2.50 RC2
#211
Posted 03 October 2011 - 03:31 AM
#212
Posted 03 October 2011 - 05:46 PM
#213
Posted 16 October 2011 - 02:03 AM
Dummy items (current items) don't appear properly on the passive subscreen...
I thought I would expand on this topic as it is really bugging me at the moment.
If I pick up an item placed by Screen > Item it will show up properly in the Current Item
slot on my Passive Subscreen. HOWEVER, if I receive the item via string control code,
or purchasing it in a shop, the item will appear briefly in the Passive Subscreen, only
to vanish in an instant. I can only make it stay permanently if I call up the Active Subscreen.
This is kind of an important issue.
EDIT: Besides calling up the Active Subscreen, the problem also corrects itself when
Link enters a new screen. However, I have an important Current Item on my Passive Subscreen,
so if this can be fixed it is much appreciated.
Edited by Cukeman, 16 October 2011 - 02:56 PM.
#214
Posted 16 October 2011 - 09:16 AM
#215
Posted 19 October 2011 - 11:39 PM
other items sometimes are still visible after they go through the flickering animation, as if they were
going to disappear, but changed their mind. You can't interact with them, but you can still see them.
Also, buying an item can make the current item on my Passive Subscreen disappear again
(until I call up the Active Subscreen, or enter a new screen)
#216
Posted 20 October 2011 - 07:38 AM
When the wand is the first item given it doesn't appear in the inventory to use.
Some rooms make Link enter and move 2 Squares out. Why?
When in water in the dungeon you can go out a door. Why?
Shouldnt the hammer hit points be 1x1?
The viewable edges of the next screen in zquest should be toggle off option also the three tiles thing to one and none.
And the bmps it make are 2x2 too big.
#217
Posted 20 October 2011 - 09:13 AM
2. That's a feature of NES dungeons (so a shutter can close behind Link)
3. What are you talking about??
4. What do you mean 1x1 and "hit points"?
5. Why would you want to toggle off viewable edges? They don't cover up anything and they are kinda handy... but you could go back to the classic interface to get rid of them.
5 1/2. What "three tiles thing"?
6. You can change the size of the map export when you choose to view the map
#218
Posted 20 October 2011 - 10:54 AM
#221
Posted 21 October 2011 - 07:06 AM
sometimes it makes Link go further than the normal move out distance in my quest.
3. What are you talking about??
In water in a dungeon you can't go through a door. Shouldnt there be like stairs?
4. What do you mean 1x1 and "hit points"?
if your beneath hammer block between 2 you can hit 2x2=4 at once it should only be one. Also by defult the hammer should do less damage.
5. Why would you want to toggle off viewable edges? They don't cover up anything and they are kinda handy... but you could go back to the classic interface to get rid of them.
handy but you cant see the screen you have to squint and netbooks even more. And when continually editing screens you need to see all the area fully.
5 1/2. What "three tiles thing"?
The 3 tilesets on the right of the screen you cant see the tiles and you dont really need alll 3 any way all it does is take up screen space and also if it could toggle off it could be used for SOTW and other screenshots.(or have the option to toggle off everthing but the main screen.)

This is the screen where i couldnt exit the water going down and also the screen where it pushes out link to far. When entering from the bottom. from my quest tropicana Island.( it may have something to do with the water but i think i also saw it somewhere else.)
And there is also a continue bug with my quest and i also saw it on Links Birthday where you can continue in a dungeon. I think is has to do with overworlds that arnt map 1.
Edited by tox_von, 21 October 2011 - 07:34 AM.
#222
Posted 21 October 2011 - 09:39 AM
Here's what you can do:
2. Try using interior DMaps and screens. They don't have that feature.
3. I still have no idea what you're talking about.
4. You can edit the hammer's damage in the item editor. The hitbox can't be edited though.
5. They don't take anything away... if you don't like the added edges of the adjacent screens, don't look at them.
5 1/2. Oh THAT 3 tiles thing! It allows you to scroll to three positions in the tilesheet to put in combos so you do less scrolling up/down back and forth. Again, if you don't like it, use classic mode.
#223
Posted 21 October 2011 - 10:38 AM
3. What are you talking about??
In water in a dungeon you can't go through a door. Shouldnt there be like stairs?
About this, this is actually a different (very annoying) bug that prevents Link from exiting water onto a 1x1 walkable space. There needs to be two tiles of walkability for him to exit the water. A pretty annoying bug, which might be nice to have fixed.
#224
Posted 21 October 2011 - 06:33 PM
And how when selecting to take screenshot how its 2x2 do i reduce this?
#225
Posted 21 October 2011 - 09:43 PM
You're talking about map export, right? Go to view->map and select a smaller size than the one you're using.
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