Did some more work on my subscreen, made a few screens. Tested a few betas and played a demo.
What did you accomplish in ZC today?
#1681
Posted 17 April 2014 - 07:51 AM
- Jared likes this
#1682
Posted 17 April 2014 - 09:48 AM
Forest of Serenity is coming along nicely. I just added a new shop. For those that played my expo, remember how I hid the Silver Armor (Red Ring) in the Triforce room in an item cellar? It's no longer there; I have a level 2 Cane of Byrna there instead, which is 100% optional. Having an item be in a missable place carrying that high of a level of importance was horrible design. Now, you are able to buy the Silver Armor, but only after getting at minimum Roc's Feather. I don't think many people will run all the way to the forest just to buy the armor then finish level 5, but it's an option. I'm convinced that aside from one enemy that hits like a truck, level 5 is fairly balanced around Bronze Armor (Blue Ring) and Battle Axe (Magical Sword) equipment progression, along with 9 hearts of maximum life.
Anyway, the store sells cheap arrows, a 70 Arrow Quiver and the Silver Armor (Red Ring). Level 6 I plan to make fairly simple even without it and with the Silver Armor the fighting parts should be trivial.
- Jared likes this
#1683
Posted 18 April 2014 - 07:54 PM
Guess what script does?
const int LOW_HP_THRESHOLD = 16;
const int THRESHOLD_IS_PRECENTILE = 0;
const int LOW_HP_SOUND_DELAY = 15;
int LowHpSoundTimer = 0;
global script Active{
void Run (){
while(true){
LowHPWarningUpdate();
Waitframe();
}
}
}
void LowHPWarningUpdate(){
if (THRESHOLD_IS_PRECENTILE > 0){
if (Link->HP <= ( Link->MaxHP * LOW_HP_THRESHOLD / 100)) LowHPSound();
else LowHpSoundTimer = 0;
}
else if (Link->HP <= LOW_HP_THRESHOLD) LowHPSound();
else LowHpSoundTimer = 0;
}
void LowHPSound(){
LowHpSoundTimer--;
if (LowHpSoundTimer <= 0){
Game->PlaySound(SFX_LOWHP);
LowHpSoundTimer=LOW_HP_SOUND_DELAY;
}
}
#1684
Posted 18 April 2014 - 08:34 PM
Entry 1 of 2 for EotM #4 submitted today. Major thanks to Y1oh for help on an old thread of mine! Without him, my first entry NEVER would have happened. Mad thanks man. Even more, that gives me ideas for when I make some of the more hellish enemies later on. All I have to say is...guys, be ready.
- Yloh and David like this
#1685
Posted 18 April 2014 - 09:03 PM
NiceGuess what script does?
const int LOW_HP_THRESHOLD = 16;
const int THRESHOLD_IS_PRECENTILE = 0;
const int LOW_HP_SOUND_DELAY = 15;
global script Active{
void Run (){
int LowHpSoundTimer = 0;
while(true){
LowHPWarningUpdate(LowHpSoundTimer);
Waitframe();
}
}
}
void LowHPWarningUpdate(int LowHpSoundTimer){
if (THRESHOLD_IS_PRECENTILE > 0){
if (Link->HP <= ( Link->MaxHP * LOW_HP_THRESHOLD / 100)) LowHPSound();
else LowHpSoundTimer = 0;
}
else if (Link->HP <= LOW_HP_THRESHOLD) LowHPSound();
else LowHpSoundTimer = 0;
}
void LowHPSound(){
LowHpSoundTimer--;
if (LowHpSoundTimer <= 0){
Game->PlaySound(SFX_LOWHP);
LowHpSoundTimer=LOW_HP_SOUND_DELAY;
}
}
I've been told to use global variables (that you put outside of scripts) only if necessary Edited by Avataro, 18 April 2014 - 09:03 PM.
#1686
Posted 19 April 2014 - 02:02 AM
I very nearly made a screen, but thankfully avoided it by making something for Enemy of the Month #4 instead.
#1687
Posted 19 April 2014 - 04:16 AM
I would've made an EotM #4 entry, but I'm lazy.
Therefore, I got back into ZC... again, and started making some more screens for my Level 4 in my big project.
#1688
Posted 19 April 2014 - 08:44 AM
I've been told to use global variables (that you put outside of scripts) only if necessary
I thought that any variable that is declared in global script counts torwards global variable limit.
#1689
Posted 19 April 2014 - 08:48 AM
Well I'm not sure on that. Now that I look at my script again though, I see that it won't work anyways xDI thought that any variable that is declared in global script counts torwards global variable limit.
So today I've finally continued on a dungeon in my quest and I bugtested another dungeon once again.
#1690
Posted 19 April 2014 - 10:12 AM
On global variables: if you edit them, add one, etc. it invalidates your current save file. So you'll have to restart playtesting from the beginning, or use cheats to get yourself to where you previously were, which can be tedious. For me this is the main reason why you should only use them when it's absolutely necessary.
#1691
Posted 19 April 2014 - 12:19 PM
I thought that any variable that is declared in global script counts torwards global variable limit.
EDIT: None of the functions will see that variable if it`s declared inside global script!
- Avaro likes this
#1692
Posted 19 April 2014 - 01:33 PM
It's considered bad practice to use global variables unless absolutely necessary, and yes, it is totally possible to make that script work without global variables.
Edited by anikom15, 19 April 2014 - 02:01 PM.
- Alucard648 likes this
#1693
Posted 19 April 2014 - 03:20 PM
Looks like I have a lot of work to rewrite that Custiom Sideview engine. Grayswandir had a bad habit of using too many global variables. He used 30+ global variables in this script, yet after revamping it`s possible to reduce that amount to a mere 4.
EDIT: I have evaluated possible benefits and consequences and found out that it`s not feasible to do this rewrite. Here are the reasons:
1. The benefit isn`t that great (26 variables freed and nothing more). It`s rare occurence to crash into global variable limit anyways.
2. This would make the script much harder to combine with other global scripts.
3. The script already works fine, even on my previous 10-year old Pentium IV PC.
P.S. How many global variables are used by Ghost.zh header?
EDIT 2: Counted. Ghost.zh uses 84 global variables.
Edited by Alucard648, 19 April 2014 - 05:44 PM.
#1694
Posted 19 April 2014 - 04:54 PM
I finally discovered preview mode! Now I don't have to play test the game in order to check secrets and combo cycling! LOL
- Jared and Aevin like this
#1695
Posted 19 April 2014 - 05:36 PM
I did not accomplish this today, but CastChaos just finished making all dungeons in NTCC. Which is a marvelous thing, since he made 5 dungeons in less than a month!
This allowed me to start working on NTCC again, first working on some overworld parts, but now I'll work on getting more gameplay parts of the quest done. An overworld is nothing without some action.
- Jared likes this
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