Jump to content

Photo

things for ZC/ZQ 3.0


  • Please log in to reply
128 replies to this topic

#106 tox_von

tox_von

    Zelda Addict

  • Members
  • Real Name:Redgor
  • Location:Toxicville , Simcity

Posted 04 March 2013 - 07:33 PM

i zquest the way stairs work is they can only be set to a or b or c or d.

there could be a way of setting which way specific ones on the screen lead to.

#107 kurt91

kurt91

    Follower of Destiny

  • Members
  • Real Name:Kurtis
  • Location:Eastern Washington University

Posted 04 March 2013 - 08:31 PM

Is ZC3.0 going to be backwards compatible with 2.5 and earlier, or is it going to be a complete overhaul that's going to have it's own quest format or something? It might be a good idea to finish off with something like a 2.5.1 or 2.6 with the final bug-fixes, or restrict all new updates to just more compatibility fixes or bug-fixes, and have 3.0 be it's own thing so you can just start fresh.

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 TheLegend_njf

TheLegend_njf

    Deified

  • Members
  • Real Name:Grant

Posted 04 March 2013 - 09:15 PM

Why are we worried about ZC 3 again?

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 coolgamer012345

coolgamer012345

    🔸

  • Members
  • Location:Indiana, USA

Posted 05 March 2013 - 01:08 PM

ok then this topic will be for ZC/ZQ 2.6. that would then allow for much easier format making i think....i just got myself confused.....hey while we are on topic a bit what is a ZC/ZQ build?(mine is 24 i think)i would like to know what that means(and i did not want to make a topic for it).

#110 cavthena

cavthena

    Apprentice

  • Members
  • Real Name:Clayton
  • Location:I wish I knew

Posted 06 March 2013 - 03:24 PM

It's been brought up already but I would love to see continuous screens (no screen scrolling). With flags to control camera movement? and areas that do need to scroll, ie walking though a door.

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 Aevin

Aevin

  • Members
  • Pronouns:He / Him
  • Location:Oregon

Posted 06 March 2013 - 06:08 PM

I'd like to see a "flying enemy" class, or maybe just a "flying" walk style within the walking enemy class to easily make enemies that can move over solid combos, but have all of the firing types, death types and other options available for walking enemies.

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 coolgamer012345

coolgamer012345

    🔸

  • Members
  • Location:Indiana, USA

Posted 07 March 2013 - 05:59 PM

it is easy to make a potion that just restores life or magic.....you just have to set the number for magic and/or life and it helps to stet it as a %.

#113 Aevin

Aevin

  • Members
  • Pronouns:He / Him
  • Location:Oregon

Posted 08 March 2013 - 03:09 AM

That's true, but you can't use item override to have two stacks of different kinds of potions, (at least not as far as I know). You could have one HP and one MP potion, but not a separate stack of each because of how item levels work. There are other limitations to item override that I've run into, and being able to create a duplicate class would be helpful. I guess I'm just looking for a way to create a custom item class without scripting.

Edited by Aevin, 08 March 2013 - 03:12 AM.


#114 coolgamer012345

coolgamer012345

    🔸

  • Members
  • Location:Indiana, USA

Posted 08 March 2013 - 03:35 PM

it would probably not be possible without scripting (or a later version of ZC/ZQ).....

#115 Surreal Canine

Surreal Canine

    Master of Disaster

  • Members
  • Real Name:Brian
  • Location:Somewhere

Posted 09 March 2013 - 02:47 AM

Two things come to mind at the moment, one of which has already been suggested.
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 Russ

Russ

    Caelan, the Encouraging

  • Administrators
  • Location:Washington

Posted 09 March 2013 - 04:00 AM

Well to be fair, they kinda are incomplete. The devs decided, "Eh, not worth spending all the time and effort on this, but we've got enough already that we can leave it in and let people who really want it be creative with it."

#117 tox_von

tox_von

    Zelda Addict

  • Members
  • Real Name:Redgor
  • Location:Toxicville , Simcity

Posted 12 March 2013 - 05:51 PM

zquest tabs to skip to the tile you want eg hit button 1 goto tile 1000 eg this would skip through the tiles quickly from overworld to dungeons eg. Maybe you could just make your own with an input box.

#118 Anthus

Anthus

    anthus

  • Contributors
  • Real Name:Antbus
  • Location:Ohio

Posted 12 March 2013 - 08:36 PM

QUOTE(coolgamer012345 @ Feb 21 2013, 06:35 PM) View Post

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 icon_wink.gif (Drawing trees pre-2.5 was tedious).


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 ajex

ajex

    Initiate

  • Members

Posted 11 April 2013 - 04:36 PM

Shutter Combo!

#120 )-( Marchland Malady )-(

)-( Marchland Malady )-(

    )-( Still No Tombs In The Sims 4 )-(

  • Members
  • Pronouns:He / Him
  • Location:United States

Posted 19 April 2013 - 09:55 AM

We need a program that automatically updates quests to 2.5 when they are loaded into Zelda Classic. This program should be made to fix hookshot, hammer, and warp issues.

Edited by Nolornbon, 19 April 2013 - 09:55 AM.



1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users