What are you looking forward to in the next version?
#1
Posted 10 August 2012 - 12:54 PM
#2
Posted 10 August 2012 - 01:20 PM
#3
Posted 10 August 2012 - 03:04 PM
Also a Tooth Gleeok.
#4
Posted 10 August 2012 - 03:10 PM
Most of all though, I'd like to see 2.5 completed and that isn't going to happen if stuff keeps getting added on...
#5
Posted 10 August 2012 - 03:13 PM
At least, I hope he does... Me? I'd have to think on that for a bit. But custom boss editing (or being able to select from more than just Z1 bosses) would be nice...
For the next version, not 2.5.
#6
Posted 10 August 2012 - 03:24 PM
This was like back in 2006 though so plans have almost certainly changed (or at least evolved) since then.
#7
Posted 11 August 2012 - 07:13 PM
I think he means for after 2.5.
At least, I hope he does... Me? I'd have to think on that for a bit. But custom boss editing (or being able to select from more than just Z1 bosses) would be nice...
For the next version, not 2.5.
Yeah, new bosses would be great. Bosses are probably the only area I dread having to work with more than the overworld. Not to say they're horrible, just it kinda feels like anyone playing would see that I just used the Enemy Editor on some of them and changed a few things.. There's not really much you can do without scripting..
For me #1 would be to have the Roc's Cape implemented without scripting and following that would be to fix the Sword/Spin Attack compatibility issues that the Roc's Feather has with them.
(I.e in LA and the Oracles, you can charge you sword and even use the Roc's Cape while charging or keeping the charge. In ZC you can't do that. I think in FS and TMC it worked the same too, but I don't remember for certain).
#3 Would be a way to be able to scroll through items when you have the "Can select A Button item on Subscreen" rule set. My quest could really use that as it's a pain to switch between items with it on, and some rooms are much easier if you can have say the Roc's Feather and Hammer equipped at the same time, instead of needing to switch constantly. Or possibly do #4 instead..
#4 For me would be to implement two more button items like A and B (Perhaps EX3 and EX4 could become X and Y? I don't think they're really used, even in scripting). That way you could have say the Sword, Feather, Hookshot and Hammer all assigned to a button at one time with very minimal switching.
There's a lot of other things too, but I probably shouldn't list a like a dozen things.. I feel like I'm already stretching it with these..
(Oh and a big thanks to the ZC devs for what they have done. I was so glad when the Feather was added in 2.5)
#8
Posted 11 August 2012 - 07:15 PM
#9
Posted 12 August 2012 - 02:48 AM
Edited by ShadowPC, 12 August 2012 - 02:50 AM.
#10
Posted 12 August 2012 - 05:41 AM
What i would suggest for example to handle combos on screen really fast with a vast amount of combos:
once you have tiles build a combo by making a class that consists of a tile and a function pointer and an unsigned integer. The function pointer can point to multiple functions, the number will tell you how many numbered functions you have to go through. This should be pretty efficient and very easily extendable(that is how i now implemented something like combos in the game-engine i make).(of course this requires proper error management)
Edited by aaa2, 12 August 2012 - 05:41 AM.
#11
Posted 12 August 2012 - 05:54 PM
#12
Posted 14 August 2012 - 12:14 AM
#13
Posted 14 August 2012 - 08:45 AM
#14
Posted 25 August 2012 - 12:10 AM
Of course I understand that moving away from the Allegro UI would be a nightmare, but in the long run I believe the pros would outweigh the cons. The key would be getting one or two folks with the know-how and extra time; give them an empty repository, a couple of weeks, and see what they come up with. They would work in parallel with other folks doing bug fixes or whatever else for 2.5.1. A maintenance release would be a particularly good time to do such a thing, as the "old" UI would still be there and would be considered the "stable" toolset; the "new" UI, once stable enough, would be released in alpha- or beta-form. Once enough people have tested with it, and verified that quests generated with it are identical to those generated by the "old" UI (a simple cksum is likely sufficient here I'd assume), you could then move towards making the new UI the standard ZQuest.
But, failing that, a feature request:
Scripting has been a huge boon for quest makers. The quality of quests, and what you can do in them, has been greatly expanded because of it. Thus, the tooling related to script writing and maintaining needs a large amount of improvement. One small but useful thing you could do is replace the script editor in ZQuest. Instead of using a built-in text box, you could fork-and-exec an external process. The default could be whatever the system editor is, e.g. Notepad on Windows, but the user could even configure what process they wanted to launch, such as Notepad++.
To avoid hassles with inter-process communication, the editor could be opened with the script file contents, likely stored in a temp file. When the user saves and exits the editor, ZQuest reads the temp file back in for the edited content. That way, the script writing experience is enhanced with almost zero new code written for ZQuest.
#15
Posted 25 August 2012 - 01:03 AM
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