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About the spinning tile combos...

6 replies · 2,256 views · Started 02 August 2008

If I have Immediate Spinning Tiles placed as combos on the screen, the spinning tiles actually appear on the combos, and attack Link.

However, when I have Random Spinning Tiles as combos on the screen, the Spinning Tiles are not appearing on the combos for some reason. In other words, how do you get the Random Spinning Tile Combo Type to work?😕I don't even see it appearing on the screen after any amount of time.

I don't believe random is implemented yet. "Immediate," on the other hand, should work with flying colors. So far, we have to bear with only Immediate Spinning Tiles. It's likely that "Random" will have the Spinning Tile combos attack Link at any given time.

I see... If the Random Spinning Tile Combo Type isn't implemented yet, then when will it be implemented?
By the way, the Random Spinning Tile Enemy does the same thing as the Immediate Spinning Tile Enemy. In other words, I don't the Spinning Tile Enemy Class has any editable misc attributes yet.

I would recommend using combo-cycling for spinning tiles to make them appear one after another as they do in LttP, but I have no idear if that can actually work. You should give it a try.

Oh I did. It works absolutely perfectly. I did it in NeoFirst, in fact. I also have a few handy screenshots of it, but heaven help me if I can find them.

Ah, nevermind. Photobucket saves the day.

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It's been so long, I don't even really remember how to set them up. I do remember that you -WILL- need to use a lot of combo cycling to get them to work, but then it'll work perfectly.

Otherwise, I am quite curious as to how "random" will work.

Yeah, I'm sure that would take a ton of combos, considering how long some of the tiles are delayed before they begin to attack. I shudder at the thought of how long it would take to set up all that cycling. (I mean, it would take maybe ten minutes, but that's such boring work.)