ZC 2.50 RC3
#121
Posted 06 March 2012 - 08:48 AM
#122
Posted 06 March 2012 - 01:48 PM
#123
Posted 06 March 2012 - 02:57 PM
http://www.purezc.co...showtopic=53841
#124
Posted 06 March 2012 - 06:14 PM
#125
Posted 06 March 2012 - 07:01 PM
No chance you would consider adding copy-paste capabilities for the enemy/item editors? If not, then perhaps some import/export documentation, so someone could do it themselves?
Heh. I remember this from years ago. I think it's complicated. ^_/^ *<-- is smoking*
Someone might want to think about a scriptable plug-in language for ZQuest, so people could just write their own plug-ins for something if functionality does not exist yet. ... 0_o ...think about that. ... *uses smokebomb...*
#126
Posted 06 March 2012 - 09:33 PM
no matter how high I set it, 8 seems to be the limit, unless I give
the enemy resistance to a certain weapon.
(For instance my wooden sword is set at 1, and I have an enemy set to 16 HP.
But I had to give him double defense against the wooden sword to make him
die in 16 hits instead of 8. I'm confused)
#127
Posted 07 March 2012 - 03:16 AM
Heh. I remember this from years ago. I think it's complicated. ^_/^ *<-- is smoking*
Someone might want to think about a scriptable plug-in language for ZQuest, so people could just write their own plug-ins for something if functionality does not exist yet. ... 0_o ...think about that. ... *uses smokebomb...*
The space time continuum must be getting out of whack because that was like four months ago
By all means, a full release is more important. But it would make things far less tedious.
Edited by BigJoe, 07 March 2012 - 04:07 AM.
#128
Posted 07 March 2012 - 10:30 AM
But I had to give him double defense against the wooden sword to make him
die in 16 hits instead of 8. I'm confused)
Just another weird quirk: one point of sword damage translates to two HP.
#129
Posted 07 March 2012 - 08:35 PM
The space time continuum must be getting out of whack because that was like four months ago
That's weird. I swear I remember you posting this at AGN years ago... O_o ..Maybe it was someone else though.
And yeah, there's been a bug in ZC where space-time gets all out of whack, that's for sure.
#130
Posted 07 March 2012 - 10:20 PM
Oh, hell, let's banish the spectre of understatement that haunts that post and admit the matrix screensaver was actually the real mccoy. The bugs in the program got so bad that one of them caused an infinity loop in the temporal causality module.
You think you've been debugging the damn thing for 8 years. It's actually closer to 80.
#131
Posted 08 March 2012 - 12:02 AM
Apparently, Allegro's fullscreen doesn't work on Mac OS Snow Leopard or higher in 8-bit color. Not sure whether we can do anything about that.
I was wrong about the boomerang blocking combos; they only apply to Link's boomerangs.
Pokemonmaster64, can you make a demo quest for the water problem you mentioned? I want to be sure I'm seeing the same thing you are.
#132
Posted 08 March 2012 - 04:09 AM
No biggie, now that I've figured out how to make windowed mode bigger than a polaroid.
#133
Posted 08 March 2012 - 04:39 AM
I only have a small request for the next builds:
would it be possible to increase the number of available scripted combo types and flags?
The current 5 + 5 are actually not enough to accommodate all the needed new combo types and flags for a complete script set like the GB one I'm working on...
#134
Posted 08 March 2012 - 09:01 AM
Game->DrawLink(int layer, int xpos, int ypos);
The only other way to do that i know about is to choose an appropriate combo or render the tiles however it needs a lot of ifs depending on Link's equipment. Or maybe somebody knows how to do that real easy if scripting (i am open for suggestions)
#135
Posted 08 March 2012 - 01:54 PM
I would also have a request(if it is not too difficult). Is it possible to Make a function that draws Link on a given Layer and postion in his current state something like:
Game->DrawLink(int layer, int xpos, int ypos);
The only other way to do that i know about is to choose an appropriate combo or render the tiles however it needs a lot of ifs depending on Link's equipment. Or maybe somebody knows how to do that real easy if scripting (i am open for suggestions)
For my quests I just handle all the Link drawing myself using DrawTile(). Its obviously more work though.
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