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Bottomless Pits


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#1 TheManHimself

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Posted 14 June 2005 - 07:52 PM

I wanna put some bottomless pits in my quest, like in the GB zelda games. HELP!!!!

Edited by Mister_Bill, 16 June 2005 - 08:06 AM.


#2 Anthus

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Posted 14 June 2005 - 09:06 PM

Do you mean like a pit that you can fall into?

ZC can't make those exactly, but here's what you could do:
Pick the tile you want to be your pit, and set the combo to a "direct warp" Set a trigger so when Link step on that tile, and animation of him falling is shown, then set the tile warp to your room you want him to "land in".

This isn't an exact simulation, becuase Link might warp before the animation ends, so you might be better of at just setting a direct warp combo. Also, you cannot make it so that link looses damage from this...

Its kinda funny, becuase I was thinking about this earlier today...

Edited by Tobias Daboi, 14 June 2005 - 09:07 PM.


#3 SwordOfSeals

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Posted 15 June 2005 - 09:05 AM

There is a way to make Link take damge, but you need to be sneaky. Have the Direct Warp (or Pit) lead to a Blackened room with Invs. Link on. Fill the room with Spikes that do perferably 1 heart damage. Have a Timed warp of about 0.25 secs (or so). Make the warp back to the same room. That should work.

#4 ShadowTiger

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Posted 15 June 2005 - 02:15 PM

Yeah, it's really inconvenient. You can't make Link start out next to the spikes he had fallen into. :\ It's a shame, really.

..

ALTHOUGH, ... I suppose you could have the player warp to an identical screen, where everything is above layer 0, .. and on layer 0, you've got your damage tiles that combo cycle from damage tiles immediately into conveyor tiles to bring you back to the spot where you were before you fell in, then it combo cycles into Direct Warps to bring you back to the original screen.

#5 SwordOfSeals

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Posted 15 June 2005 - 03:07 PM

Hmm, I'm not sure that could work. If it does, it seems like more work, but economical.

P.S. FF6 rules. Nice Terra icon.

#6 ZeldaLord

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Posted 15 June 2005 - 05:29 PM

Well, I think I've found a way to make pits like in Link's Awakening, where Link reappears at the entrance.
This is quite confusing, though, so bear with me.

First, set up your room as you want it (we'll call this "screen 1"), with your pit set as a "stairs" combo, and if you have enemies or an item on the screen, the "full scree warp" flag checked. When you're done, copy this screen, and paste it onto another map (this'll be "screen 2").
Select the screen next to that and fill it with "damage 1" combos (let's call it "screen 3"), as these'll be responsible for hurting Link when he falls, set the blue square to the tile on screen 3 where you later want Link to reappear on screen 1, then enclose that with blocks or solid combos, so the damage combos don't knock him around. Set layer 1 to screen 2, so that it'll still look like you're in the same room when you fall, and set the "invis. Link" flag, so that you won't see Link when you are warped to that screen.
Now you have all three screens set up, set up a new dmap, and make it identical to the dmap screen 1 is on, except set the map to the map screens 2 & 3 are on. Go back to screen 1 and set up an insta-warp to screen 3. On screen 3, set up another i-warp to screen 1, and set timed warp tics to 15 (I'm not sure about this, you'll have to experiment).

What should happen is, when Link falls down the pit, he is teleported to the blue square on screen 3, which is over a damage combo. However, because it's surrounded by solid combos, when Link is hurt, it doesn't knock him off that tile, so that when half a second later, you are warped back to screen 1, Link will still be in the same place he was warped to, flashing from the damage combo. However, because screen 2 is layered over screen 3, and the full screen warp and invis. Link flags are set, it will appear to the player as if Link is falling down the pit, before shortly reappearing at the entrance, flashing, and -1 heart, while still being in the same room all along, similar to the GB games.

Again, like I said, this is confusing, and I haven't made a good job of explaining it, so if I've confused you, I hope someone else will explain it better than me. icon_sweat.gif

#7 TheManHimself

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Posted 16 June 2005 - 08:06 AM

Cool I'll try that when I get around to it (2-3hours)

#8 Comix

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Posted 16 June 2005 - 08:43 PM

The programmers should add that. It would be really useful. Only problem is that it's super hard to program.

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