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#16 accela2me

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Posted 10 January 2015 - 05:31 PM

I changed the 1st post with new images and videos.

Oh, and this topic is also open to suggestions of other GB enemies.



#17 Deedee

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Posted 13 January 2015 - 08:18 PM

How about freeform enemies?



#18 accela2me

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Posted 14 January 2015 - 03:09 PM

How about freeform enemies?

 

I don't know :/ What is the basic difference between freeform and ghosted enemies?

Is the eSword script - http://www.purezc.ne...e=scripts&id=37

an example of freeform enemy?



#19 Deedee

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Posted 23 January 2015 - 08:13 AM

Well, it would make the enemy better, but that's not freeform.

Freeform is like freeformcombos, but with enemies instead. Basically, an enemy that can turn whenever, no matter how many pixels it is into a tile. It could also have links hitbox too.

Basically, if you have ever seen a Gameboy octorok (not one on purezc, but on the actual GB zeldas), you would know what I am talking about.



#20 Lejes

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Posted 23 January 2015 - 09:17 AM

You'd have to code your own movement function for that, since none of the prebuilt ones match it. You could probably look at Ghost_VariableWalk8 and adapt it for four directional movement with occasional pauses.



#21 Mero

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Posted 23 January 2015 - 02:55 PM

Since SolidFFCs is pretty much done now it shouldn't be too much longer until my Z4_Thwomp script is ready. Includes the red angry looking ones you had to charge into as well to make them fall down!



#22 accela2me

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Posted 23 January 2015 - 04:41 PM

Well, since my knowledge of scripting is very low (I'm still learning the basics), both enemy versions are welcome :cat:

Your work with the SolidFFCs is great, Mero :) I'm anxious to see the final result and the Thwomp script, of course!



#23 Mero

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Posted 23 January 2015 - 05:34 PM

Pokey: it's type needs to be other and it's a ghost.zh bug that causes that. It should be fixed in the next version.

Spark it's type needs to be other as well and Misc 11 needs to be set. That's all here.

Not sure what's going on with your Three of a kinds though. Had no problems with pincer or mad bomber.



#24 accela2me

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Posted 23 January 2015 - 06:55 PM

Mero, about the enemies:

 

Spark: is 100% now! thanks so much!

Pokey: its type was changed to "other", but as you said, still has the ghost.zh bug. so is wait for the next version or use it isolated from other ghosted enemies.

Three-Of-A-Kind: I think I need a complete tutorial to set up this guy :wacky:

Pincer: this enemy works very well, but the "bug" when Link enters the screen... is very weird and annoying :eyebrow: I don't know what I did wrong.

Mad Bomber: Ahnn... I don't know if this enemy is like the original, which only throws the bomb after entering the hole. If not, I'll consider it 100% ready too.

 

edit: I tested the Three-Of-A-Kind again and observed the same Pincer's "bug". The Mad Bomber, which has similar setting, doesn't have this problem. So, can be something in the scripts?


Edited by accela2me, 23 January 2015 - 07:16 PM.


#25 Mero

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Posted 23 January 2015 - 09:25 PM

Not with three of a kind. I used it in a old now dead quest project. Worked find.



#26 accela2me

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Posted 07 February 2015 - 06:50 AM

Ahn... Mero, I still need to know how Three-of-a-kind script works :(

Can you teach me, please?




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