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Zelda Classic 2.11 Beta 16

238 replies · 31,469 views · Started 04 January 2007

Revfan9 wrote:That's because a Dodongo has that specific enemy behaviour.

Yes, the "Dodongo" enemy type apparently accounts for all the characteristics that we associate with Dodongos. That means it's probably not possible to make an enemy that eats anything other than bombs, nor is it possible to make a Dodongo-type enemy that is vulnerable to anything other than bomb-feeding (without scripts, anyway).

By the way, have you noticed that it's now theoretically possible to make a 5+ headed Gleeok? 😉 I haven't tried it yet, but the first Misc. Attribute apparently controls the number of heads.

Oh yeah, could a dev give us a comprehensive list of what those Misc. Attributs do? Only I don't have a couple hours to test them all out.

Radien ZC wrote:By the way, have you noticed that it's now theoretically possible to make a 5+ headed Gleeok? 😉 I haven't tried it yet, but the first Misc. Attribute apparently controls the number of heads.

Indeed, I tried making a 64-headed one last night. Gave the heads a bunch of health, too, like 64 apiece, or something in that neighborhood.

Took a while for all the heads to come out from the center even with vsync-off-fastforwarding, and then there was this big 3x4-or-so block of heads floating around.

Then, with invincibility on, and the master sword, I started doing hurricane spins into the cloud of heads.

After exhausting the whole magic meter (standard 8 containers long, and 1/2'd), there were still about 6 heads left. 😮dd:

It was awesome. 😃

ENEMY EDITOR! YEAHHHHHHHHHHH!

Damn, it's not 3.0 yet, and I oh Cjc and Alphadawg 100 bucks each.

:sly:

Amaster42, this is long overdue, because I don't frequent AGN as much as I used to, but your issue with the first beta 16 was probably a download error. Redownloading the file (likely corrupted) would have fixed the issue, if I'm correct. Happens with archives every so often.

I skimmed the thread quickly, and I can honestly say that I'm always very confused about the ZC development cycle. It happens so fast, and contains so many updates, bugfixes, etc., that I can't keep up. I can't wait for the full, stable version, but until then, I'm just excited to read. These posts are basically ZC hype, for me.

A question, though. Is it possible now for a player to fall into a hole and fall to another floor, BUT... still keep the X-Y position from where they fell? As in any Zelda since LTTP, you'd fall into a hole and land below on a spot relative to where you fell. In games such as Minish Cap, you could even see the intended landing area below you.

I know for certain that falling and using warps to simulate landing in a room below is possible, but I don't think exactly what I'm talking about can be done. Or can it?

If not, I suggest that a reference option be added to Dmaps. Similar to strings, where you could select which string came after, the new option would allow you to layer Dmaps vertically. A drop box would allow you to select a map that was positioned below the current one. This way, when you fell, you could keep your current X-Y coordinates, line them up with the map below, and fall exactly beneath where the hole was.

Keep up the good work, all of you.

I don't know what it was, but I tried it four times with b16, and it never worked. I tried b16b, and it worked fine. Go figure.

Aranda wrote:ENEMY EDITOR! YEAHHHHHHHHHHH!

Damn, it's not 3.0 yet, and I oh Cjc and Alphadawg 100 bucks each.

:sly:

I'll be expecting that in cash, thanks.

With the right combination of the editor and scripting, I could have a lot of fun with this. Now... I've just got to learn scripting...
😃

Again, great work guys.

{DSG}DarkRaven wrote:If not, I suggest that a reference option be added to Dmaps. Similar to strings, where you could select which string came after, the new option would allow you to layer Dmaps vertically. A drop box would allow you to select a map that was positioned below the current one. This way, when you fell, you could keep your current X-Y coordinates, line them up with the map below, and fall exactly beneath where the hole was.

That would probably require a lot more work for a feature that can already be simulated very easily with direct warps, especially since we have 4 tile warps per screen. I would imagine the closest thing they'd make is an auto-set-warp feature. ...which I am going to suggest right away.

Acutally, with direct warps, don't we have as many warp tiles per screen as we want. Don't direct warps just put Link in his corrosponding position on a different screen?

Hypercrash wrote:Indeed, I tried making a 64-headed one last night. Gave the heads a bunch of health, too, like 64 apiece, or something in that neighborhood.

Took a while for all the heads to come out from the center even with vsync-off-fastforwarding, and then there was this big 3x4-or-so block of heads floating around.


Ahaha...

The fact that ZC didn't crash speaks well of this beta. 😉

Amaster42 wrote:Acutally, with direct warps, don't we have as many warp tiles per screen as we want. Don't direct warps just put Link in his corrosponding position on a different screen?

Actually, they only warp Link to his same position if the warp leads to a different Dmap (unless something was changed without me knowing it). But even with that, having 4 to work with is useful for custom bosses. This way, you can send Link to a different attack depending on where Link is on the screen.

Don't we have at least 36 warps now? Using scripted FFCs and regular combos together can have up to 36 warps, I believe.

I created a simple warp script that you'd walk up to it and press the "R" key if you are on top of it(Imagine moving doors now =P) to warp.

I'll get it later, sometimes it malfunctions, sometimes it works. FCC Script warps only use the A warp return flag, however

I'm wondering, too. I'd just finished an excellent DMap flag or two, and got script control codes working...

Hey _L_, any chance you can tell us what the "Dmap Flag or two" is? Or at least some sort of hint, please! 😊 I'm hoping it's Dmap Cycling!

Can't wait to see those DMap flags! 😉

Oh and it seems like the bug involving the "refresh animation on room entry" combo option that screws combo cycling in the whole quest is finally gone. Now how awesome is that! We finally get to use that feature in quests. 😊

_L_ wrote:I'm wondering, too. I'd just finished an excellent DMap flag or two, and got script control codes working...

"Script control code?" Whazzat?

I wouldn't be the least surprised if the Misc Attributes, like the Misc Data in the weapons/misc thing, goes widely undocumented.

I Really find it messed up that the misc types in the Weapons/Misc tab have been around for so long and NO ONE KNOWS WHAT THEY ARE FOR!

I have a theory, that if you change the Misc Type for boomerangs, they behave differently in their flight path. Because once I saw a boomerang that had sort of 'jerky' motion in a quest (a long time ago), and that's the only explanation.

But seriously. They are in DESPERATE need of documentation, along with several other things. In fact, zquest.txt hasn't been updated since 1.92...

I only know ONE Misc data number in weapons/misc

3 makes swordbeams have two frames of animation(the exploding end) Everyone knows this one, though.

ShadowTiger wrote:Why, do you have a time limit when you can't help test anymore?

With all due respect, I haven't seen any progress in the bug forum showing bugs being fixed and checked off.
Seems those of us that just want to use the program and build quests have been hung out to dry. and the interest switched to cool things that can be done with scripting.

So where do us quest builders go from here?
The b16b is too buggy to do much building with, there seems to be no hurry in fixing the reported bugs, and it seems that most interest has gone to scripting.
Are we supposed to add a bunch more to our quests only to have it trashed again in the next beta release, like happened in the b12, and again in the b16?

It's obvious that the developers have lost interest in a stable release, and that makes me lose interest in ZC as a whole, so I guess what comes around goes around.

There has been a huge focus on scripting lately, which isn't all that good if you're like me, and cant script for crap. The scripting system is implementd, and it's not going anywhere, so let's get a stable release, and then theres all the time in the world to play around with scripts.

Yeah Freedom, I wonder why all those bugreports in these forums haven't been edited to "fixed" status or "verified" status... It makes it seem like the devs are doing nothing, but that actually is very untrue.

I know for sure that at least jman is willing to see a stable release and is doing tons of work for that. I used to be a big doubter, and I can't deny that I still have some doubts because every time the devs add a feature or try to fix a bug, a new bug is born somewhere. That seems like an endless cycle and that way ZC would never be stable again, but the devs know the code and they are confident that they can get a STABLE ZC 2.5 out someday. But when? The more we test, the sooner.