Okay...apparently I can hit people that are diagonally up and right to me but yet I can't hit people below me with the tip of my sword.
http://www.megaupload.com/?d=PLHOK226
INSTRUCTIONS: There's a bulky Octorok (Called Meatasaurus) to the right of where you start. Just start poking it and see what you come up with.
I'll just use the old ladder.qst file from now on. Who knows, maybe I'll find enough bugs to make a quest out of it. :P
Also I have a question: Do I have to make a thread for each I find or can I combine the bugs I find into one thread? I ask this because--as a bonus, you can go into the cave where the Meatasaurus is at and head right from there. Apparently Zelda Classic has a limit to how many magic projectiles can be on the screen at one point. If it goes over the limit, it keels over.
What? I thought this was fixed already!
...
Oh right. It was only fixed for the hammer. Something about the collision box of the lweapon being offset?
As for your question, keep it at one bug per thread, unless there are several bugs closely related to each other. This makes it easier to keep track of them all. Also, make sure your bug hasn't been reported already before making a new thread.
Oh, and ZC has a limit for any projectiles, period. (Not just magic projectiles) This has resulted with a few issues with the hookshot, etc. It's just something you'll have to avoid (for now, at least).
Well, it shouldn't keel over. It should just not add any more projectiles when the projectile list is full.
Why not just nuke all these types of bugs by upping the max projectiles? There shouldn't be that much of a performance hit since it seems there is a relatively small amount of checking happening with them anyway.
(Though I doubt it's as easy as a one line fix such as define PROJ_CAP 100000000, otherwise that might of been changed already. ..?) :shrug:
Or at least make it so that it'll just stop generating them like...oh, most SHMUPs when they get a bullet overload.
Darkmatt wrote:Or at least make it so that it'll just stop generating them like...oh, most SHMUPs when they get a bullet overload.
That's a good idea! Why didn't they think of that!
Dark Nation wrote:Well, it shouldn't keel over. It should just not add any more projectiles when the projectile list is full.
Oh wait <_< 🙄
Darkmatt wrote:Okay...apparently I can hit people that are diagonally up and right to me but yet I can't hit people below me with the tip of my sword.
Not a bug: sword behaviour is identical to Legend of Zelda.
I sense that your sense of "diagonally up and right to me" versus "below me" is derived from LoZ's peculiarities with Link's hitbox.
Darkmatt wrote:Apparently Zelda Classic has a limit to how many magic projectiles can be on the screen at one point. If it goes over the limit, it keels over.
A duplicate of this?
_L_ wrote: I sense that your sense of "diagonally up and right to me" versus "below me" is derived from LoZ's peculiarities with Link's hitbox.
What? What kind of Zelda game do you play? To double-check I just fired up the NES Zelda and took a couple stabs at Octoroks. I can't do either of the problems I'm having. Are you absolutely sure this is how it is suppose to work?
To further elaborate, after reading this I did go play an NES Zelda and then go back to Zelda Classic. There IS a difference in sword collision.
Permit me to demonstrate. In "The Legend of Zelda":

The sword can hit enemies that are diagonally up and right to me.

The sword can't hit people below me with the tip of my sword.
This matches the description in your post.
EDIT: Actually, I guess you were trying to refer to Link's southward stab, right? I suppose, upon examination, that there is a peculiarity there that should be fixed.
Links swordsmanship has always been weird in the 2-D games. He is left handed unless he is facing a particular direction (Its either east or west) then his uses his right hand... His sword starts in the northern position in both cases and never starts in the southern position.
It comes from the mirroring of left/right sprites and its a issue that even Nintendo has yet to address when it comes to making 2-D Zelda games... Fixing this issue would open up a lot of possibilities for sword behavior... such as true right-handedness.