zelda is Zelda, but without new features everyone would be playing & making
the same quests over and over and really people would get tired of it (I have read that before 2.10
some people were) and then what would be the point of keeping ZC alive?, and why release new
versions at all then?. believe me I sometimes would rather live in the past, but we are here and now.
ah but Mario 1 and 3 are pretty much the same with a huge difference in feel.... comparing Mario 1 to something recent is just plain stupid.
shadowfall1976 wrote:I like both 1 & 3, and while Mario is a bad example to use, because all you do
is jump, break blocks & shoot fireballs no matter what game it is, (exception 2)
& a few newer ones. thats like saying Sonic does more on most games than
run & jump, most games are if you play one you have probably played them all,
and Mario is one of them. CLIPPED
Well said. I got very bored with ZC before all the new features and public betas started being released. If you don't like the new feature DON"T USE THEM and don't play quests that use them. But don't advocate limiting ZC for the rest of us.
that is my whole point, the new quests made with ZC can't compare to the original LOZ,
what is the matter with you?, you can't dig holes, or have a hookshot, or even more than
one entrance to a screen, so why would I even want to maintain that level of limitations
in the new ZC? LOZ was fine in '86 when I was 10, but I have moved on passed that
generation of games as has anyone else, I am not trying to compare Mario 1 to even Mario 64,
the gameplay has evolved, but I am comparing 1 to the DS version, and while similar they are
lightyears apart in gameplay & graphics, while being the same in feel the DS has long since left
the NES version in the dust, no one is stupid you just miss the point that I am trying to make
for whatever reason.
ZC is ever moving forward and the fact that you want it left behind is just plain stupid, like
I said keep using 1.84 if you don't like how everything is evolving, if the designers stopped
now all of these sites would be pointless to maintain, as all the quests would be too much
alike to even care about it anymore, and I as a long time quest maker like all the options
available to me to use, I make more quests than I play and even though my posts are few here
I have been with this for over 2 years and I know a thing or two about ZC and where it has been.
my first was 1.92 b163 and now here we are in 2.11 b13, the evolvement is what has kept me
so interested over the years. to stop adding new features and making it easy to customize you quests
your way at this point would be what is stupid, after them spending years on it's development.
my first ever quest was so bad, that I just released it not too long ago, I have made an almost
fully custom tileset since using the Pure Set on my first one, then I started making tiles that
were missing, then I started making my own originals, and now my newest quest has much more
flexability than ever, I am using a MC set mixed with my own & Pure remnants, as well as a few
from Raiden & others, and without the 256 color feature, I never could have done that without
mad layers and way too much tile space taken up, which I had to do before and it was a pain.
I am grateful to Dark Nation and Jman for doing what they do, and I hope they keep it up for a time
to come, I have fun with ZC and it is due to the new options available, without them all it would truly
be is an 8-bit clone and after a few quests made would bore most and ZC would never have come
this far.
I'd stick primarily with the item editor for this one. It definitely adds the most for gameplay and the number of things you can do... and it's definitely a lot easier that an enemy editor. Sure, with the enemy editor, you could probably pull off custom bosses a little easier but... does it really add to the gameplay that much? A lot... yes. As much as items... after seeing _L_'s side-scrolling gravity script, h-e-c-k no. Dialoge editor... although that'd allow for faster and easier quest making and adds some more beauty... ... it really doesn't add much to the gameplay at all. Sure, it'd attract newbies and rookies to use it easily, but I think the item editor would be much more attractive to the majority of people.
Did I just practically restate what someone else said, because I didn't check the previous posts...
Maybe I can't read, or I didn't read this thread carefully enough, but no one has explained what this Dialogue Editor is. What is it, what can you do with it?
But like WindStrike said, item Editor allows for so much amazing stuff. Enemy editor is nice, but since you can already make custom enemies and bosses quite easily that's not number one priority. And the Dialogue editor... if I just knew what it was I could make a comment about it... 😛
A dialogue editor would allow for more freedom with strings. Presumably, things like font and color would be readily editable, as well as the possibility of text boxes, message placement, and maybe even yes/no style choices. Personally, I'd be happy with something that just lets me edit my strings without having to go three lines at a time and then link them all together.
Jman made a thread for it a while back in suggestions. And different fonts, like Hyrule, Goron, etc. Size, colors. The placement of the strings on the screen, so it can be on the bottom too!
Ohhh... now I understand why people are so excited about the feature. Thanks for explaining it to me. It really would be great for more RPG-ish quests. Holy crap!
But I still stick to the Item Editor which would be the biggest thing ever. Of course all these features are more than awesome and I cannot wait for the day when they all are implemented. But right now I'd just like to have a bugfree and stable ZC. 😉
Hey, question when is the release date for the final version anyway?
When they're done.
There's no definite date, mostly because that would cause a rushed and sloppy product. Plus, since beta is currently open, there's really nothing that is hidden from the public anyway.
True, I thought I heard a mention that they had a certain date set that's all. I guess I just read wrong XD
FINALLY, I can vote! I voted Item editor and dialogue editor. Honestly, custom enemies don't need to be made now. We have FFC scripting if you are really that desperate. All we need is a way to edit the sprites the default ones use. (maybe their names too)
We need the Item editor to edit the names too. I bet the dialogue editor will only have color and font. Size probably will only work with the proportional font anyway. Scaling the fonts might work though. And once again, every feature of the Subscreen Editor should be implemented by the final version.
BTW: With the dialogue editor there should be "easy" buttons for quick formatting.
beefster09 wrote:BTW: With the dialogue editor there should be "easy" buttons for quick formatting.
/me hands Beefster the Staples easy button.
(Sorry. I couldn't resist. :rofl😊
Hypercrash wrote:/me hands Beefster the Staples easy button.(Sorry. I couldn't resist. :rofl😊
That is scary because I was thinking exactly the same thing.
On a side note, I wonder how useful this poll ended up being since the votes are so close.
beefster09 wrote:Honestly, custom enemies don't need to be made now. We have FFC scripting if you are really that desperate.
But, see, the problem here is that FFC and scripting and all of those new things are really quite tricky to master. Many veteran users have difficulty with them (me included), so I imagine that a total newcomer would be quite lost.
Yeah, but a dialogue editor would be much more efficient than setting up FF Combos and all that jazz. Much more. Plus, ZC is really lacking dialogue.
Enemy improvements since original game:
Bat
Darknut [Splitting / Death]
Dodongo (BS)
Fire Shooter
Gleeok (Fire)
Gohma [3 / 4]
Manhandla [2]
Octorok [Magic]
Patra [plenty new ones]
Stalfos [3]
Trigger 😛
Wizzrobe [Bat / Fire / Mirror / Wind]
Placement flags.
Plus, you can edit the enemy sprites.
Item improvements " " :
Amulet
Arrow [3]
Bomb [Super]
Brang [Fire]
Boots
<too many to list!>
(And you can edit the sprites for enemies too.)
Dialogue improvements " " :
Uh... the "more" feature. Woo.
Ability to use lowercase! Yay!
Yeah, the dialogue section is lacking.
just about a 3 way tie. All those features will equal awesomeness times 5