Posted 07 April 2011 - 03:52 AM
Beat the crap out of my Shooting Gallery script, getting it back to an 'Almost-working' state. Still can't get all four FFCs to detect when hit with an arrow. I'm using arrays for the data, and I think that might have something to do with it. At least they move the way I want them to now.
Revised the last of my roughed-in OW screens, putting a huge checkmark towards completion (unless something else springs to mind and I find myself editing again- stuff happens).
Got my bug collecting scripts to work better- they now actually count the number and type of bugs (3 types Mothula, Skulltula, and Tektitula; 3 colors Copper, Silver, and Gold) you collect on the subscreen. Unfortunately, I've messed up the Item Types somewhere, so Silver Mothulas and Copper Tektitulas currently count as Silver Tektitulas as well as what they actually are. The Beedle boys (cousins) Bagu and Error are even scripted to give rewards when certain milestones are passed... but I haven't placed all of the bugs yet, so I don't know if my script will fall flat on this front... sigh.
Began developing a simple bombchu game. If you have a bombchu, you can play for no cost- or you can pay the lady at the counter a small mint to get one. If you succeed, you are rewarded with a prize and a new door/hole in the wall leading to the next level of play. Deceptively simple, and almost no (extra) scripting required. I might have to bump up the number of bombchus you can carry, however (it is based on the number of bombs, which I've purposefully kept rather low).
Trying to figure out a good way to implement a ship's interior rocking in the waves. Using combo cycling: the floor moves up and down- by adding a few tics worth of conveyor tiles once in a while, Link is nudged to go up and down as well, and sliding towards the center as he goes; the illusion of being on a ship should really stand out. My early test screens made my wife seasick, however...