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What are you looking forward to in the next version?


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#31 Jamian

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Posted 01 October 2012 - 11:27 AM

This has been probably mentioned before, but it would also be great to have tools to create "cut scenes" more easily (i.e. a cut scene dmap type or room type or something, that would work without having to go out of your way to mess with the normal settings).

Also: a way to customise the ending more (as far as I know the only ending allowed is the classic ending using Zelda and Link holding the triforce, etc.) so that you can create different storylines and give them an appropriate conclusion.

Edited by Jamian, 01 October 2012 - 11:28 AM.


#32 Russ

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Posted 01 October 2012 - 11:49 AM

Who says you can't customize the ending? Just make your own and don't use the game's built it ending.

#33 Jamian

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Posted 01 October 2012 - 12:33 PM

How do you make it register that the game has ended?

#34 MoscowModder

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Posted 01 October 2012 - 01:16 PM

You don't. You just make your own ending and it doesn't matter whether or not the game thinks you won.

#35 Jamian

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Posted 01 October 2012 - 01:18 PM

Yes, but I mean, how do you make it end and return to the main screen? Or do you create a screen where the only way out is to turn off ZC?

#36 MoscowModder

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Posted 01 October 2012 - 03:05 PM

ZScript can help there:

CODE
ffc script endGame{
    void run(){
        Game->Save();
        Game->End();
    }
}


#37 Jamian

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Posted 02 October 2012 - 09:57 AM

I would love it if you could make the whistle whirlwind behave in a more coherent and predictable manner. It always seems to warp you to the same spots, while ignoring some others, which makes the "shortcut" function of the item frustrating. It would be great if you could make it systematically cycle through the warp spots one by one.

#38 Avaro

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Posted 02 October 2012 - 11:18 AM

Well, I think Zelda Classic is already great enough for a free zelda game maker.
But still, like everyone, theres something I'd like to see though: An easy option to record gameplay in ZC. ;D

#39 ShadowTiger

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Posted 02 October 2012 - 11:19 AM

QUOTE(Jamian @ Oct 2 2012, 10:57 AM) View Post

I would love it if you could make the whistle whirlwind behave in a more coherent and predictable manner. It always seems to warp you to the same spots, while ignoring some others, which makes the "shortcut" function of the item frustrating. It would be great if you could make it systematically cycle through the warp spots one by one.



I think it's designed to operate based on the direction you're facing when you blow the whistle. Please correct me if I'm wrong. Not even sure if it makes a difference which way you're facing when it actually picks you up.

#40 Russ

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Posted 02 October 2012 - 11:36 AM

Yeah, if you're facing right, it'll take you to the whistle warp spots in ascending order. Facing left, it'll go in descending order. Alternatively, you could make some kind of "whistle hub" with warps leading to all your areas and have all the whistle warp points set to there.

#41 Jamian

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Posted 02 October 2012 - 12:19 PM

Wow... I've been playing Zelda since the 80s and I never knew about this trick. Thanks icon_smile.gif

#42 Lightwulf

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Posted 22 October 2012 - 12:18 PM

I'd definitely like to see the addition of whistle effects on enemies in the enemy editor. It would be great if we didn't have to rely on digdogger to be the only enemy affected by the whistle.

... Then again, there's already tiles laid out for a "whistle Pols Voice" in the enemy slots. Maybe this is being worked on already?

#43 peteandwally

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Posted 22 October 2012 - 12:25 PM

you could probably script an enemy that gets stronger with the whistle too, but it would be nice to have this be integrated like splitting enemies works.

#44 klop422

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Posted 22 October 2012 - 12:50 PM

Bomb arrows? Possibly usable bombchus. I don't know what else , so I'll leave it there.

#45 Jamian

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Posted 26 October 2012 - 11:07 AM

Here is what I assume to be bugs:

- enemies set to "projectile shooters" never count as a beatable enemy, even if you leave that box unticked
- I've made a custom lanmola that is supposed to never return after death, yet it returns even though the box is ticked


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