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What's your experience with standard ZC save tiles?


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#1 Mani Kanina

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Posted 30 October 2015 - 01:08 PM

ZC has a save tile feature, in which, you stand on it and press start to get a save dialogue option. It's great for quest makers who prefers a save point system instead of traditional save anywhere. (There are several screen settings dedicated to this feature as well.)

For those who played and recalled, I used this feature in my 2-week contest quest. And at the time no seemed to have any issues with it, indeed, neither have I. However, once I rolled out my quest for public beta testing there have been quite many who experience that it's really hard saving on these tiles, and that it's super precise where you stand. This does not line up with my experience with the feature, which is why I find it so weird.

I considered that it might be bugged to some degree, but I'm not one to cry out that ZC is bugged unless that's evidently the case. It might just be that the feature is very unintuitive for players. So I wonder, if you have used this feature in your quest(s), what's your experience with it? And what did the players think?
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#2 SkyLizardGirl

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Posted 30 October 2015 - 06:56 PM

I hope somebody can fix this problem for you with scripts or something if you need.

..

Yeah those tiles can be a bit weird at times.  I always make it so you can continue your game through the last door you came out of or went through.

 

I have so many errors i am constantly working the kinks out of i have to keep save tiles aside and just work with the screen data continue here green square near doorways sort of things.

 

And i always prevent to save in areas that would not be a good idea to save in.

 

But it sometimes is annoying when you get a gameover and you get into the habit of just continuing and it just skips back to the file load screen instead.*


Edited by SkyLizardGirl, 30 October 2015 - 06:57 PM.


#3 Deedee

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Posted 30 October 2015 - 07:51 PM

I've had no problems with save tiles in my quest. Are you sure you aren't placing it on a layer? Maybe it's a 2.50.1 bug.  :shrug:



#4 Timelord

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Posted 31 October 2015 - 12:08 AM

I find that it works fine, but you need to be careful not to trap the player.

 

I made my own, fully-scripted save and restore functions, if you want those. Download the latest LoE if you want to try them.


Edited by ZoriaRPG, 31 October 2015 - 12:09 AM.


#5 kurt91

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Posted 31 October 2015 - 04:10 PM

I'm in the same boat. I'm using the save tiles, and I've never had a problem with them, but I've gotten comments from people that they're hard to use. What I would recommend would be to make sort of little "Save Shrines", with half-solid blocks like this...

[ ][X] [X][X] [X][ ]
[ ][X] [ ][ ] [X][ ]

The X's represent the quarter-tiles that are solid. Middle tile is your save tile with the top half solid and the bottom half walk-through. With three walls to hold the player in place, they should be able to line themselves up pretty easily.


Edited by kurt91, 31 October 2015 - 04:11 PM.

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#6 Orithan

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Posted 31 October 2015 - 06:45 PM

In regards to the save tiles, I can use them fine, but they have quite a few quirks in regards to positioning. I don't know fully, but I think it might have something to do with Link's 16x8 hitbox having to fit perfectly on the save tile or something.


Edited by Orithan, 31 October 2015 - 06:47 PM.

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#7 Moosh

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Posted 31 October 2015 - 06:55 PM

I haven't had problems with the positioning of the save tiles, but I do take issue with start being the button that activates them. Seasoned players will be familiar with them, but I can see new players potentially missing out on it and not being able to save. Even more so if they try it and encounter whatever positioning oddities other people are noticing.


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#8 Timelord

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Posted 01 November 2015 - 07:38 AM

I haven't had problems with the positioning of the save tiles, but I do take issue with start being the button that activates them. Seasoned players will be familiar with them, but I can see new players potentially missing out on it and not being able to save. Even more so if they try it and encounter whatever positioning oddities other people are noticing.

That's the only thing that I've noticed.

You know...
 

//String formatting.
const int SAVE_STRING_FONT = 0; //Z1 font. 
const int SAVE_STRING_FONT_COLOUR = 1; //White
const int SAVE_STRING_FONT_BACKGROUND_COLOUR = 16; //Black
const int SAVE_STRING_POS_X = 64; //Try to centre it. 
const int SAVE_STRING_POS_Y = -16; //Display over passive subscreen.
const int SAVE_STRING_LAYER = 6;
const int SAVE_STRING_FONT_OPACITY = 128; //Opaque.

//Combo collision settings.
const int SAVE_POINT_SENSITIVITY = 1;

//Call before Waitdraw() in your global active script. 
void LinkOnSaveTile{
	int saveString[]="Press Start to Save";
	for ( int q = 0; q < 176; q++ ) {
		if ( ( Screen->ComboT[q] == CT_SAVE || Screen->ComboT == CT_SAVE2 ) && ___LinkComboCollision(q,SAVE_POINT_SENSITIVITY) ) {
			Screen->DrawString(	SAVE_STRING_LAYER, SAVE_STRING_POS_X, SAVE_STRING_POS_Y, SAVE_STRING_FONT, 
						SAVE_STRING_FONT_BACKGROUND_COLOUR, TF_NORMAL, saveString, SAVE_STRING_FONT_OPACITY );
		}
	}
}


//Returns TRUE if Link touches the combo.
bool ___LinkComboCollision(int loc, int sens){
	int ax = Link->X;
	int ay = Link->Y;
	int bx = (Link->X)+(Link->HitWidth);
	int by = (Link->Y)+(Link->HitHeight);
	if(!(RectCollision( ComboX(loc), ComboY(loc), (ComboX(loc)+16), (ComboY(loc)+16), ax, ay, bx, by))) return false;
	else if (!(Distance(CenterLinkX(), CenterLinkY(), (ComboX(loc)+8), (ComboY(loc)+8)) < (sens+8))) return false;
	else return true;
}



There. A way to inform the player that they can save their game, when they are touching a save square.

 

Adjust the constant SAVE_POINT_SENSITIVITY so that the message only appears, when the player can press 'Start' to save. You will need to do this manually, by checking it in-game.

 

The collision function is from stdCombos.zh, with leading underscores, to prevent function duplication.


Edited by ZoriaRPG, 01 November 2015 - 07:45 AM.



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