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ZC 2.50 RC3


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#451 Gleeok

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Posted 11 June 2012 - 02:41 AM

Alright. Max combo aliases is 2048 now, and a mild pain in the ass, so that's the last one I'm doing. No more requests! icon_glare.gif

QUOTE(HylianGlaceon @ Jun 10 2012, 09:01 PM) View Post

With this added somewhat recently, would it be simple enough to do the same with Items or is that more difficult? I know I've used up all my slots for items already.

"* Increased the maximum editable and usable enemies in the Enemy Editor from 256 to 512. Now there is no fear of running out of free enemy slots to customize! This changes the way quests are saved so once again you cannot open them in older versions."

(This is sort of a Bug, sort of not) I know this has been the behavior for awhile, but would there be a way for the screen to remember more specifically which secrets have been triggered? For an example if I use the Trigger-Self Only Flag with the Bomb Flag on the same spot, Bomb one, leave and return, they'll all be triggered which kinda defeats the purpose of the Flag on the Overworld at least.

I also encountered a bug where I had the room set to Enemies--> Secrets. After that I wanted to use the whistle to activate some more secrets, like with the other tiered secrets, but after the enemies were defeated, no other secrets could be triggered even using the Whistle on the spot with the #3 Flag.


I'm not going anywhere near the secrets code with a ten-foot pole (ITS A SECRET TO EVERYONE, apparently), so your chances there are about the same for winning the state lottery. icon_razz.gif But yeah, that's the way they've always worked so it would require a pretty hefty investment to alter that right now. You also can't stack secret states on a screen currently. They are either triggered, or not. Nothing I can do about that.

For items there should be more than enough free item slots available for use. Even using all the built-in default items you still have 130-140 free slots, which was double the old free enemy slots.

#452 aaa2

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Posted 11 June 2012 - 03:50 AM

QUOTE(Gleeok @ Jun 11 2012, 01:41 AM) View Post

Alright. Max combo aliases is 2048 now, and a mild pain in the ass, so that's the last one I'm doing. No more requests! icon_glare.gif

Thank you. I am sorry for having requested that but I was asking if it would be troublesome first. I also see you added import-export functionality for aliases. This will completely erradicate the problem in the future i guess. Amazing, a very elegant solution!
Btw if you are curious what i use the combo aliases for so far:
It is about 60 different trees(i guess i have most trees available in the database) i have each split up in base, and seperate treetops with 3 different colors. If the tree was more complicated sometimes two combo aliases were needed for the treebase and branches and then i only gave 2 different colors for the tops. Since i ran out of combo aliases for trees(for now) i will animate as many trees as i can before RC4 is out. (simple 2 frame animations cheaply done by slightly rotating or moving the treetops with graphicsgale)


#453 HylianGlaceon

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Posted 11 June 2012 - 04:07 PM

QUOTE(Gleeok @ Jun 11 2012, 02:41 AM) View Post
For items there should be more than enough free item slots available for use. Even using all the built-in default items you still have 130-140 free slots, which was double the old free enemy slots.


Well, I've actually run out once in my first quest I was building, so it's quite possible to use them up. It would be helpful for me if it isn't too hard to implement. If not, that's fine too, I can probably live without it. More counters would probably be helpful too, but I'm not needing them at the moment. I have used up all 10 Script counters though.

(Speaking of counters, what's the maximum one can hold? I can't seem to get it to count without giving a dud item that raises the max to like 30,000)

QUOTE(Gleeok @ Jun 11 2012, 02:41 AM) View Post
I'm not going anywhere near the secrets code with a ten-foot pole (ITS A SECRET TO EVERYONE, apparently), so your chances there are about the same for winning the state lottery. But yeah, that's the way they've always worked so it would require a pretty hefty investment to alter that right now. You also can't stack secret states on a screen currently. They are either triggered, or not. Nothing I can do about that.


Alright, I suppose I should've assumed that. You actually can trigger them multiple times from my experiences. If you place a flag that can trigger multiple times (in my case the Whistle Flag), have Flag #16 on the screen with it's flag set to 17 in the Secret Combos tab, then set 17 goes to 18, etc. It's been used in a few quests and I thought it would be possible to do the same except with the Enemies->Secrets to start it off, but it wasn't.

Edited by HylianGlaceon, 11 June 2012 - 04:14 PM.


#454 Orithan

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Posted 11 June 2012 - 04:37 PM

QUOTE(HylianGlaceon @ Jun 12 2012, 07:07 AM) View Post

(Speaking of counters, what's the maximum one can hold? I can't seem to get it to count without giving a dud item that raises the max to like 30,000)

The absolute highest value any counter can hold is 65535.

#455 Rambly

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Posted 11 June 2012 - 04:50 PM

Any reason why clicking the flag icon in the lower panel brings up the Select Combo Flag window now?
I mean, it seems like that particular icon was meant to be a shortcut. If someone needs the full menu, they can hit F8 or go to Tools -> Combo Flags.

#456 Cukeman

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Posted 11 June 2012 - 05:19 PM

I don't mean to go off-topic, but what is a combo alias?

#457 Russ

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Posted 11 June 2012 - 05:21 PM

Press O three times. You'll be brought to a list of "combo aliases". Basically, you set up an alias to be a series of combos, then use it to lay them down all at once. For instance, if I have a 2x2 tree, I create a combo alias using the four combos for the tree. Then, every time I need to lay down the tree, I swap to my aliases, choose the alias for the tree, and lay it down like I would a normal combo. It's really handy for laying down big objects, as you can place them as if they were one giant combo.

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Posted 11 June 2012 - 10:06 PM

I am looking for the newest version of ZC RC3; Build 1527. Does anyone know how I can get it? It includes must-have features like copying and pasting enemies and more enemy slots.

#459 MoscowModder

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Posted 11 June 2012 - 10:20 PM

I haven't heard of copy/pasting enemies (would be handy), but I think you'll have to wait for RC4 for those features. They aren't releasing all of the builds they announce on shardstorm.

#460 Mero

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Posted 12 June 2012 - 08:07 AM

Is the the draw limit per frame of 1000 the max that allegro can handle or just a number we shouldn't go over? I'm not asking for a increase here. I'm just wondering if that's the exact maximum number of times we can use a draw command.

#461 Ventus

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Posted 12 June 2012 - 08:16 AM

QUOTE(Nolornbon @ Jun 11 2012, 10:06 PM) View Post

I am looking for the newest version of ZC RC3; Build 1527. Does anyone know how I can get it? It includes must-have features like copying and pasting enemies and more enemy slots.

Windows: http://www.mediafire...wb4eywz2ma4gd2h
Linux: http://www.mediafire...qnhy9s7cnkd19hu
Mac OS X (Intel only, compiled in 10.6.8 Snow Leopard): http://l.j-factor.co.../ZC-250-rc3.tgz

Here you go, Those are the links to RC3

QUOTE(MoscowModder @ Jun 11 2012, 10:20 PM) View Post

I haven't heard of copy/pasting enemies (would be handy), but I think you'll have to wait for RC4 for those features. They aren't releasing all of the builds they announce on shardstorm.

And you can copy/paste enemies Just go to a screen that's has some enemies Use the "C" Key and then go to screen you want to paste said enemies and then press "E" thats brings the enemies window then once more press "E" and there you go you have have just copied and pasted you enemies icon_wink.gif

Edited by Ventus, 12 June 2012 - 08:18 AM.


#462 MoscowModder

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Posted 12 June 2012 - 10:58 AM

QUOTE
And you can copy/paste enemies Just go to a screen that's has some enemies Use the "C" Key and then go to screen you want to paste said enemies and then press "E" thats brings the enemies window then once more press "E" and there you go you have have just copied and pasted you enemies icon_wink.gif


That's not what I'm talking about. I mean copying and pasting in the enemy editor. That way, you can get all stats set to decent levels when making new basic enemies, copy an enemy for multiple variants or advanced forms, etc. I checked Shardstorm.com and it seems this feature has been added for RC4.

#463 Cukeman

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Posted 14 June 2012 - 04:28 AM

When a message string appears, the default sound is "SFX 25: Item pickup 2"
Is there any way to choose a different SFX for this?

(I know how to change the SFX for a letter being typed)

Last time I did it by replacing "Item pickup 2" with a blank SFX, and then loading "Item pickup 2"
in another SFX slot - that was no fun because I had to go change the SFX for every item in the
item properties.

Edited by Cukeman, 14 June 2012 - 04:41 AM.


#464 Mero

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Posted 14 June 2012 - 08:46 AM

I believe so. Check string control codes. icon_smile.gif

#465 Cukeman

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Posted 14 June 2012 - 08:45 PM

QUOTE(blackbishop89 @ Jun 14 2012, 06:46 AM) View Post

I believe so. Check string control codes. icon_smile.gif


String control codes can play a SFX, but the SFX I speak of plays before string control codes are read.

EDIT: Something strange I noticed today, when I use the Quake Hammer I can see an additional
8 pixels along the bottom edge of the screen (these are usually cutoff). When I press the escape key,
these pixels get cut off (as they usually area).

EDIT 2: Items in the Passive Subscreen animate too quickly while the first screen wipe is happening.

Edited by Cukeman, 16 June 2012 - 02:23 PM.



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