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2.50 RC2


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#151 Saffith

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Posted 11 August 2011 - 07:35 PM

Yep, looks good. Awesome.

QUOTE(Pokemonmaster64 @ Aug 11 2011, 10:04 AM) View Post
So would it be possible to add a global variable to alter Link's base movement speed?

I don't even want to think about something like that...

#152 Twilight Knight

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Posted 12 August 2011 - 08:58 PM

QUOTE(Pokemonmaster64 @ Aug 11 2011, 04:04 PM) View Post

So would it be possible to add a global variable to alter Link's base movement speed?

Why would you want that? You could just put something like if(button up is pressed){ link y-=1; } or something like that there, in a global script, right? Same effect I believe.

#153 Cukeman

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Posted 12 August 2011 - 08:59 PM

One feature I could really use is multiple Slash > Next combos that each let you choose a specific item drop.
Y'know so I could easily place pots, and designate what is inside each pot. Pots baffle me.

Edited by Cukeman, 12 August 2011 - 09:00 PM.


#154 ShadowTiger

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Posted 13 August 2011 - 03:29 PM

QUOTE(Cukeman @ Aug 12 2011, 09:59 PM) View Post

One feature I could really use is multiple Slash > Next combos that each let you choose a specific item drop.
Y'know so I could easily place pots, and designate what is inside each pot. Pots baffle me.


Actually, this, I agree with. I'm quite curious now: How easy would it be to simply (Well, in concept...) duplicate the "Flowers" combo, tall grass item drop set, and Flowers Misc/Weapon entry for the flying petals when slashed, and everything else, a bunch of times?

So that way, we'd have a "Slashable Combo 1," "Slashable 1 Debris," and "Slashable 1 Item Set" all the way down to, say, 31 or something. Or perhaps a smaller number. The combo types list is already quite large. icon_razz.gif

#155 Colossal

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Posted 13 August 2011 - 07:18 PM

If Link is given a magic ring that grants infinite magic, performance apparently takes quite a hit. In my case, the frame rate went from >1000 fps without the ring to ~225 fps with it. It's odd that a passive item would do that. (I have a Core i7 930 @ 2.8 GHz)


#156 Avaro

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Posted 14 August 2011 - 05:59 AM

QUOTE(ShadowTiger @ Aug 13 2011, 10:29 PM) View Post

Actually, this, I agree with. I'm quite curious now: How easy would it be to simply (Well, in concept...) duplicate the "Flowers" combo, tall grass item drop set, and Flowers Misc/Weapon entry for the flying petals when slashed, and everything else, a bunch of times?

So that way, we'd have a "Slashable Combo 1," "Slashable 1 Debris," and "Slashable 1 Item Set" all the way down to, say, 31 or something. Or perhaps a smaller number. The combo types list is already quite large. icon_razz.gif

Oh, this is just what everyone needs. Great idea!

Also, why is there no "Penetrate enemies" flag for the wand magic? The sword beams and arrows have this flag too!

2nd question, will there be a RC3 or.. the... final release?

#157 Mero

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Posted 14 August 2011 - 11:15 AM

Is it to late to add a no damage NPC defense type. It looks and behaves like you hit it, but takes no damage.

#158 Gleeok

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Posted 14 August 2011 - 05:15 PM

QUOTE(Avataro @ Aug 14 2011, 03:59 AM) View Post

2nd question, will there be a RC3 or.. the... final release?


Windows version definitely needs to be tested, ...so yeah.





QUOTE(Colossal @ Aug 13 2011, 05:18 PM) View Post

If Link is given a magic ring that grants infinite magic, performance apparently takes quite a hit. In my case, the frame rate went from >1000 fps without the ring to ~225 fps with it. It's odd that a passive item would do that. (I have a Core i7 930 @ 2.8 GHz)


With great power comes great responsibility!!! icon_biggrin.gif

#159 Mero

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Posted 16 August 2011 - 10:50 AM

I was thinking of a great idea. Probably what happen before 3.0 though. Basically why not have an array of 10 integers representing the 10 weapon/misc entrees on the action tab. And make them always selectable.
May'be call it itemdata->Sprites or something.

So what do you guys think?

#160 aaa2

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Posted 16 August 2011 - 05:55 PM

There seems to be a minor error when changing screen while charging your sword. The sword will appear on the opposite side of the screen i added a picture under the following url to show the bug.

http://imageshack.us...5/zelda033.png/



#161 Nightmeres

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Posted 20 August 2011 - 11:49 AM

downloaded the windows version a couple of days ago and it worked fine until today.

it loaded slowly and it would let me click anything in zquest

OS-Vista

it might just be my computer since its happening in rc1 as well


never mind it was my computer all is fine

Edited by Nightmeres, 22 August 2011 - 06:35 PM.


#162 Cukeman

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Posted 20 August 2011 - 11:43 PM

Possible bug?
http://www.purezc.co...&...st&p=730314

Edited by Cukeman, 21 August 2011 - 12:21 AM.


#163 Isdrakthül

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Posted 23 August 2011 - 12:58 PM

I found an odd bug. If Link stands in the second row (from top to bottom) of combos, faces up, and uses an item, the actual item use as built into the engine will not trigger, but the script will.

For example, if my item script refills my magic and I have the "remove item when used" flag checked for my custom item in the item editor, using it under these circumstances will refill my magic without removing the item, allowing me to reuse it.

EDIT: This works for every screen edge, not just the upper one.

EDIT 2: For some reason, the sword works while in this position.

Edited by Isdrakthül, 23 August 2011 - 01:03 PM.


#164 Moo2wo

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Posted 23 August 2011 - 01:12 PM

Is it too late to make a couple of small requests for the combo editor?

1) To be able to use the "Remove" feature on multiple combos, rather than having to do it one at a time.

2) For the "Swap" feature to switch the usage of the combos in the quest as well as an in the editor; it's very annoying to have to go back through all of your screens and change the combos accordingly.

You would be doing me a great favor if these couple of changes were made.

#165 ShadowTiger

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Posted 23 August 2011 - 03:44 PM

QUOTE

1) To be able to use the "Remove" feature on multiple combos, rather than having to do it one at a time.
You mean, delete a combo from the combo page? You can select a range of combos to delete in the combo page itself, in Quest -> Graphics -> Combos. (Or press "k" in ZQuest.) That particular combo page allows for multiple deletions via shift-clicking to select multiple combos in a row.


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