This has been in ZC forever, and I find it difficult to believe that it's as yet unreported, so I'll assume I'm reporting a known issue.
Test case (in 2.10 format for size only)
In the test case, you'll see that Link starts out in the bottom of the screen, in the door. That's where the green square is. However, if he is to walk into the stairs (which is an Entrance warp to that dungeon (too lazy to use more than one screen)), then he'll pop out the door, and then immediately walk down two squares, which puts him through the door again (which zaps to the blue square next to the stairs, so it doesn't repeat forever).
I recall seeing/experiencing this bug since 1.92, 2.10, and all betas up until this very moment.
The fact that it's gone so long without anyone fixing or reporting it makes me suspicious that either I'm doing something wrong, or that this is an intended feature, or... I don't know. But, it seems entirely wrong.
Move the green square all the way down. This is not a bug.
What is its purpose, if it's not a bug? I can't think of any reason at all for having Link move DOWN, when in fact, by continuing after a game over, he moves UP.
What if Link enters a dungeon from the north door? He needs to move down. There is your reason. If you want Link to move up, then you put the green square all the way to the bottom of the screen. It's been done that way forever. Calling this a bug and changing it could break old quests. Leave it alone.
also, placing a solid combo beneath where you appear will also stop you walking down... or it should.
erm2003 wrote:What if Link enters a dungeon from the north door? He needs to move down. There is your reason. If you want Link to move up, then you put the green square all the way to the bottom of the screen. It's been done that way forever. Calling this a bug and changing it could break old quests. Leave it alone.
Well, I will accept that, but my "when continuing, he walks up" point still stands. Besides, in all top-down 2d Zeldas, Link enters from the bottom of the screen. (Notable exception is Skull Woods in LttP, where he can also drop down from above.)
I think the best behaviour would have been to detect which side of the screen the square is on, and using that. Or, have a screen flag.
id say have it make link just appear unless its placed on a screen border, in which case he automatically walks away from the wall the marker is placed against.
only problem i can see with this is placing the marker in a corner with z3 movement disabled... how would he walk diagonal then?
We just have to trust that no quest maker will be dumb enough to do that.
maybe have something like how you choose to place a door... you have 4 walls and you select from a dialog somewhere how link appears in the room if he enters it from a entrance... so you check the left wall to make him enter walking right or check the left wall to make him walk left etc. and by default it makes you walk down unless placed against a south border.
Wouldn't it be easier to just use priority in the case of a spawn point being in the corner? For instance, if in the top-right corner, Link would just move down(I can't forsee anyone needing otherwise for level design; there's pretty much zero reason to ever start in the corner in the first place). I would certainly agree with not having the auto-walk down if Link spawns in the middle of the room as it can just prove annoying, especially if the player is warping between two dungeon dmaps and is forced to auto-walk down upon spawning every time.