16B is a whole lot better than 16 it looks like.
I ran around for 20 minutes in my quest with hardly a glitch.
Thumbs up guys!
Zelda Classic 2.11 Beta 16
Solair Wright wrote:I really hate it when ZC/ZQuest is rushed, and it appears it was rushed again. It's buggy, buggy, and buggy. I can't use B items and the only thing worth noticing: the wealth medals and the enemy editor. Nothing gets done when games are rushed, and it's barely playable. I said to take it easy, and it's barely playable. :shrug: Last thing I need is Zelda Classic is as buggy as the Atari 2600 version of E.T.
Do you understand the concept of ZC 2.11 is a beta?
i agree, 16B is actually usable to some degree.
I played for some time and haven't found any big deal.
A few minor things:
-Fairy (got from killing monsters) is stationary.
-Rope (enemy) drops clock too often (when clocks are enabled)
-Link can't use the sword in 0.1% of tries, mostly after hitting or killing an enemy.
-A and B items as as the hearths temporary disappear when getting the triforce piece.
-Hitbox of keeses is crazy! Sometimes they hit before touching them, other times they fly away above Link without hurting him.
Now onto trying ZQuest.
Jman / _L_ / etc:
Hmm, are we going to get a quick summary of beta 16b's bug fixes so we know what to be on the lookout for, first and foremost?
franpa wrote:i agree, 16B is actually usable to some degree.
Agreed. I practically ended up creating a bug topic which read "EVERYTHING". Well, that's obviously an exaggeration, but when every single B item did something completely different from what it was supposed to, it doesn't take much to steer them to the bugs.
Hopefully public beta testing will be more useful for 16b. Large bugs are sometimes easier to fix because the problem is more obvious; public beta testing is useful for finding the smaller, sneakier bugs.
THERE we go! Finally! *cracks knuckles*
Sweet. The enemy editor is gonna make my day.
wow, every rupee I pick up gives me 3 rupees, 3 bombs and 3 keys. Woohoo! :P The shield graphics for magic and mirror when moving up or swimming seem to have changed yet again. -_- Everything else looks good so far though.
What does the Charge Ring do? I hate to sound like I'm new to ZC, but I don't know what it does.
... ... Whoah, ... Okay, Whoah, this is really really weird. This has never happened before. I don't know what kind of bug this is but it's not funny. When I start up ZC or ZQuest in a window, (Parameters: [font=courier]...zquest-w.exe" -windowed -scale 2[/font] and [font=courier]...zelda-w.exe" -res 512 448 big -windowed -fast[/font] for ZC.) it takes the appearance of the desktop or whatever the viewport displayed when ZQuest / ZC was opened, and won't change unless you manually drag the titlebar around. It may animate then while it's being dragged around rapidly. I think it still plays, but the visuals only display and it only reacts when drug around. What's going on here? This didn't happen with 16a.
... ... EDIT ... Oh crap. Now 16a is doing it to me too. I really have to get My display issue fixed. :sweat: Nevermind then.
But seriously, what does the Charge Ring (1 & 2) do? What does the worn out L1 glove do as well?
I believe the Charge Ring cuts down the time it takes for Link to charge his sword to do the spin & hurricane spin moves. Charge Ring 1 cuts it down by 1/2 i think & then Charge Ring 2 is 1/2 the time of Charge Ring 1.
I'm still not sure what the Peril Beam scroll does though.
Well, Peril usually means when Link is in peril. So maybe when his health is like 1-2 hearts, the scroll comes into effect and he's able to shoot beams?
In the Minish Cap, the Peril Beam Scroll allowed Link to fire sword beams when his life was low. I'm assuming this has the same effect.
Amaster42 wrote:I already have a test quest I use. You start with every item, and it has screens with every feature and boss in the game.(Except scripting, I cant script yet) It took a while to compile, but it's great for debuging. Only problem is sometimes I still can't tell if the bug is a bug, or a mistak due to my incompetance.Oh, anyone have an idea why b16 is corrupt for me?:banghead:
A quest like that could come in handy for beta testing. Could you please share it?
Love For Fire wrote:In the Minish Cap, the Peril Beam Scroll allowed Link to fire sword beams when his life was low. I'm assuming this has the same effect.
Almost sounds to me as if there should be a damage modifier for the beams shot when under the influence of the peril beam. They should do a bit of extra damage if Link is under pressure. Or maybe perhaps less, considering that he's so weak.
I was just wondering... Will the devs still implement new enemies, now the enemy editor is out to some degree? Or are we supposed to make enemies to fit the needs of our quest(s) from now on?
Turbon714 wrote:I was just wondering... Will the devs still implement new enemies, now the enemy editor is out to some degree? Or are we supposed to make enemies to fit the needs of our quest(s) from now on?
Well, at the least there are still a few more "official" enemies from the Enemy Contest which remain to be implemented. I assume that the enemy editor will replace any supercharged versions "on crack", since they can be implemented by a quest maker now simply enough. However, I can still see more than enough reason for adding enemies with vastly different attack methods or even motions - for example, Zelda III type archers (moblin archers in the default tileset :tongue😊 which back up away from Link to get out of his way, and try to shoot at him. Such new enemies would serve as a good template for new enemies with new behaviors - I am sure others can think of other good examples from the games which can't be simulated with the current editor (yet).
splatty
3 things....
First of all, the new enemy I made doesn't appear on the screen in ZC
Second, where is the "New Enemies" rule. I can't find it.
3rd does the CSet thin in the corner of the EnEd work for regular pallets. That is, if I enter 15, will my enemy be colored as per pallete 15?
Turbon714 wrote:I was just wondering... Will the devs still implement new enemies, now the enemy editor is out to some degree? Or are we supposed to make enemies to fit the needs of our quest(s) from now on?
The plan was to convert the enemy AIs into scripts. that way if someone wanted to make a new enemy they could simply script it. Not sure how well that'll work out before 2.5 though.
jman2050 wrote:The plan was to convert the enemy AIs into scripts. that way if someone wanted to make a new enemy they could simply script it. Not sure how well that'll work out before 2.5 though.
I hope this will be done, since it will make things much more flexible, as long as slowdown can be avoided by having several -interpreted- scripts along with any existing FFC scripts. As long as new scripts can easily be assigned to the enemy editor, even anti-scripters won't have any reason to complain anymore. 😊
splatty
Hey guys.. What's the status on the Linux port? The latest version for Linux is B13.. Is there going to be an update so Linux users can use beta 16?
well, erm the "worn out gloves" i assume do what they do in the BS-X zelda game... they let you only pick one stone up per screen... you have to walk back and forward between screens to pickup a stone on the original screen again... this can be used to reduce paths a person can take.
Hey, hey!
<ignorant whine>Slow down with that scripts! Making everything scriptbased can seem cool for first, but script and asm (what is asm, anyways???) needs programming knowledge! It's the same like telling the people that they only can eat fruit if they grow it, so they only get seeds in the first place... Drop down menus are the best, number spaces are also good, but scripting... Developers think that everybody who is interested in ZQuest learned programming? </ignorant whine>
Anyways, the latest version already surpasses my not-so-low expectations.
<joke>Only the editor-editor would be better.</joke>
asm is just a language just like c and c+ and c++ and visual basic and all that jazz.
there working on implementing lots of things into the gui to increase whats available to a new quest designer.
CastChaos, you can easily do anything without scripts. There are only a few things that can only be done with scripts, but it can all be done somehow.
Hey, is there any way to set the size for an enemies actual sprite. Only I have a custom boss that's 3x5.
yes, there is a way to set the size... I think
Yes, you can specify the lenght and width of an enemy. I remember for some X and Y data whiches refer to the size. Somebody said that this was implemented especially in favor of the (custom) bosses.
I know that almost anything or even anything can be done without using script now, but I want this to remain this way. If I had ever learned programming, I would have used nowadays that C++ program maker and possibly never find Zelda Classic. So, I don't want the enemy editor to be totally script based. Plus it's nice if the developers always adding more enemies, even when makers can create their own enemies.
Even if *everything* were converted to scripts, they would all be available and working to the average user, allowing them to place them and use them without having a know a lick about scripting. BUt the option would be there for thoe wo know what they're doing.
Also, enemies are still 1x1. I have some more work to do if you want to change the size.
jman2050 wrote:Also, enemies are still 1x1. I have some more work to do if you want to change the size.
Depends on how much work. It'd be VERY nice to have, but you guys have been working hard on 2.5, and there should probably be a limit of how much you can add before you release it... before you start leaking green stuff out your ears
But, if you can possibly manage, that'd be a awesome feature to have
If such a thing was implemented, what would happen with these "invulnerability" flags? What if one tile of this enemy was vulnerable to something while another is invulnerable to the same thing? Take Dodongos for example; The bomb goes in the mouth, not in the rear end, ( ... ) but you're clearly able to bomb the head and not the rear end, so what what is this flag doing? What if you WANTED to be able to bomb the rear end of something as it runs away from you, and not the mouth?