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Tricks of The Trade


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#166 Avaro

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Posted 27 September 2010 - 09:30 AM

icon_doh.gif You're right! How could I miss that?

#167 Orithan

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Posted 27 September 2010 - 08:28 PM

Another trick: You set cycling tilewarp combos, with a marker where that speific warp takes you to. Those who have played Mischief Makers on the N64 will be familiar with this kind of puzzle if they tried to get a yellow gem on a particular level.

How to set it up:
  1. Set up the combos, cycle them with 2 to 4 diffrent tilewarp combos, cycle how fast you want and make sure to use ones with diffrent letters. to make it fair, Set all of them to the same amin. frames and (or) speed.
  2. Set up the destination markers, they don't need to cycle. Make them be on sync with that warp.
  3. Place the cycling tile warp down on layer 0 and put the destination markers on layer 1.
  4. Set up the warp return points, they should be on where the destination tiles are.
  5. Set up the tile warps, they may go to the same room, BUT they must use thier warp return points (ie. warp B must use return point B). Or they go to diffrent rooms to form a short cutscene then warp back to your previous room, again MUST make the later warp go to that respective point (ie. if the previous warp was C, set the warp return to C).
  6. Test it out and see if it works.


#168 Schwa

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Posted 17 November 2010 - 12:22 AM

Just found this out, though I vaguely recall seeing it in a very select few other Quests-- I know this works in 2.5b, but it MIGHT work in 2.10, so feel free to experiment/confirm/etc.

You can set the Screen Flag "Statues Shoot Fire", with no statue combos on your screen, and then you can cause some statue combos to appear via Combo Cycling, Secret Combos, etc... and the result makes these newly placed statues to shoot fireballs. Using this, you can create... for example, statues that start out "deactivated" and then activate when you step on a trap-switch, suddenly bombarding you from all sides. icon_ohmy.gif

Likewise, you can make active Fire Statues turn off, too, with the same effect! Using Secret Combos or Cycling to turn Statue combos to (None) (or perhaps something else) will cause the fireballs to stop firing. Using this, you can potentially mimic the rooms in the GB Zelda games, and cause the statues or some torches or whatever to stop firing once you've killed all the enemies.

Warping Link from one room to another ala "Full-Screen Warp" will NOT enable either of the effects just described. Sorry, old-style custom bossers, you're going to need to be more creative. icon_blah.gif

Edited by Schwa, 17 November 2010 - 12:22 AM.


#169 Banjo7J

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Posted 28 November 2010 - 03:57 PM

Holy crap, that's awesome. I'm so gonna use that in my quest. I mean, when I get the quest onto this computer of course.

#170 trudatman

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Posted 28 November 2010 - 05:18 PM

QUOTE(Schwa @ Nov 17 2010, 12:22 AM) View Post
....You can set the Screen Flag "Statues Shoot Fire", with no statue combos on your screen, and then you can cause some statue combos to appear via Combo Cycling, Secret Combos, etc... and the result makes these newly placed statues to shoot fireballs. Using this, you can create... for example, statues that start out "deactivated" and then activate when you step on a trap-switch, suddenly bombarding you from all sides....

hmm... I know you can't turn them off with the opposite in 1.90, but I wonder if the activation described above would work. I hope I remember to test that. good stuff.

#171 Orithan

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Posted 03 December 2010 - 05:33 AM

I used this little trick several times in Platinum Quest. I had switches that activated statues when you stepped on them as a punishment. Mu ha, ha! icon_superevil.gif

#172 Avaro

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Posted 06 March 2011 - 09:02 AM

A trigger without using the trigger combo:

Needs 2.5. Choose the "Step next All" combotype for the trigger and for the solid block that will open.

That's how you can have a step trigger AND another trigger that opens another block (boomerang trigger for example) in the same screen.

#173 Shane

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Posted 07 March 2011 - 07:17 AM

You can make Abei a sword trigger. Then with flag 16 attach the fire combos that sit next to Abei add the secret combo to a flame with a set "center statue". Then it's like you Z1 in 2.5 without a guy :3 in caves too now.

Edited by Midnight_King, 07 March 2011 - 07:18 AM.


#174 Moosh

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Posted 23 March 2011 - 01:37 PM

A fun trick I found: Random explosions onscreen
1. Have an invincible summoner that deals no touch damage that summons a bombchu enemy
2. Give the bombchu enemy 0 HP
3. ?
4. PROFIT!

#175 HylianGlaceon

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Posted 26 August 2011 - 02:10 AM

EDIT: Unfortunately due to a bug where the String Control Codes ignore the Maximum a Counter can hold, the old version doesn't work.

Edited by HylianGlaceon, 01 October 2011 - 12:07 PM.


#176 dank_riser

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Posted 15 July 2012 - 12:15 PM

While in the Subscreen Editor when placing an Object Type>tile block, holding CTRL and the direction arrows will Increse or Reduce the Tile size. This displays the ajacent tiles that are referenced to the in it's corrisponding Tile page. icon_wink.gif


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