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2.50 RC2


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#241 Cukeman

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Posted 28 October 2011 - 12:46 PM

so apparently the screen checkbox 'play secret SFX on screen entry' doesn't work if you entered the screen via direct warp

#242 tox_von

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Posted 28 October 2011 - 07:33 PM

collecting bomb amunition makes the counter go up but doesn't put bombs in the inventory. After having the bomb item this works. Shouldn't bomb amuntion put bombs in the inventory?

#243 Moo2wo

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Posted 28 October 2011 - 07:35 PM

I don't think it's a bug; as fair as I'm aware, that's how it's always been.

#244 tox_von

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Posted 28 October 2011 - 10:11 PM

Short Bow and Hookshot should only shoot half the screen Why isnt this done it wouldnt be hard to program it could be done with alarms or distance from the player.

#245 MoscowModder

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Posted 28 October 2011 - 10:17 PM

QUOTE
collecting bomb amunition makes the counter go up but doesn't put bombs in the inventory. After having the bomb item this works. Shouldn't bomb amuntion put bombs in the inventory?

I made a script that was supposed to fix that, although I'm no longer sure if it actually works. If you're interested, you can try it out and tell me if it works for you.

QUOTE
Short Bow and Hookshot should only shoot half the screen Why isnt this done it wouldnt be hard to program it could be done with alarms or distance from the player.

What? The shortbow has unlimited range and the hookshots have customizable range (but the short one is supposed to be short icon_razz.gif ). Now, what was your suggestion about alarms?


#246 tox_von

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Posted 28 October 2011 - 11:29 PM

I meant that they should be preset go half the screen im trying to set up a pure tileset called pure classic that uses the classic menu and tiles but i dont know what works and what doesnt.

My topic for(the menu) this is here.
http://www.purezc.co...showtopic=52226

The alarm thing is how it is done in gamemaker to shoot certain distances i was making a refrence to this.


How do i set the short hookshot to shoot half the screen? I set chain length to half (50 i think) and chain links (to 25 i think)
i figued this out it was length 5 chain links 10? and block flags i dont know what that is.


I can try the bomb thing in my tileset/quest.



When the page with all the tiles is up its annoying to scroll through it all the time if there was an input box that you could type numbers into next to the page number this would be good.hitting enter would activate the page switch.

Edited by tox_von, 29 October 2011 - 03:25 AM.


#247 Link1

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Posted 29 October 2011 - 09:35 AM

QUOTE
When the page with all the tiles is up its annoying to scroll through it all the time if there was an input box that you could type numbers into next to the page number this would be good.hitting enter would activate the page switch.

Press 'P'.

#248 tox_von

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Posted 29 October 2011 - 03:33 PM

Also with the items i would like them seperated into 3 categorys. Button items, Passive Items and unfinished items. Then there could also be an auto menu option putting all the working stuff automatically to the menu.

What is the amulet 2 meant to do? It could work like the lens seeing ghosts.

How do i set up the attack scrolls ive got some set to buttons on menu but they dont work.

#249 MoscowModder

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Posted 29 October 2011 - 03:56 PM

This thread is meant for discussing ZC2.50 RC2 and its bugs, not for asking for help with subscreens and whatnot (and feature requests have a 99.999% chance of NOT being implemented, at least in 2.50.

Anyways...

1. You need to learn to use the subscreen editor to make that happen.
2. The amulet 2 is completely useless.
3. They are passive items, not button items.

Edited by MoscowModder, 29 October 2011 - 03:56 PM.


#250 tox_von

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Posted 29 October 2011 - 06:44 PM

It wouldnt let me post stuff in the 2.5 database section. There should be a section set up to post feature requests and for help specifically for 2.5 then there will be more interest in it.

#251 LinktheMaster

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Posted 30 October 2011 - 09:04 AM

I've found a rather annoying issue. I know why it's there, but it's really annoying.

Drawing with scripting on layers 1 and 2 draws under push blocks. This happens because of the old trick of using layers 1 and 2 for under combos of push blocks. Unfortunately, this sort of gets in the way since I can't use layers 1 and 2 to draw continuous stuff you'd use throughout the game since it would appear above layers 1 and 2 for most cases, but then would be below push blocks. If I draw to layer 3, then it appears above all layer 3 stuff (tree tops, for example). I can see maybe wanting this feature possible, so I think it may be good to allow layer 1 for script drawing be under push blocks and layer 2 for script drawing be over. icon_shrug.gif

Also, lately I've been having to click off of ZC and back on to be able to hit Esc to get to the menu. It would be very nice if this could be fixed. icon_razz.gif

#252 Geoffrey

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Posted 30 October 2011 - 11:51 AM

QUOTE(tox_von @ Oct 29 2011, 06:44 PM) View Post

It wouldnt let me post stuff in the 2.5 database section. There should be a section set up to post feature requests and for help specifically for 2.5 then there will be more interest in it.

Feature requests ended eons ago, as each time a feature is added it comes with a whole bunch of bugs. Currently the devs are working towards a stable release build. Also, you can ask for 2.5 help in ZQuest Editor Help just like you can with any other version.

Edited by Ornlu, 30 October 2011 - 11:52 AM.


#253 Cukeman

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Posted 30 October 2011 - 02:01 PM

I'd like to be able to toggle the screen so that instead of clicking on an FFC, I could edit the combos underneath it.

#254 MoscowModder

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Posted 30 October 2011 - 02:08 PM

A discovered a bizarre bug in my quest as described here. Apparently if you die and continue on a certain screen (which has all 4 side warps and 1 side warp), you will continue at the first side warp destination or else at the same screen's warp return.

#255 LinktheMaster

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Posted 30 October 2011 - 03:37 PM

Oh. And here I feel like I'm starting to get picky, but is there any way I could request an option to have (at least Timed) save prompts not ask me to hit OK to continue? There's really no reason for it to ask every single time if it saved okay. icon_razz.gif


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