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things for ZC/ZQ 3.0


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#91 Mr.ReDead

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Posted 24 February 2013 - 12:08 PM

I think they should implement an enemy path flag so that you can set a certain path that an enemy walks until you kill it. Unless if this is already implemented, it would be a good thing to have.

#92 coolgamer012345

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Posted 24 February 2013 - 12:42 PM

well there are "No Enemy" flags that you could put around the path,but it would only work for enemy's like darknutts,and they will only be on a trail,and they could turn and not follow it...but the enemy flag would be also useful in making boulder like enemy's...

#93 Mr.ReDead

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Posted 24 February 2013 - 01:40 PM

Im trying to create an enemy that will kill Link in one hit no matter what level of armor he has. The enemy is set to act like a Rope when Link goes through it's line of vision. I suppose I could make something work with the No-Enemy flags....thanks coolgamer012345.

#94 coolgamer012345

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Posted 24 February 2013 - 02:05 PM

your welcoms,and for the damage part you would want something like 200 damage so it would defently hurt link....the more i think about you would want to 600...or the limit.anyway good luck with your game!

#95 Mr.ReDead

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Posted 24 February 2013 - 02:12 PM

I have the damage of the enemy set to 999 at the moment...And I think I can make alot of good puzzles with this new enemy/enemies.

#96 coolgamer012345

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Posted 24 February 2013 - 02:19 PM

well even if the puzzles are not hard the enemy's involved would be.

#97 Koh

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Posted 24 February 2013 - 02:25 PM

QUOTE(LordVolcanon @ Feb 5 2013, 09:09 PM) View Post

I don't like this idea at all. We script writers invest hours and sometimes days into our scripts. And I'll rather not see the developers create a built in versions making them defunct and pointless.

19 Day post quote!

That...sounds like one of THOSE things. Basically in a nutshell, what you're saying is "Don't make a much used public scripted feature built in please. I want them to use MY script!" Do you not understand how that sounds? It's extremely silly. First of all, the world doesn't work like that...paper producing companies don't shut themselves down because they don't want to intrude on the paper produced by the other companies...no instead, they make their own, better paper. In ZC's case, the better feature for having it in Vanilla ZC is people wouldn't have to deal with using the script interface at all, especially if they aren't code savvy. If it's a feature that's used all the time and requested the most, such as NPCs, Signs, Bottomless Pits, Lava, etc., then there's no reason NOT to implement them into the base engine.

#98 Mr.ReDead

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Posted 24 February 2013 - 02:59 PM

Very true coolgamer.

#99 aaa2

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Posted 24 February 2013 - 04:39 PM

QUOTE(Koh @ Feb 24 2013, 01:25 PM) View Post

19 Day post quote!

That...sounds like one of THOSE things. Basically in a nutshell, what you're saying is "Don't make a much used public scripted feature built in please. I want them to use MY script!" Do you not understand how that sounds? It's extremely silly. First of all, the world doesn't work like that...paper producing companies don't shut themselves down because they don't want to intrude on the paper produced by the other companies...no instead, they make their own, better paper. In ZC's case, the better feature for having it in Vanilla ZC is people wouldn't have to deal with using the script interface at all, especially if they aren't code savvy. If it's a feature that's used all the time and requested the most, such as NPCs, Signs, Bottomless Pits, Lava, etc., then there's no reason NOT to implement them into the base engine.

I absolutely agree and had the same thought when reading it. I also invest a lot of time in scripts i write, however, if there is a better solution than what i did why should anyone be forced to use my crap? However i have to sympathize with one idea of lord volcano and that is to simplify how scripts can be added to the game. But i think there is something even more important than that to add and that is keyframe animation. In my earlier post i gave a header for a datatype that can can save keyframe animations efficiently enough. If keyframe animations are accessible by scripts that would simplify things extremely and allow for very detailed scripts with much each scripts that might be much more detailed than what you see in many official 2D games.

#100 Shane

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Posted 25 February 2013 - 04:09 PM

Koh, tell me, what's so hard about adding a NPC script manually? It's a lot less trouble for the Developers too since something in 2.50 always breaks with something is added IIRC, that's what kept slowing down the official stable release of 2.50.

And besides let's just let the Developers take a break now. We shouldn't lecture them on what to add (note: this thread is suggestions on what to add for ZC 3.0. ZC 3.0 may not even happen.) saying there's no excuse not to do so. They just recently finishing 2.50, that was in development long way before I joined, we should be happy that they took the time and effort to make 2.50 for us, otherwise we would have ended up with no scripting feature whatsoever.

Edited by Shane, 25 February 2013 - 04:22 PM.


#101 Koh

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Posted 25 February 2013 - 05:35 PM

QUOTE(Shane @ Feb 25 2013, 04:09 PM) View Post

And besides let's just let the Developers take a break now. We shouldn't lecture them on what to add (note: this thread is suggestions on what to add for ZC 3.0. ZC 3.0 may not even happen.) saying there's no excuse not to do so. They just recently finishing 2.50, that was in development long way before I joined, we should be happy that they took the time and effort to make 2.50 for us, otherwise we would have ended up with no scripting feature whatsoever.

All of that goes without saying, and is common sense. This is talking about the future, not the present.

Your counter argument isn't a strong one. Just because one can put a script in manually doesn't mean they should be forced to if it's something that is requested a LOT, and something the base engine should have (like sideview ladders for example). Just because a script is popular, that doesn't mean it should be downloaded more, but probably that it needs to be hardcoded into what's provided. You could say the error situtation about ANYTHING, and no progress would ever be made. ZC would never have came out AT ALL if they thought "Well if we add this feature, it's going to break something."

Edited by Koh, 25 February 2013 - 05:38 PM.


#102 Jamian

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Posted 25 February 2013 - 05:51 PM

I think suggestions should always be welcome, even if they never amount to anything.

I remember reading somewhere that Google (the company, not the website itself) has a wall where employees can suggest random ideas, such as: "it would be cool if we could... (so and so)". Some of these ideas amount to nothing, some are implemented quickly, others are impossible at that moment but can become feasible in the future, or can lead others to build on the idea, etc.

Nothing wrong can ever come out of making suggestions icon_smile.gif

#103 Shane

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Posted 26 February 2013 - 12:27 AM

EDIT: Forget about this, I know that this is going to go nowhere.

Edited by Shane, 26 February 2013 - 12:37 AM.


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Posted 26 February 2013 - 04:49 PM

Does anybody remember blue_knight's 3D raycasting experiment with ZScript? It is a shame that such a trend never got started, for I would love to see something like that as a future feature of Zelda Classic. Consider the possibilities...

Parallax backgrounds would be a good thing to add to future versions.

If Zelda Classic is now open-source, then that should mean that other users can assist with the development of future versions. Minetest is open-source, and look at how it is growing and improving.

#105 Jamian

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Posted 04 March 2013 - 10:29 AM

How about a "is affected by the whimsical ring" flag in the enemy editor? This would allow you to have a powerful whimsical ring to deal with lesser enemies, but which would be ineffective against bosses for example.


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