Zelda Classic 2.50
#106
Posted 29 December 2012 - 02:21 PM
#107
Posted 29 December 2012 - 02:28 PM
#108
Posted 29 December 2012 - 04:51 PM
#109
Posted 29 December 2012 - 05:29 PM
#110
Posted 29 December 2012 - 09:10 PM
#111
Posted 29 December 2012 - 09:36 PM
I arrived late to the party, but this is excellent news, especially since Santa brought me a new PC! I have a question though. I can use 2.50 in Windows 8 but when I try to edit any Item Drop set past #4, zquest crashes on me. I tried this with multiple quests, but the same result each time. Am I using the program wrong, or is this the evil doing of Windows 8? Did I actually find a bug?
It runs in windows 8, But there is some bugs still in it apparently. I don't know I can't run mine in full screen so... Yeah I say good luck with it.
#112
Posted 29 December 2012 - 09:44 PM
Can you explain how to reproduce this bug, as I just tried it and didn't see it happen.
I tried to reproduce it as well, and found that Diagonal Movement has to be on.
From what I understand, diagonal movement is a mess in many ways. It is best to only use it if you are willing to put up with its problems or know ways to get around them.
Edited by BigJoe, 29 December 2012 - 09:48 PM.
#113
Posted 30 December 2012 - 06:48 AM
Congraturation! This build is happy end. Thank you.
Being the wise and courageor developers that you are, you feel strongth welling. In your code. Return to starting line, script again!
No but seriously, congratulations (it's hard to look at this word properly now xD) on making it to a full stable build once more. I may not use this program for development anymore, but I'm happy to see this day come after such a long time. Even if it wasn't much, I'm glad I was able to contribute what I could toward this release. I look forward to see where this program will go in the future; until then....WE'RE RIVALS >:3.
A fantastic quote from G&G.
I would also love to see the SRC just for shits and grins at some point in the future. I suspect it was forbidden due to being current code, but if it is going to be a rewrite for v3, it probably doesn't matter. A SRC release could also permit custom funky non-supported versions from questmakers in the future, while we wait for the next great benchmark.
I wanted to quote my post in the RC5 thread, for any consideration in mini-patches, as it *might* prove easy enough to perform, or not.
From 28th Dec, 'With regard to item magic consumption: The magic restoration ring has options to replenish a specific amount of magic every so often. Could that not be reversed and applied to the other items that use magic @ constant, like the boots and cane? Perhaps also for items that use magic per charge, like the rod as well with a variable amount setting? I mean, if there is already code to replenish magic every so many ticks, then wouldn't reversing the values have the opposite effect?'
I'm also curious is a MacOSX PPC compile would be possible at all, at all, of if it's just out of the question. It would be nice, to fulfill the age-old promise from the 2.10 days.
Edited by ZoriaRPG, 30 December 2012 - 06:50 AM.
#114
Posted 30 December 2012 - 09:36 AM
Thank you for all your hard work. I wish I knew all the names of everyone who's worked on this thing-- I don't want to just type up a few of the ones I remember from years ago and miss someone. Just know that I appreciate you, and you know who you are!
I look forward to what the future holds, though... In my book, any and all quotas that you dev's may have had have been fulfilled and overfilled! I remember a couple years ago that I told Joe123 (I think it was him) that you all should just stop updating the old system and jump straight to the new one... that was selfish and I apologize.^^; No more such criticisms will come from me (and not just because we are nearing the end of 2.5)-- you all have earned my individual, lasting, though sometimes quiet, support!
#115
Posted 03 January 2013 - 09:51 PM
Downloading now (latey ass late to latesville McLateson).
Thanks devs for your years/ hours of hard work to bring the community something awesome
Edited by Anthus, 03 January 2013 - 09:51 PM.
#116
Posted 04 January 2013 - 06:18 PM
#117
Posted 05 January 2013 - 09:07 PM
I was having this problem, but I was never attacking the moldorms at all and they were disappearing. it happens in Sticks And Stones when the screen is entered from the left, showing a lanmola, leaving down and returning up onto the screen that then has no enemy. it's about halfway through the demo if anybody cares to see the issue in action. is this fixed for the next release? it's a weird error.
#118
Posted 06 January 2013 - 11:06 PM
I did notice one issue however, and it might be on my end, but I noticed that the play time clock disappears. It worked on the first map, at about 6 minutes in, but when I paused the game later, it wasn't there. Maybe it has to be enabled on each Dmap, or something, I dunno, I never really thought about it much till I happened to notice this lol.
#119
Posted 08 January 2013 - 09:35 PM
EDIT: Never mind...It works now... O_O
#120
Posted 12 January 2013 - 08:38 PM
http://i.imgur.com/Ka0Kb.png
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