A few questions from a newbie...
#16
Posted 25 July 2009 - 04:06 PM
#17
Posted 27 July 2009 - 01:25 AM
Anyway, I've still got a few more questions. During a cutscene, how can I make Link not be able to move? Or if I wanted to make a scene where Link moves but you don't control him, how would I do that? I think when I was reading some of the old topics I came across the answer to this, but I don't wanna have to go through 36 pages of topics to find it. So can you do this? If so, how?
Second, I need to make a two-tile tall enemy. How can I do this? I think I read somewhere you have to use scripting to this, but I'm not entirely sure. If you do have to, I have no clue how you'd do that.
Thanks for all the help so far! Hopefully someone can answer these last couple of questions.
#18
Posted 27 July 2009 - 04:22 AM
Or you could use this:
void run(){
while(true){
NoAction();
Waitframe();
}
}
void NoAction(){
Link->InputUp = false; Link->InputDown = false;
Link->InputLeft = false; Link->InputRight = false;
Link->InputA = false; Link->InputB = false;
Link->InputStart = false; Link->InputMap = false;
}
}
Which stops him from pressing start or using an item too.
To make it look like Link's moving in a cutscene, use FreeForm Combos or a script (or you can use combo-cycling but it's horrendous and you really don't want to, trust me).
To make a two-tile tall enemy, you also need a script. There isn't really one that's appropriate for doing it yet, but I've been writing a lot of enemy scripts lately and I'm thinking of writing one that you would be able to use to have just a generic Walker or Walker/Shooter style enemy that's larger than 1x1 tiles.
It won't be any time too soon though 'cause I'm going on holiday tomorrow.
EDIT:
Oh, just to clarify: You don't actually move Link himself in a cutscene, you hide Link and move an ffc with Link's graphic on it or similar.
#20
Posted 27 July 2009 - 01:27 PM
#21
Posted 27 July 2009 - 01:33 PM
#22
Posted 27 July 2009 - 01:45 PM
#23
Posted 27 July 2009 - 02:32 PM
#24
Posted 27 July 2009 - 04:26 PM
Ok, I think I've figured out most things. However, I would like help with a few more things. First, how do I make it so a sound plays only once, like during a cutscene?
Second, how do I put a box around words? Like when I talk to someone or read a sign, how do I make it so the words are in a box?
And last, how do I make it so when press A to read a sign or talk to someone, it doesn't immediately talk to them or read it again? This has been causing me some trouble. And is it possible to make someone who's doing something (for example, if Nayru is singing) stop when you talk to them (turns into Nayru's standing tile), then goes back to the regular animation when you finish?
Again, sorry for all the questions. This is definitely a hard program to learn, and while I probably could figure most of this out myself, it saves me a lot of trouble if I can get answers here.
Edited by Rossk, 27 July 2009 - 04:37 PM.
#25
Posted 27 July 2009 - 04:38 PM
void run(int sfx, int dly){
Waitframes(dly);
Game->PlaySound(sfx);
}
}
D0 is the sfx to play, D1 is the number of frames to wait before playing it. There are 60 frames in a second.
In the String Editor, there's a little black box. Click on it, and select the top left of your Message Box tiles, arranged in a 2x2 tile block. If you can't work out how that works, I'll try and do a better explanation.
I'm going to put a label on that box, you're the second person this week to miss that feature.
#26
Posted 27 July 2009 - 05:52 PM
And I think I figured out the message box now. Are the four blocks it uses the four corners, and the rest is filled in with black?
I've got another question. How do I make it so Link can slash, as well as use the charge attack? I checked on the sword item and couldn't find anything about it, except the button that said "Allow slash", which I tried and it didn't do anything.
Edited by Rossk, 27 July 2009 - 05:54 PM.
#27
Posted 27 July 2009 - 06:11 PM
What are you doing/which slot are you trying to put it in?
Not exactly no.
If you were the split each tile into 4, and made a grid a little like this:
4 5 6 7
8 9 A B
C D E F
Where 0 represents the top left corner of the top left tile, 1 represents 8 pixels further along in that same tile, 2 represents the top left corner of the second tile and F represents the bottom right corner of the bottom right tile...
C-F aren't used at all.
0, 3, 8 and B are the four corners of the box.
1 and 2 are the top edge, and 9 and A are the bottom edge.
4 and 8 are the left edge, and 7 and B the right edge.
And 5 and 6 make up the remaining space in the middle.
I think. That's just off the top of my head without checking though, so it might be wrong.
I'm not sure how allowing Link to slash is handled nowadays, it always used to be from the Init. Data in 2.10, but I don't think I've dealt with a Zelda style quest which was actually started in a Beta at all.
#28
Posted 27 July 2009 - 06:11 PM
I think there's a scroll item in 2.5 that makes link Slash and Charge, but I haven't looked at 2.5 in years.
#29
Posted 27 July 2009 - 06:18 PM
#30
Posted 27 July 2009 - 06:26 PM
Mm, makes you realise how outdate 2.10 is really doesn't it.
LALALALA I CAN'T HEAR YOU LALALALA
...
Okay, I might download a build of 2.5 again in the near future after I finish a couple more quests. I can see the benefit of at least having one 2.5 quest finished by the time 2.5 is released and PZC updates its database to include 2.5 quests.
EDIT: Typo.
Edited by MrMister, 27 July 2009 - 06:27 PM.
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