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ZC 2.50 RC3


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#496 King Harkinian

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Posted 07 July 2012 - 08:36 AM

QUOTE(Nolornbon @ Jul 6 2012, 12:32 PM) View Post

It looks like RC4 will be out soon, King Harkinian. With it, you will be able to copy and paste enemies in the enemy editor (which I will make good use of icon_sly.gif) and you will have almost twice as many enemy slots. Quite nice icon_biggrin.gif additions to the program, I assure you.

Yes those are very nice additions to the program icon_biggrin.gif, I will be using them too. icon_awesome.gif


#497 )-( Marchland Malady )-(

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Posted 07 July 2012 - 01:49 PM

It would be nice if ZQuest allowed you to see all of the screens of a map while working on one of them, but that would probably be impossible.

#498 MoscowModder

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Posted 07 July 2012 - 03:14 PM

Well, you can use View->Map to see what the map looks like.

#499 Cukeman

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Posted 07 July 2012 - 05:58 PM

I have a question.

Some sprite animations are set to (for the sake of argument) 4 frames, but when you go into the
correct page on the tilesheet and try to paste a tile immediately following the four frame animaton,
the program will pop up and say that the tile I am trying to paste over is part of the sprite animation.

I don't understand it's just an unused blank combo. I have tried putting graphics in that last blank tile slot
to test if they appear in game, but they don't.

I'm asking this because I want to save space in my tileset, but I don't want to make the mistake of overwriting
something I shouldn't.

#500 Gleeok

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Posted 07 July 2012 - 06:45 PM

Malfunction! ..Yeah, just disable the write protection options while you are doing the enemy sprites for now.

QUOTE(Nolornbon @ Jul 6 2012, 09:32 AM) View Post

With it, you will be able to copy and paste enemies in the enemy editor


If you can figure out how to do it, that is. icon_razz.gif (The underlying procedures the list boxes use to keep lists sorted steals the ASCII key input so I did a little ad hoc there. ...It's too complicated right now to add copy-paste to everything that uses those dialogs..blech)

#501 Evan20000

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Posted 08 July 2012 - 03:53 PM

It seems that Blue Wizzrobes can phase through Flag 96 combos. Is this a bug? Regardless, it makes effective screen design with them a lot harder than it would otherwise be. icon_frown.gif

Edited by Evan20000, 08 July 2012 - 03:58 PM.


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Posted 09 July 2012 - 12:21 PM

QUOTE(Gleeok @ Jul 7 2012, 07:45 PM) View Post

Malfunction! ..Yeah, just disable the write protection options while you are doing the enemy sprites for now.
If you can figure out how to do it, that is. icon_razz.gif (The underlying procedures the list boxes use to keep lists sorted steals the ASCII key input so I did a little ad hoc there. ...It's too complicated right now to add copy-paste to everything that uses those dialogs..blech)

So, it is very difficult to copy and paste enemies in the enemy editor? icon_frown.gif Will you tell us how to do it when RC4 comes out?

#503 Gleeok

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Posted 09 July 2012 - 05:51 PM

QUOTE(Nolornbon @ Jul 9 2012, 10:21 AM) View Post

So, it is very difficult to copy and paste enemies in the enemy editor? icon_frown.gif Will you tell us how to do it when RC4 comes out?


No, and yes. icon_razz.gif -All you have to do is hold '[' to copy and ']' to paste while selecting an enemy normally. Not very hard but no one would ever figure that out on their own.

#504 Zacron

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Posted 12 July 2012 - 07:46 AM

One item of note. We now host, or at least link directly to this RC3 build of ZC. There is a file in the Zip entitled WARNING-READ.txt.

This file says the following:

Spoiler


The issue here is that it is now mostly accessed here, not at AG. Is there a reason this is still like this?

#505 Saffith

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Posted 12 July 2012 - 08:20 AM

That could probably be updated, yeah.


To be more precise about the copying and pasting, you hold [ or ] and either double-click or click "Edit." Even with the code, it took me a while to figure that out. icon_razz.gif
I might take a stab at reworking it. I've dealt with the GUI code before...

#506 Gleeok

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Posted 12 July 2012 - 07:01 PM

Well none of the normal methods would work there because of one of the base dialogs changes the selected item on key events. (The alphabetical ordered goto item one.) I guess maybe a CTRL-C/V could return an appropriate value there like dlgCOPY etc. so all the other dialogs could have access to copy/paste events also. I don't know how feesable that is with how it's set up though...

#507 HylianGlaceon

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Posted 16 July 2012 - 02:55 PM

I don't know what's going on, but I have this one room that's really buggy.. I have a room with four 4-Way traps, a bunch of projectile shooters and 2 enemies. After the 2 enemies are killed, there's a push block via the Push (Wait) combo that you can push to trigger the secrets to make a staircase that leads you to an item cellar with an item in it. The problem is after I push the block, the secret sound plays, but the staircase never appears.

Now this room was working awhile ago, broke with the same issue as mentioned above, so I deleted it, created it again and it was working. When I checked today, it wasn't working again, so I'm not sure what's going on with it. I haven't touched it since the fix, but it's not working again. The block is definitely getting pushed onto a block trigger and Flag 16 is set. There's no layers on top of it and in ZQ when I do Preview -> Trigger Screen Secrets, the staircase shows. But in ZC when I'm playing it doesn't.

I have a bunch of other rooms with similar setups to this that work fine, but this one just won't keep working. I think it has something to do with having Projectile Shooters and Traps in the same room.. I've tried removing them, but it still won't work at the moment..



There's also an issue with using the Whistle Whirlwinds to travel via the Magic Mirrors with that Quest Rule on and using the Block All combo. If you're using the Spin Attack when the Whirlwind grabs you, the Sword will stay on the ground and when you emerge on the other end, you'll still be stuck in a Spin Attack Charge unable to get out unless you wait for awhile or leave the screen.

#508 Saffith

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Posted 19 July 2012 - 02:17 PM

I was finally able to fix some of those combo cycling bugs. Be sure to test it and confirm that I didn't break stuff, especially in older quests.

In particular, these need some testing:
- Combo cycling on layers and FFCs
- Cycling combos triggered by secrets
- Cycling to/from shooting statues and spinning tiles
- Interaction with the combo animation flags
- Preview mode should match in-game behavior

It's still going to be quirky in some cases, though. Every instance of a given combo on the screen has its animation synced, so it still won't always do what you might expect.

QUOTE(HylianGlaceon @ Jul 16 2012, 03:55 PM) View Post
I don't know what's going on, but I have this one room that's really buggy..

If you'll send me the quest, I can take a look at it. I don't know what else to say there.

#509 HylianGlaceon

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Posted 19 July 2012 - 10:36 PM

QUOTE(Saffith @ Jul 19 2012, 02:17 PM) View Post
If you'll send me the quest, I can take a look at it. I don't know what else to say there.


Okay, where can I send it to you? Via PM or would you want it sent to an email?


#510 Saffith

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Posted 19 July 2012 - 10:49 PM

PM's fine.


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