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Zelda Classic 2.55 Alpha 12 (Official)

2.55 Æternal AEternal Alpha

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#1 Timelord

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Posted 24 December 2018 - 11:57 PM

Zelda Classic Æternal [v2.55], Alpha 12

For the Winter Holiday season, here is Zelda Classic Æternal, Alpha 12 [Win-32]

 

We'll keep this topic freshly updated with new builds as they arrive, and you are of course welcome to view the detailed Changelog for 2.55 on GitHub.

Highlights
 
Module System
We've added a Module System to both ZC and to ZQuest, that allows you to completely reconfigure various aspects of the system UI, including the following:

Default assets.

Default quests (1st, 2nd, and so forth).
Default names for item classes, enemy classes, and other internal strings.
Default help text.
Various UI elements.
Base files used by the programme (zelda.dat, qst.dat, and the like).
 
 
New Script Types
We've added a multiple new script types for you to use, as follows:
 
npc script

  • Runs for multiple frames, while the enemy is valid.
  • Set from the Enemy Editor.

 
lweapon script

  • Runs for multiple frames on one of Link's weapons.
  • Set from the Item Editor.

 
eweapon script

  • Runs for multiple frames on an enemy weapon.
  • Set from the Enemy Editor

 
link script

  • Link now has the following script slots:
  • Init : Runs before the opening wipe, for one frame.
  • Active: Runs for multiple frames, similar to the global active script.
  • onDeath: Runs for multiple frames, after Link dies--and after the global onExit script.
    • Useful for custom Game Over displays. 
  • onWin: Runs for multiple frames when the player wins the game.
    • Used for custom Game Ending sequences.

 
dmapdata script

  • Similar to the global active script, but this runs only on specific DMaps.
  • Assign this in the DMap Editor.

 
item script

  • Item action scripts can now run for multiple frames, using a Quest Rule

 
See  ZScript_Additions.txt for further details, both on the new script types, and on all new ZScript instructions, and compiler (and other language) improvements.

Brought to you by: The ZC Æternal Team (Alphabetical)

Spoiler



Here are some new teaser screenshots!

Enemy Editor
Spoiler




Item Editor
Spoiler



DMap Editor
Spoiler

 


New Script Types
Spoiler

 
 


  • Magi_Hero likes this

#2 Phosphor

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Posted 25 December 2018 - 12:24 AM

I can't wait to see what scripters do with these new toys. I'm most looking forward to seeing what kind of stuff can be done with DMap scripts.



#3 Emily

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Posted 25 December 2018 - 01:12 AM

I can't wait to see what scripters do with these new toys. I'm most looking forward to seeing what kind of stuff can be done with DMap scripts.

Really? DMap scripts of all things? I'm far more excited for the NPC, lweapon, eweapon, and Link scripts than the DMap scripts. You can always run code from global based on `Game->GetCurDMap()` with relative ease, compared to attempting the same for npc/weapon behavior. I already know several uses each of these script types will serve in my Majora's Mask quest, aside from dmaps.



#4 Timelord

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Posted 25 December 2018 - 08:19 AM

Really? DMap scripts of all things? I'm far more excited for the NPC, lweapon, eweapon, and Link scripts than the DMap scripts. You can always run code from global based on `Game->GetCurDMap()` with relative ease, compared to attempting the same for npc/weapon behavior. I already know several uses each of these script types will serve in my Majora's Mask quest, aside from dmaps.

 

Non-scripters may find it more-friendly to have smaller scripts, running on each DMap, as opposed to combining global scripts.

 

Notice to anyone who downloaded Alpha 12: If you downloaded your copy prior to this post, please re-download. I pushed some bugfixes (lweapon script, npc script, dmap script) and I decided to re-upload them as the same Alpha, to avoid releasing two public builds on the same day.



#5 TheRock

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Posted 18 January 2019 - 03:28 PM

Could I make a request to get a mac version? Cause I only have a mac. Thanks!


Edited by TheRock, 18 January 2019 - 03:34 PM.


#6 Timelord

Timelord

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Posted 19 January 2019 - 10:38 AM

Could I make a request to get a mac version? Cause I only have a mac. Thanks!


At present, we have zero active, native developers on platforms other than Windows.

Thus, it is going to take a long time before we have a Mac building process. Months, most likely.

Using a virtual machine, Parallels, or similar, as I did years ago when I was only on MacOS, will be your solution yntil that time.

That, or buy a dirt-cheap Windows XP/7 laptop/desktop. You can find typically find those in boot sales, or on Craigslist for £30-50.

ZC doesn't require much in the way of system power, and runs better on older HW and OSes anyway.
  • judasrising likes this

#7 Tabletpillow

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  • Real Name:Xavier
  • Location:Oregon

Posted 05 February 2019 - 06:22 PM

I got a few bugs to report:

 

-Quest Icons are always default Link. (Even if you don't even have that tile in your quest.)

-Taking a snapshot crashes ZC (Doesn't crash Zquest though at least.)

-If the lens have the "Show Hint" flag checked, then it will crash when used on a screen with a bomb trigger. (There may be other combo flags that cause this problem as well.)

 

More to come, I am making my new big quest on here right now to test out if it can really work on this version after all.


Edited by a30502355, 05 February 2019 - 06:23 PM.




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