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2.50 RC2


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#76 Colossal

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Posted 09 July 2011 - 02:09 PM

It's still possible to make the Cane of Byrna's orbit sound loop infinitely even after deactivating the cane. It's reproducible by setting the sparkle sprite or damaging sparkle sprite (Ex: to Flame).


#77 Mero

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Posted 09 July 2011 - 02:20 PM

QUOTE(Pokemonmaster64 @ Jul 9 2011, 12:59 PM) View Post

Can't you just script the shield to block those weapons? I mean I think it would be a bit complicated to put it in the item editor unless you lump all scripted weapons into one weapon class.


Nope the shield automatically blocks scripted weapons. So that won't work.

#78 Cukeman

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Posted 09 July 2011 - 02:58 PM

I haven't tried RC2 yet as it won't install on my Mac, but I will get an OS update and see it that helps.
But I did have some suggestions.

1) When I use 8-bit color depth (quite a lot, actually) the flashing number 8 in the corner of each tile
kind of spazzes my eyes out when every tile on the tile page is flashing.

2) When I am exporting a tile page, the flashing frame around the selected tile sometimes is exported as well,
which can ruin one of the tiles. I usually have to click export and cancel repeatedly until I manage to time it so
that I clicked export at the same time the flashing frame was in the invisible portion of its animation. This is
something that just shouldn't be.

3) The 'tv static' visual on unused tiles is a bit much. While it is much more tolerable on the eyes than the
flashing number eights denoting color depth, it might be nice to let the user select a solid color or custom
tile of their choice. This is by far the least of my three suggestions.




#79 Saffith

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Posted 09 July 2011 - 03:38 PM

QUOTE(Cukeman @ Jul 9 2011, 03:58 PM) View Post
3) The 'tv static' visual on unused tiles is a bit much. While it is much more tolerable on the eyes than the
flashing number eights denoting color depth, it might be nice to let the user select a solid color or custom
tile of their choice. This is by far the least of my three suggestions.

That one, you can disable. It's "Use Static for Invalid Data" in the options.

The Mac version should work. We had this problem before, but _L_'s the one who can fix it, so we need him to come by.

#80 Christian

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Posted 10 July 2011 - 06:53 PM

When will we see the "Burn->Next" and "Sideview Ladder" Combo-type?

#81 Mero

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Posted 10 July 2011 - 06:57 PM

QUOTE(Christian @ Jul 10 2011, 05:53 PM) View Post

When will we see the "Burn->Next" and "Sideview Ladder" Combo-type?


Soon I hope... Until then we need to use scripting.

#82 Moosh

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Posted 10 July 2011 - 08:18 PM

So is it possible to maybe make D0-7 in the FFC editor display the names used in the script? This would clear up a lot of possible confusion and doesn't seem like it would be too hard...

#83 Mero

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Posted 11 July 2011 - 11:18 AM

std.txt needs to be updated. It doesn't include the index for scripted weapons. And YES, if you check the second defense tab in the enemy editor for RC2 a defense type slot for scripted weapons has been added.

#84 HylianGlaceon

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Posted 12 July 2011 - 02:54 PM

I think the Pay for Info rooms are broken. I created a new one, but the strings I select it never uses and uses some located hundreds of strings away.


UPDATE: I did some investigating and found out the strings it was displaying in the Info area was wrong when I would assign them. I had apparently screwed these up when I duplicated a string and had string number 256 below 7. The strings still work as long as the string number matches the string in the String Editor, despite what it displays in the Info area.

Edited by HylianGlaceon, 13 July 2011 - 05:03 PM.


#85 Moosh

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Posted 12 July 2011 - 03:25 PM

So I notice that the Roc's feather allows Link to interact with objects when only a couple pixels off the ground. This makes sense for taking damage from enemies enemies, but I've found that it's kind of awkward because he can fall into pits at this height resulting in a shadow appearing below him when he enters a pit warp. This is of course annoying because the rule that makes Link invisible doesn't make his shadow invisible, so if you want a cutscene to play when falling into a pit you jumped into, the annoying shadow will still be there.

#86 Tree

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Posted 13 July 2011 - 10:11 AM

Will quest still get corrupted and do we need Auto saves? I just don't like my ZC folder filled with dozens of auto saves.

#87 HylianGlaceon

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Posted 13 July 2011 - 02:08 PM

I also noticed the Ladder bug is back, where it appears when scrolling down on certain screens... Is there any way to make it so it doesn't come up constantly and where the Ladder still works?

Edited by HylianGlaceon, 13 July 2011 - 02:15 PM.


#88 ShadowTiger

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Posted 13 July 2011 - 02:10 PM

The swimming bug is still in play. Play Lost Isle in RC2, and try to climb down a cliff ladder. You can't get off the ladder downward, but you can, upward.

#89 SofaKing

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Posted 13 July 2011 - 02:50 PM

I encountered a swimming bug as well. I'm playing Chris Miller's "The Titan's Quest" in RC2, and link cannot exit the water and go through a door on the north wall of a room in L6. It's a bummer as the quest had played flawlessly through the first five levels.

#90 TheLegend_njf

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Posted 13 July 2011 - 06:11 PM

Colossal reported a glitch that makes my quest incompatible with rc2 that I believe should be noted.

You cannot swim into doors. It's a bummer for water themed dungeons.

Edit: I should read before I post.

Edited by NewJourneysFire, 13 July 2011 - 06:13 PM.



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