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Thunderfist's Feature Requests


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#1 Thunderfist

Thunderfist

    Recipient of Ways

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Posted 15 November 2019 - 05:44 PM

So, just some random pie in the sky offerings from an amateur, but.

 

1 Scripts programmed directly into the program and selectable with a single click from a checklist (popping up a window with well-explained variable fields to enter)

2 Ability to easily customize game speed at the press of a button, as well as enable preset different gameplay modes.

a) Normal, cartoonishly fast Zelda walking

b) Sightly slowed, more realistic and paced for something like X-Men (cough cough Xelda project)

c) Super-slowed, like an automated FF Tactics- I'll get to that

d) Time only advances when player pushes an in-game action or directional button so it turns into a turn-based RPG like true FF Tactics, bundled in the game mode preset with disabled smooth screen-scrolling and winning condition battle beginning message

e) Basically slow-moving but with Final Fantasy-like battle dialogue/ graphics boxes

3 Ability to enable or disable health and damage bars over enemies and Link individually

4 Interface to easily program 3D using 4 linked DMaps you rotate between every time you push L and R so you can walk around buildings and use hidden rear entrances and so on

5 Offer available option to insert message codes upon any item pickup or use to allow for easier user-generated character switching

6 Just directly offer character switching function

7 Add ability to unequip items and switch between items of the same class type by allowing stackable item placement within single active subscreen elements

8 Ability to copy any specialty item properties into any custom item slot

9 Directly incorporate team commands such as Dismiss (all active team members and their powers, while retaining ability to reselect via collected icons)

and Disband (remove all selectable character icons and powers)

10 Ability to enable/ disable smooth-scrolling with a click

11 Add up to 20 active NPC teammates you can rotate through characters to control via L and R (passive invulnerable versions to show your team with you, passive vulnerable versions to protect, and active allies fighting alongside you)

12 Team Formations (shapes, ability to rotate formation of characters, and assign positions by number, and have Link auto-rotate or follow a 2nd in command until the player takes over)

13 Multi-player (play with a partner, or against as they rotate through control of enemies on-screen)

14 Directly available day and night cycle at a click

15 Super-Strength and Pot-throwing and all solid items like chunks of wall being throwable

16 Unlimited available item and enemy slots and tile pages so unlimited characters can be added and sequel quests can just be bundled together

17 Easily set custom button functions so you can perhaps use 4 or 6 items at the push of a button

18 Equippable shields and other items that require a button being held down during use

19 Pegasus Boots

20 Teleport to screen edge in any direction item

21 Easy title screen and cut scene customizability

22 Fully customizable status effects including Stone of Agony overhead graphics and sound effects

23 Easy ability to change music whenever a certain enemy is on the screen

24 Item to Direct Warp between user-set DMaps (shift between dimensions, different times); ability to have multiple of these linked to different DMaps would be amazing (basically customizable teleportation warp ring points for multiple items)

25 Easy to set custom or randomized weather cycle

26 An item like the coin throw distraction in Hitman, so basically a bait you can automatically throw

27 Easy to set drowning/ DMap timer

28 Teleportation mode by way of frozen time and moved cursor between screens and/ or DMaps (user-defined)

29 Customizable teleportation warp ring points for multiple items

30 Shovel

31 Ability to set LTMs to exact position rather than jumping from prior position so everyone can easily switch characters

32 Ability to make Link and/ or enemies weaker and slower the more or less damage they receive

33 Ability to easily place function doors anywhere

34 Ability to rotate and place tiles/ allow enemy movement at 45 degree angles

35 Signs

36 Easy NPC dialogue decision trees

37 Easy item swap puzzles

38 Enemies swarm or spawn when spotlight hits you

39 Ice tiles

40 Ice block 'cane' for freezing enemies and creating traversable terrain

41 Ability to use items while swimming/ 'flying'

42 Shapeshift button item allowing user to shift LTM by one page in either direction

43 Jump down cliffs

44 Empty bottles and fairies

45 Ascend button item and Descent button item for flight (continually holding it continually lifts Link until the user-defined ceiling)

46 Auto-targetting allowed for Link and/ or enemies

47 Quadruple bits per tile so we can add more detail

48 Ability to manually set each set of few tiles for different LTM's action graphics (so you could use swim graphics from this page and power graphics from that)

49 Smoother teleportation/ walking sprite interface (currently have to remove tile for while traveling via hookshot, and Nightcrawler has to start walking as a puff of smoke because that's what his teleportation arrival graphic needs to be

50 Inherent ability to press L or R while on the active subscreen to turn the page/ add unlimited number of possible subscreen elements (I have 80 playable characters and a dozen ability items in my subscreen- it's crowded)


Edited by Thunderfist, 15 November 2019 - 06:27 PM.


#2 Emily

Emily

    Scripter / Dev

  • ZC Developers

Posted 16 November 2019 - 12:05 AM

Full quote, not partial, because you seem to like deleting your posts


You want "Script Requests", not "ZC Development -> Feature Requests".
You just... if you expect this to be possible in the engine, you are INSANE. You are basically saying "Can you add every possible thing anyone could ever possibly imagine to the engine?"
That is literally what scripts are for.
 
I will address a couple points more specifically, but for any I don't address, assume it falls into the above (Take it to a script request)
 

1 Scripts programmed directly into the program and selectable with a single click from a checklist (popping up a window with well-explained variable fields to enter)
5 Offer available option to insert message codes upon any item pickup or use to allow for easier user-generated character switching
6 Just directly offer character switching function
7 Add ability to unequip items and switch between items of the same class type by allowing stackable item placement within single active subscreen elements
8 Ability to copy any specialty item properties into any custom item slot
10 Ability to enable/ disable smooth-scrolling with a click
15 Super-Strength and Pot-throwing and all solid items like chunks of wall being throwable
16 Unlimited available item and enemy slots and tile pages so unlimited characters can be added and sequel quests can just be bundled together
21 Easy title screen and cut scene customizability
39 Ice tiles
44 Empty bottles and fairies
47 Quadruple bits per tile so we can add more detail
50 Inherent ability to press L or R while on the active subscreen to turn the page/ add unlimited number of possible subscreen elements (I have 80 playable characters and a dozen ability items in my subscreen- it's crowded)

1. See: Classic.zh, 2.53 and 2.55.
5. In 2.55, you can have items play a pickup string.
6. This is called LTMs. That is the entire purpose of LTMs; changing what the character looks like. If you want beyond that, look to scripts.
7. Scripted subscreen. 2.55 specifically has a script slot for scripted subscreens to run from.
8. What... exactly do you mean by this? If you mean the ability to modify an item slot during gameplay, scripts are the answer; 2.55 has a lot more features to 'itemdata'
10. What do you mean by 'smooth scrolling'? I'd look under 'Quest->Rules->Other', as there are several QRs there that affect how scrolling works.
15. Again, something for the domain of scripts. Though, for this, see: My Lifting Script. This has an update that I will be posting when the next 2.55 alpha is released, so probably wait for that.
16. 'Unlimited' is not possible. It just is not possible. In ANYTHING relating to a computer, or technology. You have limited MEMORY on the device, to do stuff with. 2.55 has expanded the tile pages literally as far as they can ever possibly go; if they went any higher, then scripts would not be able to use large enough a number to access them. To raise this limit, at all, ever, requires making the program 64-bit instead of 32-bit, which will require MASSIVE rewrites! This will take YEARS.
As for enemies/items, increasing the number some is planned, IIRC. Unlimited, though, is ENTIRELY out of the question.
21. For title screens, use scripts. 2.55 has the 'onLaunch' slot, which can run for as many frames as you want before exiting to the game. This is designed pretty much specifically for title screens.
39. Ice in the engine... might be doable, at SOME point, but to get the logic to a place where people would be able to customize it would take considerable work. It's on my reach list for features. In the meantime, scripts are the answer; perhaps check out mine. Designed 2 types of ice, and a 2.53 and 2.55 version of each script.
44. For the engine, this would be INCREDIBLY DIFFICULT to add. Like, incredibly. Items just... don't work this way. There isn't a good way to add it. As for scripts, why don't you check out Moosh's EmptyBottles. It's the one I've used for all of my quests; albeit I've modified it some depending on my needs for a particular quest, it is a perfect bottle handler.
47. HAHAHAHAHAHHAHAHAHAHAHAHAAHAHAHAHAHAHAH no.
Again, as I referenced for #16, there is limited memory. To quadruple the data stored in tiles? I just.... NO. No, no, no. No. 16x16 is what you get. Period.
50. See #7.
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#3 Timelord

Timelord

    The Timelord

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Posted 16 November 2019 - 05:33 PM

Full quote, not partial, because you seem to like deleting your posts


You want "Script Requests", not "ZC Development -> Feature Requests".
You just... if you expect this to be possible in the engine, you are INSANE. You are basically saying "Can you add every possible thing anyone could ever possibly imagine to the engine?"
That is literally what scripts are for.
 
I will address a couple points more specifically, but for any I don't address, assume it falls into the above (Take it to a script request)
 

10. What do you mean by 'smooth scrolling'? I'd look under 'Quest->Rules->Other', as there are several QRs there that affect how scrolling works.

21. For title screens, use scripts. 2.55 has the 'onLaunch' slot, which can run for as many frames as you want before exiting to the game. This is designed pretty much specifically for title screens.
39. Ice in the engine... might be doable, at SOME point, but to get the logic to a place where people would be able to customize it would take considerable work. It's on my reach list for features. In the meantime, scripts are the answer; perhaps check out mine. Designed 2 types of ice, and a 2.53 and 2.55 version of each script.
44. For the engine, this would be INCREDIBLY DIFFICULT to add. Like, incredibly. Items just... don't work this way. There isn't a good way to add it. As for scripts, why don't you check out Moosh's EmptyBottles. It's the one I've used for all of my quests; albeit I've modified it some depending on my needs for a particular quest, it is a perfect bottle handler.
 

 

Actually, empty bottles, and faeries could be done in-engine, but IDK how clean it'd be versus a few item scripts in a module.

 

Regarding the rest, (1) probably means Z3 scrolling--so, not happening anytime soon, and by this, I mean not before say, version 5.0.

 

Ice, I have no clue. I could add combo types that simulate Link->Drunk for dir input, but real ice physics? Not likely. That one falls in the domain of 'not for me'. There's no simply, in-engine way to do that without it becoming a quagmire.

 

Title screens though? What do you need here? You can make a timed warp title without scripts, or a simple script to leave the title after pressing start. If you want a title screen that appears when opening the software, rather than the quest, that occurs in modules. You have a range of existing options for this.

 

3D is never happening in the engine. It's 2D software, running on 2D libraries.

 

There will be no further expansions to tiles, even in the remote future. They are at a fixed maximum now.

 

Also, regarding expansion of anything, the logical limit will always be capped at the ZScript numerical limitation of 214748.No in-game object count may ever exceed this number. This is why the current, and permanent tile count is at 825-ish pages. Adding +1 page would force a maximum tile count to a value larger than ZScript can read, or write.

 

Increasing tile resolution, is also not a valid answer to anything. What you actually want, is an increase in screen resolution, so, more tiles per screen, doubled on the x and the y axis, with the screen drawn at a higher resolution so that it appears to be the same physical size. While I have had ideas for how that could happen at some point, I am certainly not about to do it in this, or the next version or two. The implications of such a change are rather drastic, with regard to proper legacy support (quest and script).


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#4 Emily

Emily

    Scripter / Dev

  • ZC Developers

Posted 17 November 2019 - 08:52 AM

Actually, empty bottles, and faeries could be done in-engine, but IDK how clean it'd be versus a few item scripts in a module.

Moosh's EmptyBottles does this very cleanly. The main issue for the engine is, having multiple empty bottles; that'd imply multiple items of the same class and level, which doesn't work.

Ice, I have no clue. I could add combo types that simulate Link->Drunk for dir input, but real ice physics? Not likely. That one falls in the domain of 'not for me'. There's no simply, in-engine way to do that without it becoming a quagmire.

Real sliding physics? I can probably add that as a combo type, with some new constants in Init Data under gravity. Having separate combos be different levels of slippery, I'm unsure of; but making the acceleration and max speed GLOBAL, I could likely do, in some way mimicking what I have in my present Ice Physics script. Regardless, this wouldn't function any differently than using my script, and would take a fair amount of work. Maybe, someday; not on my 'soon' list though.
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