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#106 ShadowTiger

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Posted 29 May 2011 - 06:48 AM

OH, that's actually probably not a bug, but more having to do with Combo Cycling animations. See, it's possible that it's animating the whole time in the off-screen house of the dead, as it were, where fabled combos are stored before they need to be used.

In the latest versions, there's a checkbox you can check in the frozen combo itself (Awesome idea for a puzzle, by the way. icon_thumbsup.gif Lovin' it.) that will force it to restart its animation as soon as its presence is made on-screen. This will it will cycle for the full length of tiles, rather than start off in the middle or end of the animation and end early.

OR, if you want, you can ensure that it lasts for a long time, by changing it from one single combo that cycles into a melted puddle or whatever, into a lengthy series of short combos that each link into the next. So instead of having like ... one ice combo that cycles for twenty unstable frames into one puddle combo, you have ten ice combos that cycle for two frames or so. This way it forces it to cycle through each one of them. It's another alternative.

We all went through the same thing, don't worry. ^^;

#107 Avaro

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Posted 29 May 2011 - 08:21 AM

We just need a "Restart animation when secret on this screen is triggered"-box.

#108 HylianGlaceon

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Posted 29 May 2011 - 12:03 PM

QUOTE(ShadowTiger @ May 29 2011, 06:48 AM) View Post

OH, that's actually probably not a bug, but more having to do with Combo Cycling animations. See, it's possible that it's animating the whole time in the off-screen house of the dead, as it were, where fabled combos are stored before they need to be used.

In the latest versions, there's a checkbox you can check in the frozen combo itself (Awesome idea for a puzzle, by the way. icon_thumbsup.gif Lovin' it.) that will force it to restart its animation as soon as its presence is made on-screen. This will it will cycle for the full length of tiles, rather than start off in the middle or end of the animation and end early.

OR, if you want, you can ensure that it lasts for a long time, by changing it from one single combo that cycles into a melted puddle or whatever, into a lengthy series of short combos that each link into the next. So instead of having like ... one ice combo that cycles for twenty unstable frames into one puddle combo, you have ten ice combos that cycle for two frames or so. This way it forces it to cycle through each one of them. It's another alternative.

We all went through the same thing, don't worry. ^^;


Well I tried that checkbox, but it didn't seem to do a thing. Anyhow I'll try the multiple combo way.

Just right now ZQ is refusing to grab the tiles in the proper colors after I made tiles of the ice melting into the water, so I may have to do layered secrets now just to set it up. icon_rolleyes.gif

#109 HylianGlaceon

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Posted 30 May 2011 - 10:31 PM

(I don't remember if double posting is allowed or not).

I found a minor bug with the cheat menu. I activated Level 4 and refilled my bombs. While it did do that, it also upgraded my Bombs and Super Bombs equipment to the highest levels.

(I don't know how many people use more than one level for each bomb. )

#110 MoscowModder

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Posted 30 May 2011 - 11:27 PM

That's not a glitch as far as I know - it's a workaround to the bizarre behaviour of bombs. It fills your counter and just in case you don't have the items to use them it gives you all bomb and super-bomb class items.

#111 HylianGlaceon

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Posted 31 May 2011 - 01:17 AM

QUOTE(MoscowModder @ May 30 2011, 11:27 PM) View Post

That's not a glitch as far as I know - it's a workaround to the bizarre behaviour of bombs. It fills your counter and just in case you don't have the items to use them it gives you all bomb and super-bomb class items.


Alright, thanks for the info. I suppose I should just stop posting unless it like eats one of my dungeons for now. I seem to be able to find the most minor bugs if anything.

#112 Orithan

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Posted 01 June 2011 - 04:03 AM

I found a strange bug, which you won't find unless you fiddle around with scripts; it is possible to kill the Patra Leader before it's eyes are dead by using Script # LWeapons. If you do kill the leader first, then the remaining eyes will freeze right in place and still be able to hit you, but you can still kill them. Either stop the Script # LWeapons from hurting it or clear any remaining eyes when the Leader is dead.

Another bug is that the Vires are drawn above Layer 3 when the "Enemies jump/fly through the Z-axis" rule is checked, regardless of the Jumping Sprite Layer Threashold.

Edit: Could it hurt to add the ten Script # LWeapons in the defenses index, if a certain rule is checked?


Edited by Orin XD, 01 June 2011 - 04:16 AM.


#113 Saffith

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Posted 01 June 2011 - 10:11 AM

I added one defense that covers all ten script weapons. One for each would be nice, but it would require more extensive changes than we ought to be making at this point.

#114 Beefster

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Posted 06 June 2011 - 11:24 AM

Wizzrobes can (improperly) to teleport onto/walk through No Enemies flags. They shouldn't be able to walk on No Enemies tiles...

Fix it! It's kinda dumb.

#115 Mero

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Posted 09 June 2011 - 07:48 AM

QUOTE
Two more things. Zoras getting there life refilled when submerging was a bug in the original nes. There should be a quest rule to fix this. Second, I forgot what I was gonna say next. icon_razz.gif

EDIT: I remember now, enemy boomerangs DO NOT hurt link as they return. This was a bug in the original version and we should have a quest rule to fix this.

Edited by blackbishop89, 09 June 2011 - 08:56 AM.


#116 Jared

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Posted 10 June 2011 - 08:42 PM

I think you guys should add a box for how many Link tiles we want him to move, while still keeping the BS, Zelda 1 movement, etc. We can say, put in 6 tiles, and that's how many tiles Link uses.
Sounds like a good idea, or too hard to implement?

#117 HylianGlaceon

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Posted 13 June 2011 - 11:08 AM

While I doubt this is a bug, it's a tad annoying..

What exactly makes the boomerang work with the angles you can throw it? I have the BS Zelda walk style with no diagonal walking and I can only throw it diagonally in two ways. Yesterday when I was debugging in version B18 I could suddenly throw it in all 4 directions and the coloring on a few enemies were a bit off. After I reset it, the colors returned back to normal and now I can only throw it the two directions again.. I don't know if I accidentally did something in cheat mode or what, but I haven't been able to get it to happen again. (If you must know, the enemy that changed color I think was the silver dodongo in the pure tileset, it changed to a light blue, but I also have a transparent black layer on that screen, so I assume it was just something with that)

Also as a very small bug, if you have the slow walk enabled for charging the sword and you go through a wall that was bombed, you can stop in the middle and sit there. It doesn't really hurt anything, but it is strange how you can stop midway through where normally it just sucks you through.

#118 ShadowTiger

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Posted 13 June 2011 - 12:22 PM

I have never, ever been able to throw the Boomerang Northwest on any machine or operating system whatsoever I tried it on, while my key configurations are the arrow keys, right ctrl and alt, enter, and period and comma.

#119 Colossal

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Posted 13 June 2011 - 01:10 PM

To get around the issue, I tried different keys for the A and B buttons until I found two keys that worked right while holding down two arrow keys. In my case, m became A, and , became B.

Keyboards can't handle pressing the wrong 3 keys at once, it seems.

EDIT: This did, however, create conflicts with the cheat menu shortcuts when cheats are active.

Edited by Colossal, 13 June 2011 - 01:14 PM.


#120 HylianGlaceon

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Posted 13 June 2011 - 02:00 PM

QUOTE(ShadowTiger @ Jun 13 2011, 12:22 PM) View Post

I have never, ever been able to throw the Boomerang Northwest on any machine or operating system whatsoever I tried it on, while my key configurations are the arrow keys, right ctrl and alt, enter, and period and comma.


I can throw Northwest and Southeast, never Northeast or Southwest except for the glitch. When diagonal walking is on, all 4 directions work however, so I'm unsure what exactly it is. I know I could never throw the boomerang in all 4 directions in the original NES Zelda on Collector's Edition either.

I've always used ESDX for the directions and 5 and 6 on the Num Pad for A and B.


QUOTE(Colossal @ Jun 13 2011, 01:10 PM) View Post

To get around the issue, I tried different keys for the A and B buttons until I found two keys that worked right while holding down two arrow keys. In my case, m became A, and , became B.

Keyboards can't handle pressing the wrong 3 keys at once, it seems.

EDIT: This did, however, create conflicts with the cheat menu shortcuts when cheats are active.


So all four directions work depending on the keys the directions and A and B are set to then?


Anyhow, I got the 4 directions to work again, this time on a Vista laptop, but seeing as it only runs around 20-30 frames per second, compared to the regular 60, everything is in slow motion.

I have no idea what causes it still. This is the exact same file on my Windows 7 laptop where it doesn't work. And it usually never works on the Vista laptop either and the keys are the same as before on both..

Edited by HylianGlaceon, 13 June 2011 - 02:08 PM.



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