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1121: Damage combos ignore boots no matter what in sideview gravity

7 replies · 1,552 views · Started 07 February 2010

In sideview gravity, if Link walks into a room with a damage combo covering some overhead layer (say for instance, Samus in a hot room), the damage combos ignore any protection you might have, knocking you all over the place like a tennis ball. I've screwed with the boots levels many times, and it does nothing. I've done a little experimenting with this, and it pretty much just boils down to boots not doing anything.

Gleeok wrote:Unconfirmed. Works fine in the current version.


I just tested it in 1164. The boots still aren't working in sideview gravity. They do for a little bit, but then you start taking damage, and one level of boots protects against things it shouldn't be able to. These boots are not designed to consume anything when used, and to test for sure, I filled all my magic and rupees. The situation did not change. Boots are broken.

Gleeok wrote:I still can't get this. Can you post a test quest?

edit: 😛

User posted image



I'll see what I can do, but it'll have to wait for later tonight at the least.

EDIT: I assembled a test quest to recreate as much as I could, complete with both on-screen damage tiles and layer damage tiles. Link's not hurting in it, but for some odd reason, he walks halfway up all the "air" tiles before falling back down. I've never encountered this before, and even in 1164, it's not happening in the Metroid quest. (for some odd reason). Speaking of which, I went back in it just now, and boots are working alright. the hell?? Maybe they were overadjusted? All of my adjusting before was in 1089, so :/ apparently it was a legitimate problem then, and now is being caused only by overadjustment (crazy levels like 20 or something)

Ah well, as long as its working ok I'm happy. Thanks again Gleeok

That explains why I couldn't reproduce it, and just illustrates the point I made earlier about people not wanting to upgrade because of code tinkerings by the devs which make it frustrating for questbuilders, which in turn leads to wasted time on both ends. 😉

edit: Upgrading at this time is good and barring some crazy bugfixes isn't going to screw up your quest in the future.

Gleeok wrote:That explains why I couldn't reproduce it, and just illustrates the point I made earlier about people not wanting to upgrade because of code tinkerings by the devs which make it frustrating for questbuilders, which in turn leads to wasted time on both ends. 😉

edit: Upgrading at this time is good and barring some crazy bugfixes isn't going to screw up your quest in the future.

what he ^ said

I built a lot of side scroll areas early on and am now having to redo them because links default jump height is higher than it was then.
It introduced a lot of bugs into my quest in areas I was completely done in and that had been tested and forgotten about.