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things for ZC/ZQ 3.0


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#76 coolgamer012345

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Posted 19 February 2013 - 03:54 PM

i like all those ideas,especially the bottle thing,also there is a wrecking ball script but still,who wants to use scripts.

#77 Schwa

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Posted 19 February 2013 - 04:12 PM

QUOTE(megamaster125 @ Feb 19 2013, 12:29 PM) View Post

I'd like to see a feature like the Oracle of Ages Past/Present warping. I know there are many quests with light and dark worlds, but I'd like to see more of a connection between the two. For example, doing something in the past that has an affect on the location in the present.

I also think it'd be cool to see some additional uses for the bottle, instead of just the 2 basic potions, like carying spring water to water a seed/flower somewhere else.

ZC 2.50 has both these things already. No scripting required, either. icon_smile.gif You just have to do a bit of setting up, but they're both extremely doable!

In fact, even 2.10 could do the first thing. It was LOTS more difficult, but still doable with some clever Boss Flags and Enemies->Secret tricks. 2.50 lightens the load considerably, now that we have access to Screen State Carry-Overs, which is how you'd go about doing that first thing-- and the second thing is a rudimentary Item Editor venture.

With some minor scripting, you can also make potions that do cool things besides heal your health. A potion that doubles your attack power, or one that halves the damage you take, both temporarily, would not be terribly difficult. But without scripts, you can still make potions full of whatever behave like Quest Items if you want (i.e. bring the old man some soup in a potion bottle and he gives you something good) without any trouble, or you can make a potion that behaves like a bomb... I dunno, there's lots of room to be creative. ^^

EDIT:
QUOTE
but still,who wants to use scripts

*raises hand* I DO I DO, ME ME ME ME icon_blah.gif

Edited by Schwa, 19 February 2013 - 04:13 PM.


#78 Lemmy Koopa

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Posted 19 February 2013 - 05:08 PM

We definitely don't need a 3.0 yet.
I'm pretty sure the devs discussed starting from scratch if they make a new Zelda based engine.



#79 accela2me

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Posted 19 February 2013 - 05:43 PM

One thing that I would like to see in Zelda Classic (but I don't know if is viable) is an option to insert the TYPE property in the same way that the FLAG property. Someone already mentioned it here?


#80 megamaster125

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Posted 19 February 2013 - 10:48 PM

QUOTE(Schwa @ Feb 19 2013, 04:12 PM) View Post

ZC 2.50 has both these things already. No scripting required, either. icon_smile.gif You just have to do a bit of setting up, but they're both extremely doable!

In fact, even 2.10 could do the first thing. It was LOTS more difficult, but still doable with some clever Boss Flags and Enemies->Secret tricks. 2.50 lightens the load considerably, now that we have access to Screen State Carry-Overs, which is how you'd go about doing that first thing-- and the second thing is a rudimentary Item Editor venture.

With some minor scripting, you can also make potions that do cool things besides heal your health. A potion that doubles your attack power, or one that halves the damage you take, both temporarily, would not be terribly difficult. But without scripts, you can still make potions full of whatever behave like Quest Items if you want (i.e. bring the old man some soup in a potion bottle and he gives you something good) without any trouble, or you can make a potion that behaves like a bomb... I dunno, there's lots of room to be creative. ^^

EDIT:

*raises hand* I DO I DO, ME ME ME ME icon_blah.gif


Ehh, I don't make quests, I only play them. Do you know of any quests that currently do those things? (especially the ball and chain, because I'd really like to try that out in a ZC quest).

#81 Jamian

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Posted 20 February 2013 - 05:38 PM

QUOTE(Schwa @ Feb 19 2013, 09:21 AM) View Post

This is off-topic now, but when I read this I thought of how cool it would be to script a Casino Roulette minigame, or a Slot Machine minigame, which would both just be pure luck but oh my god that would look so cool, the little ball in the Roulette Wheel rolling around with its own physics, eeee icon_biggrin.gif

Oh geez and on that note, Pachinko! That would be RAD. We need some awesome new luck-based minigames in quests, scripted or not.


Agreed icon_smile.gif I don't think you can make any of this (in an interesting way) without scripting, but I've always thought it would be cool to have a gamble area somewhere in a quest, with fun luck-based games.

You could also at some point obtain an item (a magnet or something) that allows you to rig the game.

Edited by Jamian, 20 February 2013 - 06:20 PM.


#82 Avaro

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Posted 20 February 2013 - 05:44 PM

The feature I want for ZC 3.0 is to be perfectly bugfree, and becoming more famous, so that a lot of people make and play a lot of quests! icon_biggrin.gif

But raising the limit of 32 ffcs would be cool too.

#83 Jamian

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Posted 21 February 2013 - 02:40 PM

How about if, instead of having to use the "no link marker in minimap" screen flag, you could force the map to indicate the player is in a certain room (even if he isn't)?

This would be useful when you use insta warps, etc. that make it seem like the player is still in the same room. It would make the screen change a lot less obvious.

Edited by Jamian, 21 February 2013 - 02:40 PM.


#84 coolgamer012345

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Posted 21 February 2013 - 03:24 PM

hmm...that would be cool.i also would like something,how about upgrading to snes graphic powers,we could make super NES style games like super metroid and A link to the Past

#85 MoscowModder

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Posted 21 February 2013 - 03:27 PM

What exactly do you mean by SNES graphics? We already have tilesets that look at least as good as SNES games like aLttP if not better, but things like a higher or customizable resolution (bigger screen) are much easier said than done.

#86 coolgamer012345

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Posted 21 February 2013 - 05:35 PM

i mean make it so that you can make SNES graphics at the correct size,like lttp graphics,you have to use like 4 tiles for a snes graphic rather then 1 for a normal graphic,also you could make big graphics smaller.

#87 Lemmy Koopa

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Posted 23 February 2013 - 11:34 PM

QUOTE(coolgamer012345 @ Feb 21 2013, 05:35 PM) View Post

i mean make it so that you can make SNES graphics at the correct size,like lttp graphics,you have to use like 4 tiles for a snes graphic rather then 1 for a normal graphic,also you could make big graphics smaller.


ZQ allows you to have 4 tiles (32x32) for link.

If you mean how Zelda 3 uses separate sprites for his head, body and stuff, then you can probably easily mimic it via the overlay tool.

#88 coolgamer012345

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Posted 24 February 2013 - 11:23 AM

i meant,because of ZCs graphic options there is not way to make a 1 block snes graphic(well if it was small but that is not the point)like if you wanted a 32x32 graphic you would not want to use 4 graphics...

#89 Jamian

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Posted 24 February 2013 - 11:40 AM

A "Link's Awakening" style compass would be great (I think a script already does this, but it would probably be popular enough to warrant being hardcoded). i.e. a compass that does not only indicate a single map room, but which can also react to other selected rooms too. You could probably have a screen flag with a box to tick that says "compass reacts until item is obtained" or something like that.

#90 coolgamer012345

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Posted 24 February 2013 - 11:59 AM

that sounds cool


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