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Sideview Semi-Solid Platform


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#1 MarinaraSauce

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Posted 20 September 2016 - 12:44 PM

Are there any scripts out there for sideview combos that can be passed through when going up through them, but then act as solid ground when landed on, like you'd find in a lot of platformers?

 

I've seen a script for a one-way combo, but that script pushes link through it until he's reached the other side.



#2 Anthus

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Posted 20 September 2016 - 03:24 PM

I know it is possible cause someone was working on a Kirby quest with semi-solid* platforms. That's all the help I have though.

*read it in the Mario Maker voice.
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#3 Lejes

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Posted 20 September 2016 - 08:28 PM

I made platforms like this about a month ago. It's part of a much more fully featured sideview suite, though. Solid moving platforms, variable jump height, space jump and screw attack, etc. I'll see if I can get around to extracting the pass-through platform bit into an FFC script later, unless someone already has a script like that lying around.
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#4 MarinaraSauce

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Posted 20 September 2016 - 09:18 PM

I made platforms like this about a month ago. It's part of a much more fully featured sideview suite, though. Solid moving platforms, variable jump height, space jump and screw attack, etc. I'll see if I can get around to extracting the pass-through platform bit into an FFC script later, unless someone already has a script like that lying around.

The elements you mentioned in the suite sound great, since I was planning on making a metroid-style quest. If you'd be willing to link to that then that would be great.

 

I know it is possible cause someone was working on a Kirby quest with semi-solid* platforms. That's all the help I have though.

*read it in the Mario Maker voice.

What if I told you I actually opened up Mario Maker because I forgot what they were called.


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#5 Lejes

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Posted 16 October 2016 - 07:35 AM

http://www.mediafire...riable_jump.qst

This sure did take a while. I got around to fixing some minor issues with it, and adding some new items I wanted to add, like double jump. No standalone ladder or platform FFC scripts yet, but they shouldn't be hard to make. Needs testing, though, just to make sure they're really not dependent on that global script.

Tinker with the init items and starting screen, to see what's there. Ex1 is the button to jump, not the feather.

Edited by Lejes, 16 October 2016 - 07:42 AM.

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#6 MarinaraSauce

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Posted 16 October 2016 - 10:30 AM

It works pretty well. The only bug I'm noticing (in sideview at least) is that Link has a tendency to get stuck on the bottoms of stationary platforms. Other than that, very nice!

 

EDIT: There also seems to be some sort of glitch with what I assume to be blocks breakable with the screw attack. They don't seem to break and push Link upward until he gets stuck in the ceiling.


Edited by GrantGreif, 16 October 2016 - 10:40 AM.


#7 Lejes

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Posted 16 October 2016 - 05:11 PM

File updated, download link is the same as before.

I also fixed a silly bug with platforms not setting the right bit when you stepped on/off them. I'm not sure if that's the source of your screw attack issue, though. Can you look at the new file and tell me if it's still happening?

#8 MarinaraSauce

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Posted 16 October 2016 - 05:26 PM

Yup, the problems I mentioned appear to be fixed.

 

Quick question: How do you set the different abilities to be locked/unlocked by default? I noticed that Link started with a different set of them this time than in the other quest file.

 

EDIT: Never mind, I didn't see them in the Init Data equipment menu because of their item class name. Also for some reason the Space Jump doesn't appear to be working properly. I can jump multiple times, but I can't gain any height with it.


Edited by GrantGreif, 16 October 2016 - 05:32 PM.


#9 Lejes

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Posted 16 October 2016 - 06:52 PM

You need to have good timing to gain height with space jump. It's modeled after Super Metroid's space jump (adjusted for screen size in ZC, of course). If you're still having trouble, look near the top of the script file (it's all in the buffer and can be either edited there or exported) for these three constants.
 
const int SPACE_JUMP_LOWER_BOUND = 10; // How many frames Link has to fall before Space Jump can be used.
const int SPACE_JUMP_UPPER_BOUND = 40; // How many frames Link can fall before Space Jump use is barred.
const int SPACE_JUMP_PERCENTAGE = 0.7; // How high Space Jump is compared to normal jump.
You can fiddle around with those if space jump still seems too hard. Setting the lower bound to 0 and the upper bound to some high number that'll never be reached like 65000 will make it easier. It still has the restriction that you can't use it until you start falling, though. For a jump that can be used any time, even on the ascent, you might want to look at the MultiJump item script.


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