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#1 Lightwulf

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Posted 16 October 2013 - 12:48 PM

Hey, all! FYI - this project is not cancelled. I've just been occupied by a hectic school schedule. I should be making progress on this soon.

Anyway, not to leave you hanging, here's the current status:

Though I'm still going to keep Top Secret Area #1 a secret, I'll tell you what the progress is.

I finally have the custom boss graphics done! Yaaaaay! :D

... Now I just have to finish arranging tiles for all different animations/movements so I can make combos and link them. Awwwww... :sorry:

One thing that I discovered, that I probably will use, is that even in version 2.10 there are combo types that mimic the flags used to place traps. Hmmmm... So, what that means is that I can have a certain combo that, once its animation is done and it reaches the end of its framecount, can change to the combo with the inherent trap flag! (Yeah, this may be nothing new to those of you making quests in 2.50 because of the dropdown window from which you can select an inherent flag. However, you must realize, that feature was not around when they made 2.10. So, when I discovered this fact, I was greatly pleased to find something similar to a 2.50 feature in 2.10!)
So, in plain English: I can make traps spawn out of nowhere during battle! (A bit more challenging that just having statue combos shoot fireballs, eh? ;) )

Well, I've given away enough secrets for now. I have a midterm to study for, but after that I may be able to make some more progress on this.

#2 Avaro

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Posted 16 October 2013 - 01:21 PM

Welcome back!
And wow, does that really work? ;)

#3 Lightwulf

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Posted 16 October 2013 - 04:06 PM

@Avataro: Heh, I didn't actually consider myself "gone", :heh: ... but, I guess I have been! I've been checking in now and then.

About it really working, here's my current "proof":
I found a certain walkable combo that looks like a star (actually I think it may be one of the sprites for Link disappearing when he dies) that I used in a room in my level 2 in which I'd placed trap flags. Since I haven't used that combo very much (like, that's the only room that I used it in the entire quest), I gave it a try and changed the combo type from "<None>" to "Trap - Vertical, Line-of-Sight" (or however they're worded). I then went back and played the level again. I hadn't taken off the trap flags, so when I got to the room, there was a problem with the traps spawning on or underneath them (I forget) and the room didn't work as planned. So, I went back into the Editor and removed the trap flags I'd placed on top of the combos. When I playtested it, the traps appeared over the "Trap" combos and the room worked as planned!

I can't remember clearly, but I think I changed it back (removed the combo type and replaced the trap flags on the screen). It was just a test because I hadn't noticed those combo types before and was testing them out.

So yeah, I'd say that it really works! I think that's one of the only kind of things in 2.10 that have inherent flags - only those things where the "inherent flag" is actually a named combo type. There might be others, but I haven't noticed. I know they definitely don't have "Enemy 0"-"... 9" flags!


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