What are you looking forward to in the next version?
#16
Posted 25 August 2012 - 04:36 AM
These event slots can be assigned to an event (event slot) and the allotted screen's (screen slot) attributes will be Copy->Pasted (dependent on what's in the copy slot) to the screen it is on.
Each screen would also have one or two slots that would trigger each event if the selected criteria (ie. Kill all enemies, collected item, scripted criteria x, ect...) is met on that screen.
This will make it much easier to intergrate a storyline into a quest (multiple mutiple copies of overworlds/dungeons just to accomidate indvidual events is really clunky and tedious) and/or introduce flashy features like an expanding town, for example. This would no doubt help questmakers like Shoelace and Cast Chaos among others who set out on making huge, epic quests like no other seen before.
Also, just for very simple events (like unlocking a door in an interior DMap to also unlock the door on the other side), the Screen State Carryovers should stay as to prevent event slot wastage. Nobody would like to waste event slots on something as simple as that.
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That's what I am looking foward in the next version of ZC.
#17
Posted 25 August 2012 - 11:42 AM
An event managent system that allows you to create indvidual events (prehaps up to 256 of them). All screens would have an array of up to 8 or 10 diffrent event slots, an additional slot for each event slot corresponding to the screen that the event should use and yet another slot for each event slot that determines how that screen should be used for that event (ie. Copypaste all, Copypaste item, ect...).
These event slots can be assigned to an event (event slot) and the allotted screen's (screen slot) attributes will be Copy->Pasted (dependent on what's in the copy slot) to the screen it is on.
Each screen would also have one or two slots that would trigger each event if the selected criteria (ie. Kill all enemies, collected item, scripted criteria x, ect...) is met on that screen.
This will make it much easier to intergrate a storyline into a quest (multiple mutiple copies of overworlds/dungeons just to accomidate indvidual events is really clunky and tedious) and/or introduce flashy features like an expanding town, for example. This would no doubt help questmakers like Shoelace and Cast Chaos among others who set out on making huge, epic quests like no other seen before.
Also, just for very simple events (like unlocking a door in an interior DMap to also unlock the door on the other side), the Screen State Carryovers should stay as to prevent event slot wastage. Nobody would like to waste event slots on something as simple as that.
hr[/hr]
That's what I am looking foward in the next version of ZC.
^this
Disregard my first post, some sort of event system would be amazing.
#18
Posted 26 August 2012 - 01:15 PM
Being a person very much fascinated behind ZC graphics, I think two things should happen in this realm
1) Please, please increase the palette from 16 colors (I know for a fact this will be a beast to code in, but the community's creativity will reap large rewards later)
2) Make editing the graphics for miscellaneous things like, for example, the heart symbols or fairy symbols. To be fair, with coding and cleverness, this is already not a problem at all. Still, perhaps widening the capabilities to allow for multiple components to the health or magic or making the entire miscellaneous editing easier for ZC novices would be amazing.
Finally, I love the simple, effective animation system already in place, but being able to do more through sprite editing would be nice too.
EDIT: I realize this is three ideas, but what are you doing to do (actually scratch that - given our community it could be an apt event, such as that picture of batman coming out from behind a sofa)
Edited by Yapollo, 26 August 2012 - 01:18 PM.
#19
Posted 26 August 2012 - 07:47 PM
Edited by WindStrike, 26 August 2012 - 07:52 PM.
#20
Posted 10 September 2012 - 07:05 PM
This would help a lot in the planning the following screens of the map.
#21
Posted 28 September 2012 - 05:22 AM
Example: A guy says a string (type: none), but if you have X item, then the room turns into a special item room and the guy gives you another item.
Also a "Level 9 entrance" type of room where you can check for other items as well, and not just the Triforce.
These things can probably be done with scripts, but think of people who don't know how to script
#22
Posted 28 September 2012 - 07:11 AM
1: Pot Combos. I don't know why, but it bugs me a lot when there's no animation for slashing a pot. Just make a new type of bush combo that uses different minitile graphics for the breaking animation.
2: Sideview Ladders. One of the most commonly wanted scripts, it seems like, and such a basic feature since the Roc's Feather got implemented and sideview gravity became an option, that it seems as though putting this in would be natural as a built-in feature.
3: Jumpable Cliffs. I'd like to see a type of flag where if you touch it from the top side, Link performs the jumping animation and travels straight down until he's no longer touching the flag. Seems like a simple enough method to make cliffs you can jump down.
#23
Posted 28 September 2012 - 10:26 AM
In the next version, like post 2.5? To be honest... not too much. With scripting, I can make pretty much anything I want in 2.5. Sure, it might be nice to have some features built it, rather than scripted, but if ZC 3.0 were never released, I wouldn't be too bummed out.
This is something we all have to keep in mind that NOT everyone can script like me. It takes a great amount of knowledge and a STEEP learning curve to script.
#24
Posted 29 September 2012 - 02:33 PM
#25
Posted 29 September 2012 - 02:40 PM
The same can be said for ZC itself, honestly. It just takes a certain amount of dedication and work. Honestly, learning the basics of scripting really wasn't much harder than learning the basics of ZQuest.
#26
Posted 29 September 2012 - 02:58 PM
#27
Posted 29 September 2012 - 03:16 PM
You can already do that. The secret jingle can be changed on a screen-by-screen basis (Screen data 2 tab in the screen data menu), and be set to play once, on screen entry.
Thanks for the tip, and it is nice, but it also prevents the secret chime from working if you have secrets in that room, so although a minor thing it's still something that might be added in a future release.
#28
Posted 01 October 2012 - 08:09 AM
#29
Posted 01 October 2012 - 08:14 AM
#30
Posted 01 October 2012 - 11:13 AM
What bugs me about 2.10 styled bosses? The fact that if you have pots in the room they can be restored during the battle. It looks odd. :I Something that prevents that from happening is something I'd like to see in the next version.
Wouldn't Sword Trigger + Trigger Self Only Flags with a Screen State Carryover work? You'd probably need a way to reset the room too though, which I think is possible somehow.
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