things for ZC/ZQ 3.0
#106
Posted 04 March 2013 - 07:33 PM
there could be a way of setting which way specific ones on the screen lead to.
#107
Posted 04 March 2013 - 08:31 PM
If that's the case, it might be a good idea to switch some things over to flags rather than individual combos. For instance, if we could just set down a single stairs combo and then set a flag to determine if it was A, B, C, or D.
A minor thing that bugs me with how ZC works right now is that the bottom row on the screen only has the top half of the tiles appear on-screen. Could that be fixed to see the full tile?
#108
Posted 04 March 2013 - 09:15 PM
We just finished ZC 2.5
Wouldn't it be better to get a few quests to represent 2.5 before we jumps ahead of ourselves?
What a legacy, the long awaited 2.5 just came and left, with no worthy quest to represent it. Let the guys have a break, and lets start completing some worthy quests to compliment the 2.5, like an official 2.5 library per se.
Anybody agree?
#109
Posted 05 March 2013 - 01:08 PM
#110
Posted 06 March 2013 - 03:24 PM
It's not really a lttp feature but a rpg/platformer feature that could improve on game design as a total. I can't even to begin to figure out how many screens were redesigned simply because the screen scrolling would cause the player to become stuck or give them very little room to move around.
#111
Posted 06 March 2013 - 06:08 PM
As a non-scripter, it would also be great to be able to copy an existing item class into one of the custom item classes to set up enemy defenses and flags for similar but graphically different weapons. For example, having two wand classes that activate different triggers and respond to different enemy defenses. This would have lots of other uses and expand the item editor significantly -- for example, you could easily make different types of potions that restore just magic or life, different elemental weapons, and a variety of spells based off the existing item classes. I have no idea how difficult this would be to implement, though ...
#112
Posted 07 March 2013 - 05:59 PM
#113
Posted 08 March 2013 - 03:09 AM
Edited by Aevin, 08 March 2013 - 03:12 AM.
#114
Posted 08 March 2013 - 03:35 PM
#115
Posted 09 March 2013 - 02:47 AM
First, the capability for aLttP scrolling screens.
Second, more support for sideview. LA and the Oracle games had sideview ladders, enemies that worked somewhat well in sideview, and even a few sideview swimming segments. On the other hand, sideview in 2.5 seems very incomplete to me, which is part of the reason why I lost interest in Super Link Bros.
#116
Posted 09 March 2013 - 04:00 AM
#117
Posted 12 March 2013 - 05:51 PM
#118
Posted 12 March 2013 - 08:36 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.
You can place larger graphics a few ways in ZC currently. Firstly, you can right click on the screen, and go to "change brush height/ width" and set it to the number of tiles. Setting them both to 2 will allow you to draw a 2x2 tile (a tree for example) with one click. Also under the right click menu is an option to draw blocks of tiles in 1x2, 2x1, 2x2, etc. You can also set up combo aliases, which take it a step further by remembering layers, so a tree can be drawn on Layer 3, and 0 at the same time
I think ZC 3.0 should have a completely dynamic interface. All things in the editor should be moveable, and resizable. I also think that it would be handy for quest designers if ZC had a built in "outliner" where you could keep track of maps, events, scripts, and all that fun stuff.
Edited by Anthus, 12 March 2013 - 08:37 PM.
#119
Posted 11 April 2013 - 04:36 PM
#120
Posted 19 April 2013 - 09:55 AM
Edited by Nolornbon, 19 April 2013 - 09:55 AM.
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