Edited by Majora, 07 October 2010 - 10:00 AM.
Display non-string "Text"
Started by
Majora
, Oct 07 2010 09:45 AM
3 replies to this topic
#1
Posted 07 October 2010 - 09:45 AM
EDIT: Okay nevermind. it seems I can't get the desired effect with items alone. What I WANTED was for link to make another sound when the whimsical ring activates. But if I add a 'critcal hit' sound to the ring, then it will overlap with link's sword-swing sound/yell. So would it be easily done to just have the sword do critical hits on its own? i.e.giving it a whimsical effect. with the appropriate sound to play when it activates.
#2
Posted 07 October 2010 - 05:41 PM
This is a major problem I've found with text in ZC. Warping to a new text screen always makes the chime play, and it can get annoying if you are trying to have any kind of animation with text.
I'm not sure what you mean by the "critical hits" sound, though. What is the actual sound you are talking about normally assigned to? The one I am thinking about is the "minor item get" sound. The one that plays when you pick up bombs, etc.
I'm not sure what you mean by the "critical hits" sound, though. What is the actual sound you are talking about normally assigned to? The one I am thinking about is the "minor item get" sound. The one that plays when you pick up bombs, etc.
#3
Posted 07 October 2010 - 09:21 PM
You could use DrawString.
#4
Posted 22 October 2010 - 05:22 PM
This is a major problem I've found with text in ZC. Warping to a new text screen always makes the chime play, and it can get annoying if...
What I did was to make a copy of the chime sound in another program.
Then I replaced the chime sound with a blank SFX file.
Then I loaded the chime sound into ZC as a custom SFX and told each
item in my quest to use the custom SFX for the chime.
Edited by Cukeman, 22 October 2010 - 05:23 PM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users