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Link can't move to screens on his right (help please)

help screen cant go left

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#1 TheLink

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Posted 25 April 2016 - 09:27 AM

Hi, on a quest I'm making there is a REALLY BAD PROBLEM. Link cannot move across screens to the right.

E.g. if he is on screen 01 he can't move to screen 02. Also if he moved from 01 to 00, he couldn't move back to 01, as it is to the right.

I have the dmap set as overworld, so all screens count.

 

Does anyone know how to fix this?


Edited by TheLink, 25 April 2016 - 09:28 AM.


#2 Rocksfan13

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Posted 25 April 2016 - 09:35 AM

What happens when you attempt to walk to the screen to the right?



#3 TheLink

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Posted 25 April 2016 - 10:00 AM

It is as if it is a solid wall.

 

(link can walk to the right, but not  across screens)


Edited by TheLink, 25 April 2016 - 10:01 AM.


#4 ShadowTiger

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Posted 25 April 2016 - 11:10 AM

tl;dr solution:  Adjust your Dmap slider to encompass where you're trying to go.

 

Explanation:

 

It probably has to do with your Dmap slider.  Is the type of Dmap you're walking on anything other than a 16x8 Overworld?

 

If it's a "Dungeon" or "Interior" (The most common type of Dmap, kinda-sorta...)  those are confined to 8x8 regions, basically. It's like having an isolated set of specific qualities within a specific 8x8 region. You can leave that 8x8 region, but you have to use Side Warps to do it.

 

But what I'm saying right now is that if you happen to be on the very edge of an 8x8 Dungeon or Interior style Dmap  (BS Overworld too, I think.  ... I mean there's only four types of Dmaps. :-P )  it'll stop you as if you're walking into a solid wall.  It consider it like the edge of the world.  There's nothing beyond the edge of the world.

 

Don't worry about any confusion between actual map space and Dmaps.  It's easier than it looks.

 

Imagine the original dungeons from TLOZ.  The actual map item you'd get would give you a map on your subscreen that would show you a maximum of an 8x8 dungeon.  No dungeon was ever more than 8x8, right?  That's why.  They were just never wider than 8x8, even though the actual map space is twice as big horizontally, so 16x8.

 

What you can do, if your area is that large, (I have no idea, really)  is have two identical Dmaps next to each other on the same physical map;  one in the first 8 horizontal spaces, and the other in the last 8 spaces.  You'd slide the Dmap slider to the right after 8 boxes.

 

Then you'd connect each of the screens in the middle with side warps leading to the left-most screen of the other Dmap,  and then go to the screen on the right and make a side warp to the Dmap to the left's last screen in that horizontal row.

 

Here's a picture of what the physical map will look like.  The red is Dmap 1, and the green is Dmap 2.  They're sitting next to each other.

 

XXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXX

 

So on all of the right-most red screens, you'd make a side warp leading to the left-most green screen, and vice versa.

 

Because, again, if the screens are physically next to each other but they're on the edge of an 8x8 dmap, they may as well be on the end of the world.  So you'd have to use side warps to link them.

 

There.  An overly large explanation.  Now I'm out of breath.



#5 TheLink

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Posted 25 April 2016 - 11:17 AM

It is a normal overworld map taking up all the space, not a dungeon, interior or BS overworld



#6 TheLink

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Posted 25 April 2016 - 12:28 PM

Any other solutions?



#7 Binx

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Posted 25 April 2016 - 02:00 PM

This might sound dumb, but have you checked walkability? There are some combos that are either invisible, or identical to normal ground combos, but they're unwalkable.

#8 Cukeman

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Posted 25 April 2016 - 02:13 PM

I really doubt this is the case, but if your side warp is set to cancel warp it won't scroll.



#9 Anthus

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Posted 25 April 2016 - 03:36 PM

Hmm, iirc, over world dmaps don't have a slider. Could you post a picture of the map in question, and point out the problem screens?

In the dmap editor, you're sure it's set to a regular overworld map? Is Link actually starting in this dmap? If it is not the first dmap in the list, you'll have to set it as the starting dmap in the quest's initial data.

Edit: look at the sidewarps on the screens. There's not a 'cancel warp' set on the right for some reason is there?

#10 Theryan

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Posted 25 April 2016 - 03:57 PM

Make sure the "smart scrolling" rule is unchecked? That rule sometimes causes issues with Link not being able to scroll where he should be able to go.

#11 TheLink

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Posted 26 April 2016 - 09:38 AM

I just went on it and it works now, i don't know why though, but it is fixed now.


Also i have another problem.

I have a sword in the quest, and when you pick it up it disappears.

This started happening after I tried using a script that makes a DS style control system (Link: http://www.purezc.ne...e=scripts&id=54)

I think this is because the control system removes the sword and makes it into your mouse, as long as the mouse is within a certain range. But i decided i didn't want it and now i cant get my sword back.


Edited by TheLink, 26 April 2016 - 09:28 AM.


#12 Deedee

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Posted 26 April 2016 - 09:44 AM

Do you have have the sword set as an equipable item in your subscreen?



#13 TheLink

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Posted 26 April 2016 - 09:59 AM

thanks, that worked.



#14 LikeLike on fire

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Posted 27 April 2016 - 06:23 AM

i sometimes have the same problem. or I don't and it's fixed by making it a scroll warp.





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