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2.50 RC2


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#91 Colossal

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Posted 13 July 2011 - 06:26 PM

Specifically, if Link is trying to leave the water going north or south and the area just to the right of where he is trying to walk to is solid, he won't be able to leave the water. That's why swimming into north and south doors doesn't work in RC2.

This was actually the case in RC1 as well. It probably wasn't noticed because of the ladder bug in that version.


#92 Omega

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Posted 14 July 2011 - 12:22 AM

Step>Permanent secrets does not work in NES dungeon types. Even if I set perma secrets via subscreen data. Infact I can't get any perma secrets to work in NES dungeon type Dmaps.

On a side note, it would be nice if you could add a couple rules. For example "Enable shutters on interior type dmaps" Because in NES dungeon types I can't disable link walking a few tiles up, left, down, or right. I want to be able to have link only walk upwards at a dungeon entrance, not on every screen. I'd use interior dungeon map but I can't have shutters with that.

Another would be enemies>warp
So when you kill all enemies you can have yourself warp to another screen.
secret>warp would be another.

#93 Saffith

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Posted 14 July 2011 - 09:18 AM

QUOTE(Saffith @ Jul 4 2011, 12:16 AM) View Post
Okay, try this: http://www.mediafire...wu4dmjl73tyz79e
If it still crashes when saving, let me see the end of allegro.log.

Any word on this? That crashing's the single biggest problem left, so we need to know if this fixes it.


QUOTE(Franky @ Jul 14 2011, 01:22 AM) View Post
Step>Permanent secrets does not work in NES dungeon types. Even if I set perma secrets via subscreen data. Infact I can't get any perma secrets to work in NES dungeon type Dmaps.

Nope. No permanent secrets in dungeons, period. I don't know why that is, but it is.

QUOTE
On a side note, it would be nice if you could add a couple rules. For example "Enable shutters on interior type dmaps" Because in NES dungeon types I can't disable link walking a few tiles up, left, down, or right. I want to be able to have link only walk upwards at a dungeon entrance, not on every screen. I'd use interior dungeon map but I can't have shutters with that.

But doors are the reason Link walks a few tiles in in the first place.

QUOTE
Another would be enemies>warp
So when you kill all enemies you can have yourself warp to another screen.
secret>warp would be another.

You could set an auto side warp combo as part of the secret.

#94 Ventus

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Posted 14 July 2011 - 02:04 PM

hello i think i found a bug here in ZC 2.50 rc2
okay the lv 1 goriya's
throw the boomerangs way to far like all the across the screen far
thought i would just bring it to someones attention

#95 Mero

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Posted 14 July 2011 - 02:42 PM

QUOTE(linktopower @ Jul 14 2011, 01:04 PM) View Post

hello i think i found a bug here in ZC 2.50 rc2
okay the lv 1 goriya's
throw the boomerangs way to far like all the across the screen far
thought i would just bring it to someones attention


I also noticed this and the graphic for the boomerang is all messed up. Oh and it happens with all enemies not just the level 1 goriya's.

Edited by blackbishop89, 14 July 2011 - 02:46 PM.


#96 Mero

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Posted 15 July 2011 - 10:29 AM

Super Bombs don't seem to work. They explode instantly and only freeze enemies they don't damage them.
Nevermind the above. Got them working. It helps if I don't have a global script that causes them to explode instant. Stupid scripts... icon_razz.gif

Edited by blackbishop89, 15 July 2011 - 10:42 AM.


#97 Avaro

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Posted 16 July 2011 - 09:25 AM

annoying bug:
CurrentItems on the active subscreen animate faster than normal. On the passive subscreen it animates right. I also use "can select items on the A button".
Does it happen for anyone else?

#98 Mero

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Posted 20 July 2011 - 01:40 PM

I found out what's wrong with the super bomb script I wrote. Super bombs are creating regular bomb explosions with 0 damage after a specific time has passed. It doesn't appear to happen with regular super bombs just ones created with scripts. Same thing probably goes for bombs. This needs to be fixed immediately! Just kidding take your time. icon_lol.gif

Edited by blackbishop89, 20 July 2011 - 01:44 PM.


#99 lonegraywolf

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Posted 23 July 2011 - 10:12 AM

I'm curious: has anyone on Mac OS X Lion tried to get RC2 to work, or does it have the same problem that Snow Leopard does?

#100 Saffith

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Posted 23 July 2011 - 11:00 AM

It looks like the same problem we had in previous Mac versions, so _L_ should know how to fix it already. I think he's just not noticing the RC2 thread; I'll bring it up in the developer forum where he's more likely to see it.

#101 Mero

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Posted 23 July 2011 - 12:37 PM

Has anybody else noticed the bug with creating super bombs via scripts?

#102 Orithan

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Posted 25 July 2011 - 04:48 AM

I'd like to make a suggestion:

Since there are Bush->Next, Bush->Next (Continuous), Tall Grass->Next and Tall Grass->Next (Continuous) combos; I'd like to suggest adding Flowers->Next and Flowers->Next (Continuous) combos as they are not there.



#103 Christian

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Posted 25 July 2011 - 07:12 AM

We also need Rock decorations. Why are Flowers and Bushes getting all the love?

#104 Saffith

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Posted 25 July 2011 - 08:03 AM

_L_ made another Mac build. See if this one works: http://l.j-factor.co.../ZC-250-rc2.tgz

#105 Mero

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Posted 25 July 2011 - 11:38 AM

The graphics for the death sprite for extended enemies "which are extended by scripting" is also extended. Is this a bug?


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