I'm going for the full damage sword beams. However, to balance that out, I made all of the beams require absolutely full life to use. Another change is that for the axes, I made the axe literally look thrown; it spins around on 8 frames at a frame rate of 4. Is there a way to stop it from flashing outside of scripting? It looks a bit odd to me. But yeah, the Dark Axe is just a game breaker. Of course, getting it won't be easy, but basically as I set it now, it does 10 damage (just barely enough to OHKO a Blue Wizzrobe) with a piercing beam. A Spin Attack from it does 20 damage, which is exactly strong enough to one-hit a Cracktorok. Thought Randomizer's Master Sword had an overpowered beam? This makes it cry.
Added a few new enemies and for those that saw EotM #3, I added in bubbles to replace the Flame 2 sprites.
EDIT: Also slowed down the uber-fast Keese. I know they too were widely disliked, so I gave them and the three varieties of Wallmasters a speed debuff. Speaking of Wallmasters, I also recently nerfed their HP so it only takes 2 hits from the appropriate weapon from that point in the game to kill them instead of 3.
EDIT2: Thanks to Moosh, I found an easy non-scripting way to make the sword beams NOT flash. That way, the thrown axes look natural and no longer explode into a series of axes*. So yeah, you now literally throw your axe at full life, which does justify it doing full damage. However like I said before if I did, I made it so all Sword class weapons require full hearts to use the thrown weapon. This doesn't apply to the Splinter Stick; it's too weak to get a beam ever.
*He told me to make the sprites for the beam then on the tile sheet to press "B" to convert the tiles to 8-bit colors and then make all of the black pixels transparent.
Anyway, about half of the cave leading to level 6 complete and should be working on level 6 this weekend. In addition, I found a good way to ensure a lag free ZC. I made a silent 90 minute video and on Moviemaker made it play at 1/8 speed. The result? Perfect 60 FPS with very rare 59 FPS drops. Much better than closing Skype and everything else, only to get stuck at 40-45 FPS. Why is Zelda Classic programmed to run slower the more RAM that's available?
Edited by RedmageAdam, 14 May 2014 - 12:21 AM.





