Luigi: Yes, you're missing something. I'm not sure anybody has found it so I'm not going to give clues for now.
The Forbidden City
#331
Posted 24 February 2015 - 08:30 PM
#332
Posted 24 February 2015 - 08:38 PM
...
Be prepared for a zero star review ;_;
Tell me what is, at least xd I'm really intrigued now.
#333
Posted 24 February 2015 - 10:20 PM

Bwahahahaha
Liar, I was missing two things X)
Time for Hero Mode
A Boss Rush should be mandatory in scripted quests o.ó
Edited by Air Luigi, 24 February 2015 - 10:24 PM.
- Jamian likes this
#334
Posted 24 February 2015 - 10:49 PM
Bwahahahaha
Liar, I was missing two things X)
Time for Hero Mode
A Boss Rush should be mandatory in scripted quests o.ó
All! Now you're playing in my territory!
Not really. I'm progressing at a snails pace. I only play a couple of hours every 2 or 3 days. You shouldn't take long bypassing me.
#335
Posted 25 February 2015 - 09:15 AM
Luigi: Yes, you're missing something. I'm not sure anybody has found it so I'm not going to give clues for now.
I am guessing, it`s a red tunic.
#336
Posted 25 February 2015 - 09:33 AM
I am guessing, it`s a red tunic.
A red tunic in Jamian's quests? You must be trolling. lol
#337
Posted 25 February 2015 - 09:40 AM
A red tunic in Jamian's quests? You must be trolling. lol
Damn! I was meant Red Hookshot. It`s in Mysterious pond.
#338
Posted 25 February 2015 - 01:15 PM
Just curious, but do screen items like 20 rupees, bombs, etc count in the 100% completion?
#339
Posted 25 February 2015 - 01:32 PM
No. Neither do potions.
The completion % includes:
- subscreen items (except potions)
- rings
- songs
- heart containers
- dungeon items (compass and two maps)
Edited by Jamian, 25 February 2015 - 01:41 PM.
#340
Posted 25 February 2015 - 04:26 PM
So I guess I should mention that when I played through the quest I managed to get two bubblehat rings. I killed two bubblehats at about the same time on the same screen and by some rediculous luck, they both dropped seeds, which both produced the ring as you would expect.
- ShadowTiger likes this
#341
Posted 25 February 2015 - 04:37 PM
Yeah I know this can happen if, indeed by ridiculous luck, two enemies happen to drop their unique item at the same time (once you picked it up they'll no longer drop it, but in this case you have yet to pick it up). It doesn't really bother me because it's a rare occurance and it doesn't break anything, it's only mildly odd.
Edited by Jamian, 25 February 2015 - 04:39 PM.
#342
Posted 25 February 2015 - 06:30 PM
Lvl1 raft/torch puzzle. I got stuck in the wall at the top. I wasn't stuck stuck, but I had to drown or wait for the raft to come back to get out. I was standing on the top of the raft when it happened, so probably a slight miscalc with how the raft is moving Link with regard to solid combos.
not a huge fan of your sideview ladder script. i really dislike how Link jumps when walking across the top of a ladder. easy fix, just add something like this to your sideview ladder script (from my script in the database if you want to see the whole thing)
else if( isSVLadder(Link->X+8,Link->Y+16) ){
// Link is standing on top of SV Ladder
Link->Jump=0;
#343
Posted 25 February 2015 - 07:32 PM
Actually I already had something like that in my script, but it didn't work properly and I never understood why... until now, you've made me want to go look at it some more, and I finally caught the bug. So it's something I'll be fixing in the update I'm preparing. I'll also make warps non-sensitive in the update.
#344
Posted 26 February 2015 - 01:14 AM
I believe I've found a sort of exploit in terms of potions.
#345
Posted 26 February 2015 - 08:18 AM
Oh, good catch. I'll be fixing that as well.
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