How do you export tiles from one quest to another (I am using the pure tileset and what to import some tiles from 2.10 test to be used as Link's sprites).
A few questions
If you only want a few tiles, draw them on the screen, hit the "Z" key to take a snapshot(they're named numericly, so if you've never used the snapshot function before, it'll be somthng like "zelda1"😉 then open the other file, go to Graphics->Tiles, find some empty spaces, and hit Grab->File-> snapshot name.
You may have to recolor them, tho.
Oh, I never thought about taking a snapshot. Thanks. You have answered so many of my questions that I think you deserve a slot in the credits of my first quest.
Really? Thanks. If you ever have more questions, just ask.
Okay, what are secondary flags and secondary secret cobos and how do they work. I think I have a basic idea of secondary secret combos: they link one to another, but I could use more info.
Wellllll... Tiered flags...
You place the first flag as normal, and when you activate a secret via another flag, combo, enemies to secret etc, it changes as normal. Then, in the secret combo screen, you hold down control and click on the flag, and set it to another flag. Then, when you activate another secret after the first one, after having changed to the first one, it will then change to the flag that you've ctrl-click selected. It works with all flags, not just 16-31 remember.
You can also set up flags which switch over and back again, to replicate the up-down block type puzzles from ALTTP, LA etc. Eg, on flag 16 have the block down, Ctrl-click to flag 17 - on flag 17 have the block up, Ctrl click to flag 16. For the switch, make sure to make the flag you hit tiered to itself with Ctrl click.
I Don't Knows tutorial has a good description, but basicly, like Joe said, only mines the understand it not how to do it version. Normally when you activate a secret combo, the new combo is basicly blank. It has inherent stats and solidity and stuff, but you can't make it do anything. Tiered secrets make it so you could step on a switch to make an eye appear, than hit the eye with an arrow to make the bridge appear Have a river, than have some flags where you want the bridge, say flag 18, which is then a river combo, so when you step on the switch, it changes from river to river, than say flag 19 for the bridge, which you hold down Ctrl and click on, select flag 18, so that the following happens.
Step on the switch. The river tiles change(stay the same) to river tiles, and the eye appears.
Hit the eye with an arrow. The new river combos change to bridge, and the eye closes like normal.
This is all based on the fact that when you activate secrets, all secrest on the screen activate, so you have to stack them in levels.
As in:
Switch-Level 1 secrets activate, river and eye.
Eye-Level 2 secrets activate, closed eye and bridge.
But the only way to get the bridge on level 2 is to stack a level of combos beneath it, or else the bridge and the eye would show up when you step on the switch.
(Hmm, I guess that was a "How to do it".)
Okay, a little confusd on that bit, but oh well:shrug: . New question: what do temporary and permanent trigger type combos do?
If I recall, a permanent trigger can only be triggered once, wheareas the temporary resets after you leave the screen, I think. My memory is a bit hazy tho. I know that they activate secrets.
Okay, I get it. And no for another question (the title of this tread "a few questions" really should be changed). How do you make wistle warps where wenever you blow it, it takes you to one of many certain places if you've een their before. For instance, in the origanal, when you blow the wistle, it takes you back and forth between dungeon entrances in screens that you have already visited.
Under Quest->Misc. Data-> Whistle Warps, you can set the screens you warp to.
A bit more specific... the number for the whistle warp corresponds to the level number of the triforce piece. In other words, if you collected the triforce piece from the dmaps with level numbers 1 and 2, the first and second whistle warps will also be active.
And a neat trick - when you blow the whistle, you'll get warped to say Level 5. If you face left when you blow it again, you'll warp to 4, then 3, etc. If you face right as you blow it (as it leaves you facing after the whirlwind drops you off), you'll go to 6, then 7, etc.
Pm me for puzzle idea's 😃 I'm working on my first quest too but i know alot of things 😊
Wait, if each wistle warp activaes when the corospondind triforce is obtained, then why is there a number nine?
Yeah, we're* not so sure about that either. We† think that in the original LoZ, when you played the whistle directly coming out of Level 8, you'd get warped to Level 9. Or maybe that is currently implemented...
* I'm
† I
Okay, I am trying to make a quest with freeform dungeons. I relize that in freeform dungeons, Link normally walks over the top of the doors. However, when I put overhead combos ontop, Link still walks over them. How do I fix this. (P.S. Pineconn, you're right about the ropes. There standard movement in the origanal is moonslithering.)
Edit: Strange, the overhead combos work for offcenter doors I make, but not for auto doors.
Edit: Never mind. Figured out doors are made out of combos not tiles and you have to select the overhead combo in the door combo editor, not place them manualy.
The auto doors may not be set up to use overhead combos. Make sure the door template is using combos that are set to overhead or just draw them in yourself to get them to work right.
Amaster42, you said I Don't Know's tutorial had a section on secondary flags, but I can't find it. Where is it? And another question, how can you import csets, or at least import colors? (I always do the "rough draft" of my quests in the origanal tileset and it doesn't give much options for colors.
Edit: Sudenly, after downloading a couple of midis, all the music in Zelda Classic stopped playing. The sound effects still work though. Does anyone know why?
Edit: I tried uninstalling and reinstalling the program. It didn't work
You know, I've never noticed that section in it either. To import Csets, you go to Quest->Graphics->Palettes, select the one you want to rip into and click on grab, then file to select the file. Pretty self explaintory from there.
No ideas about your music problems though - unless you have mute on or something 😛
What tiles are used for the shockwaves that appear once you kill Ganon. And please, does anyone know why the music on Zelda Classic isn't working. If it helps, it doesn't work on the beta versions either.
Edit: Never mind about the sound, it came back on on its own. But please, what tile are used for the shockwaves that come out when you kill Ganon.
Sorry for the double post but the edit button wasn't working. Please, somebody answer the question I asked😡 . And by the way, are there any recomandations for a good tileset, perferably one where I won't have to import csets and stuuf like that?
Good tileset? Have you tried Pure or DoR?
Okay, now for a question that will have an answer I probably won't understand. Events. How do you do them in 2.10. For example, I wan't it to look first as if a village is being overrun by monsters. Then you defeat the king inside dungeon two, and the village then looks like the monsters are gone and it is being repaired.
You could do it so that when you leave level 2, you enter a different overworld, which would look exactly the same, but would have the new village in it - although it restricts the non-essential items you can put in up until that point, and takes lots of work. You can do it using the 'Dungeon Boss' flag on the screen where you kill the king, and on the screens you want to change in the village. You then put the 'trigger' enemy on those screens also, and it changes any secret flags when you renter the screens. You can't change what monsters are on the screens this way however, and the village screens must have the same leve number as the 'king' boss.
A way that combines the two would be to have only one entrance to the village, and have no enemies on that screen. The way you originally got from that screen to the village was via a side warp. Have the screen that is the entrance to the village on the same dungeon number as the boss (so you'd have to have it on a different dmap to the village and rest of overworld), and then have the 'Dungeon Boss' flag and 'Enemies -> Secret' flag ticked on the king's room. In the entrance to the village, have 'Dungeon Boss' ticked and a trigger enemy in the room. Have flag 16 at the very edge of the screen leading to the village, and have it be the tile that was down before, but this time with a 'stairs' combo. Have the tile warp take you to a new village screen, where the village is being rebuilt.
There could be other ways, but not that I can think of - you could just wait for 2.5 and Room State Carryovers though.
Okay, quite simple. Now, how do you make cutseens where the subscreen bar at the top of the screen dissapears?
Press F9, and check a box that says "no subscreen"; not only can you not Pause the game, but the part where your hearts/magic etc are, will not be there.
Another usefull tip, use the "Invisible Link" screen flag for scenes that don't use Link. Just a word of advice.
Okay, I don't know how I could have found the invisable Link flag but not the no subscreen one. Thanks! Now for a few questions concerning the lens of truth. How do you make it where a combo, when viewed through the lens of truth, flashes white? And can you make it where certain combos appear different when viewed with the lens of truth?
I suppose that the way to do it would be to set flashing and/or different combos for the desired secret combos on the screen.