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2.50 RC2


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#226 tox_von

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Posted 21 October 2011 - 11:10 PM

I was asking About ect>take snapshot Z this makes screenshots to big.

Shouldnt classic mode be on the main menu?

Classic mode doesn't launch on my PC(with XP)
edit It did in x2 to x4 mode. Not x1
and it also make screenshots as 320x240 which i was looking for.

Edited by tox_von, 21 October 2011 - 11:29 PM.


#227 LinktheMaster

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Posted 22 October 2011 - 06:49 PM

If you're using Z-Launch to start ZQuest, you go to the ZQuest tab, then set "Interface" to "Classic". It sounds like you got it working, though.

I found a bug with relational drawing. Around half the time, I'll select the combo, select the layer I want, and change over to Relational drawing and it doesn't draw properly. I think it draws the first combo over and over instead of doing the relational drawing. I typically have to switch to another map, then back in order for it to start working properly.

#228 tox_von

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Posted 24 October 2011 - 07:03 AM

Is there a version of Pure for this setup with all the new stuff working yet? Or any tileset with the new item scripts pre loaded? I was looking to do another quest these would be good.

#229 MoscowModder

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Posted 24 October 2011 - 08:53 AM

There isn't, yet. I considered using the tileset from my quest to start a PTUX 2.5 tileset, but then I realized the organization was horrible and it had a lot of unneeded tiles. Maybe later I (or someone else, more likely) will make a 2.5-ready version of PTUX (although DoR already has some tiles made for 2.5).

#230 Russ

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Posted 24 October 2011 - 11:37 AM

DoR 2.0 is the closest you'll get. The new enemy tiles are set up perfectly so you don't need to do any work, and graphics for most of the new 2.5 items are are included, though you have to set those up yourself.

#231 tox_von

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Posted 24 October 2011 - 05:54 PM

Is there any chance of a boss maker?

Ive been using Gamemaker to make bosses and its really easy all you have to have is move,hit points,shoots,what item can hit and when and dimentions which can be done with multiple objects relative to the main.

Would there be a way to make a bossmaker program which could get this from existing enemys(there features) and have an acts like feature to do this.

Could there be an app for gamemaker to transfer enemys(objects) so zelda classic could use them?



#232 MoscowModder

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Posted 24 October 2011 - 08:33 PM

Chances are, that is impossible. Converting objects from GameMaker to ZC would involve scripts that will almost certainly not be compatible, graphics that have too many colors for ZC to handle, and much more. So no, that's never gonna happen.

#233 Russ

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Posted 24 October 2011 - 08:43 PM

The enemy editor can handle everything you mentioned except size of the enemy. It defaults to 1x1, you need a little basic scripting to make it bigger, although I'm pretty sure a script for that exists. But everything else, like HP, damage, weapon immunity, movement pattern, etc., is doable in the enemy editor.

#234 tox_von

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Posted 24 October 2011 - 08:46 PM

What about this question could there be a bossmaker prototype made that copys
move,hit points,shoots,what item can hit and when and dimentions which can be done with multiple objects relative to the main.

eg
moves like octorock
shoots like zora
hit points like moblin(or input)
hit by hammer
hit when cycles to eyeball
has objets adjacent y/n

All this could be gotten from whatever is already in the program couldn't it?

Edited by tox_von, 24 October 2011 - 08:47 PM.


#235 MoscowModder

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Posted 24 October 2011 - 09:52 PM

You can do a lot with the enemy editor, as long as you use the versatile "walking enemy" type. For example:

Walking style: normal
Weapon: fireball
HP: whatever you want
Hammer defence: customizable
Change on hit: try using "hammer breaks shields"
No idea what the last part is supposed to be.

And yes, the big enemies script does exist in two different forms.

Edited by MoscowModder, 24 October 2011 - 09:52 PM.


#236 tox_von

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Posted 24 October 2011 - 11:12 PM

Can it be downloaded anywhere? (Or is it already with the file and i missed it.)

And the PTUX 2.5 tileset i dont notice bad organisation if the items and enemys are set up

hit when cycles to eyeball
i meant like gohma(the spider/crab i think) where you hit the eye when it opens also like the card face things where you must hit three the same and they cycle
And fire dodongos where they shoot fire along a path of 4 squares which is just on off damage combos.
and tenticles/arms would be the same as this.

Edited by tox_von, 24 October 2011 - 11:48 PM.


#237 MoscowModder

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Posted 25 October 2011 - 09:11 AM

1. Can what be downloaded anywhere? ZC2.5 RC2 (the subject of this thread) can be found at shardstorm.com (scroll down to the latest release).

2. I'm talking about the customized version of PTUX in my quest

3. I think that would require scripting. Try asking in the script request forum if you really want it.

4. That would require either scripting or an old-fashioned (probably non-moving) custom boss made completely out of combos.

#238 tox_von

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Posted 25 October 2011 - 06:25 PM

1. Can what be downloaded anywhere? ZC2.5 RC2 (the subject of this thread) can be found at shardstorm.com (scroll down to the latest release).

I meant the boss maker(enemy editor) program mentioned where is it?

2. I'm talking about the customized version of PTUX in my quest

Can you make it so people can download it? If it has enemys and items already set up other people can use it without having to figure out how to set this up themselves which i couldnt.About a year ago i tried to figure out where all the new enemys went but there wasnt any tutorials on where to put these( things like the walking bomchu from what i remember)

Edited by tox_von, 25 October 2011 - 06:30 PM.


#239 MoscowModder

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Posted 25 October 2011 - 07:36 PM

The enemy editor is built into ZC2.50 in Quest->Enemies. The only 'boss makers' are the aforementioned enemy editor, scripts, and old-fashioned combos+shooters as bosses.

I guess I could give you the PoS tileset, but be aware that it is very messy and has a lot of extra stuff you won't need and stuff that is only helpful with scripts. Send me a PM if you really, really want it.

#240 tox_von

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Posted 25 October 2011 - 09:29 PM

I sent a PM and the Link you gave had an error message.(but it fixed 10 mins later)

Could the boss maker be done like in my post #234

What I meant by pure was Pure TIleset by Wild Bill or Pure tileset update extreme by Mr Z both my quests are based on tiles from these but if the enemys and items are set up i can use the places as a refrence and ill probably try and fix one of these.


Does all the Enemys and items stuff all work and the new scripts? Is there a list or an example game with them.
Before i start making a new game id like to plan it a bit. And a few years ago when i looked at the script stuff they didnt all work and none had examples with them.


I started to make a pure based on the above.

Where is flip 1 on a tile for left.
i figured this out it was c then h

Which menu works?.

Are there any tutorials on how to set up a tileset?

Edited by tox_von, 27 October 2011 - 08:45 PM.



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