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#1 bloqm

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Posted 19 February 2020 - 08:41 PM

What would be the easiest way to implement a slingshot? A slingshot would be a ranged weapon that shoots Rocks, just like an ortorock. Ammo can be dropped as an item or simply use rupees like the bow, I don't care.

 

I imagine I could re-skin the bow, but then:

- Can I simply select rocks as projectiles / ammo? Rocks are a thing in the enemy editor, after all. If so - how?

- If that's not possible, how can I make regular arrows respect all collisions, like rocks do?

 

If there's a better option out there please let me know.

 

Thank you!

 



#2 Emily

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Posted 19 February 2020 - 09:14 PM

What would be the easiest way to implement a slingshot? A slingshot would be a ranged weapon that shoots Rocks, just like an ortorock. Ammo can be dropped as an item or simply use rupees like the bow, I don't care.

 

I imagine I could re-skin the bow, but then:

- Can I simply select rocks as projectiles / ammo? Rocks are a thing in the enemy editor, after all. If so - how?

- If that's not possible, how can I make regular arrows respect all collisions, like rocks do?

 

If there's a better option out there please let me know.

 

Thank you!

You could reskin arrows; the sprite is set on the arrow item. But, it would still use Arrows as ammo. ...You could reskin arrow ammo as rocks, though. But, it would still act EXACTLY like an arrow. Not respect collisions like rocks do.

 

If you want to actually have it act differently from arrows in any way aside from appearance, you need a script; meaning you want "Script Requests" subforum if you want to request it, or perhaps "Scripting Discussion" if you just want to ask questions about how to script it yourself.


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#3 bloqm

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Posted 19 February 2020 - 10:26 PM

Understood. Thank you!



#4 Timelord

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Posted 20 February 2020 - 07:58 AM

Understood. Thank you!

 

What version of ZQuest?



#5 bloqm

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Posted 20 February 2020 - 12:17 PM

What version of ZQuest?

2.53 Final.

 

And in case you're interested, this is my opinion on 2.55. Please take with a grain of salt.

Spoiler

Edited by bloqm, 20 February 2020 - 12:18 PM.

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#6 Emily

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Posted 20 February 2020 - 03:41 PM

So, you can ignore modules, you can ignore scripts if you don't want them, and aside from that 2.55 lets you do a ton more without needing scripting; or a METRIC FUCKTON more if you DO want to do scripting. We are doing our best to make things as intuitive as possible.

As for 2.55 alphas, well, the keyword is alphas.


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#7 Timelord

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Posted 21 February 2020 - 07:10 AM

So, you can ignore modules, you can ignore scripts if you don't want them, and aside from that 2.55 lets you do a ton more without needing scripting; or a METRIC FUCKTON more if you DO want to do scripting. We are doing our best to make things as intuitive as possible.

As for 2.55 alphas, well, the keyword is alphas.

 

I prefer Imperial Tons.

 

Greater than 50% of the package filesize is eaten up with the Koten fiiles, test quests, and packaged add-ons and utilities needed for Win8+, newer joypads (or both); with utilities for font, dat, and sprite creation packaged that are all fully compatible. Packaging it all together is the only sane way to ensure maximum compatibility. Feel free to prune what you don't need. A stripped package would be ~45MB, but missing key components that some, or many, users will need for proper use of the software.

 

There isn't much that we can do with the UI short of a multi-year-long rewrite, and in my current health, waking up tomorrow is the best commitment that I can attempt to make. Getting this set up for generic and wider-application use is my goal; not rewriting the GUI. I'm simply not doing it. It's not in any way practical, nor is it strictly needed. The present UI works just fine, and the only similar software with a potentially better UI is RPG Maker--and even that is highly convoluted, and differing by release. If you try the alternatives, you come to appreciate just how straightforward the ZQuest interface is, in use.

 

Pico-8 might be the only thing that has a better 'UI', but it barely needs one.

 

Documentation and tutorials though? We do indeed need updates on both for the new version, but preparing that prior to features being finalised is a pure waste of time. I'm working on a full set of docs for ZScript at present that compliment the level of docs provided with gcc.

 

I literally cannot do every single thing needed. The work would drag on for years, so it will be up to volunteers to help work on a new wiki, updated docs, and especially videos. My voice completely dies after about an hour of speaking, so, video tutorials from me would be nearly impossible; and again, until a version is close to final, UI implementation and features are still in flux, enough that videos would become quickly dated or flat wrong.

 

I'm unsure how much you have used the new version, if you understand the context and scope of the new internal features, or what the last build you tested was. The amount of customisation purely from the GUI Editor has effectively doubled since 2.53.x. That completely ignores new scripting extensions.

 

All that aside, when I compare ZQuest to RPGM, GM, or Solarus, it is far more 'intuitive' and 'user-friendly' than any of the above, particularly the latter two;and one of only two free and open-source options amongst them. Lack of useful documentation and tutorials are a specific failing point, and have been for years, but as people adopt the new software, the amount of that material can grow.

 

P.S. Keep in mind that modules allow constructing other types of games purely from the GUI. Thus, the software is no longer inherently limited to Z1 clones; just NES-esque hardware era limitations (1983 to 1993). Quite literally nothing prevents making a Rockman Module, a Z2 Module, a Roguelike Module, a Shmup Module, or anything else that you fancy; short of available talent using the tools.



#8 bloqm

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Posted 21 February 2020 - 10:21 AM

Somehow I feel like my comment came across as bitching, sorry if it was that way. I didn't intend my comment to sound negative or dismissive; I really appreciate the work you devs are doing. I don't expect you to change anything or even justify your decisions either! Just to be clear, I meant my comment to be a piece of constructive feedback from a new user - one person alone.

 

This is totally off-topic but since we're here:
 

2.55 lets you do a ton more without needing scripting

Cool! What would be the main differences with 2.53 (other than the scripting improvements)?
 

add-ons and utilities needed for Win8+, newer joypads

Including DXGL is a logical decision. I'm curious about the choice of antimicro. I've always used joy2key since it's super lightweight and dead simple to use.

That said, I solved my gamepad problems (dpad not recognized in a xbox 360 gamepad) simply by editing the config file manually. To be clear, the in-game configuration won't recognize my dpad keys so I had to play with the stick, after tweaking the js_stick_ options in ag.cfg it works fine. Probably not the solution for most users, but I still wanted to share this in case it helps.
 

Feel free to prune what you don't need.

This is a bit of a tangent, but: what would be the minimal setup for ZC to run it as a standalone player? I've tried making a "distributable kit" so users simply unzip it and run zelda.exe to play my quest like they would do on any emulator.
This is what I have and works as expected (using 2.5.3)  Is there a way I can get rid of quests 2nd to 5th without ZC crashing?
I know this is not a problem inside this community, but I feel like being able to share your creations in a ready-to-run fashion is very important and may help increasing the popularity of ZC.
 

There isn't much that we can do with the UI short of a multi-year-long rewrite

Oh wow that sucks. Well I don't think it really needs to be rewritten 100%, and I actually like how simple the interface is is. Straightforward, as you say. My problem is not the interface, it's the tech. Regardless of DXGL I can only run ZQuest in small mode, windowed (I'm on win10).
I actually prefer small mode, but I miss some features like the clarity of one-screen-layout, tooltips or fullscreen (fullscreen works for me but it's blurry and mouse input feels twitchy).
The menu organization also feels a bit chaotic (like, toggling diagonal movement from the graphics section), and some features are a bit cryptic (most expect you to be very familiar with Z1 and even Zelda BS) but that's all secondary for me.

On a related note: can I request a feature? Having a hotkey for testing the quest would improve the workflow a lot; not sure how hard to implement is that.
 

I'm unsure how much you have used the new version, if you understand the context and scope of the new internal features, or what the last build you tested was. The amount of customisation purely from the GUI Editor has effectively doubled since 2.53.x.

I played with a bunch of them, I recall dwnloading Alpha 12 and a couple Alpha 5X.
I didn't spend too much with them since I had trouble navigating them because of all the options and dropdowns in the menus, that make small mode too cramped; having to click on arrows back and forth to navigate tabs and such.
I'm pretty sure I don't understand the "context and scope of the new internal features" at all. My comment was simply intended as a note on usability for new users, since I naturally grabbed for the latest version and had to downgrade to a simpler one.
For the record, I've been doing games as a hobby in different engines and languages, and what draws me to ZC is the idea of having an already-made game ready for ripping apart, remixing, and reskinning. That's something really unique. ZQuest being easy to use is just the cherry on the top.
 

P.S. Keep in mind that modules allow constructing other types of games purely from the GUI. Thus, the software is no longer inherently limited to Z1 clones; just NES-esque hardware era limitations (1983 to 1993). Quite literally nothing prevents making a Rockman Module, a Z2 Module, a Roguelike Module, a Shmup Module, or anything else that you fancy; short of available talent using the tools.

That's awesome -- one of the alphas I tried came with an arkanoid quest!
What do you mean when you say it's made from the GUI? I assumed there was heavy scripting involved.




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