Okay so here is some complaints and ideas about the test quest. But otherwise it was very good and seeing the bouncing higher on enemies, as well as stomping on two at a time without damage was my favourite part. I also liked the spinning platforms similar to Yoshi's Island.
-A jumping and falling animation. I can provide it if you want.
-It's kind of hard to move up between screens while swimming.
-Air bubble needs to generate while swimming
-Decelerating and accelerating moving platforms (you can also use the "platform bumpers" from Mario 3 if you don't want this but still want to visually indicate where the platforms reverse direction)
-An item that allows for 4-way swimming view (and used in puzzles for additional item usage instead of just left/right, similar to the L2 Bracelet in this quest)
-An item that allows for Frog Suit swimming
-Boots that make you immune to conveyors
-An option for the "Faster Movement", "Faster Stairs", and "Faster Swimming" boots to only trigger if you are pressing EX2. Like a run button.
-L2 Water combos with a different splash (which is basically lava, which drowns you just like water except it does not matter if you have flippers or not)
-Water currents (so, just a combined conveyor and water combo)
-Better scripted candle that places the flame farther away from Link.
-Sideview buttons with sound and these features
--Pressable by Link, blocks, or both
--Stays pressed if Link/the block leaves, or doesn't stay pressed
--All buttons on screen required to be pressed for secrets.
-Allowing for the 2x2 blocks to be pushed slower than 1x1, and to require a higher level Bracelet.
-One way platforms in the 4 directions (+option to duck to pass through top-solid platformslike Kirby)
-Conveyors that you can jump through the bottom and land on top (Like Mario 2 USA)
-Counting block similar to Yoshi's Island that decreases every time you land on it, and disappears at 0. Refreshes when you leave and come back
-Springboard (bounces you moderately if you don't hold the button, and bounces you higher if you do) and Note Block (the same idea, but with different animation)
-Hammer bouncer (a combo where you pound it with the hammer, and it shakes, and if you are standing on it after it is done shaking it bounces you, view it in the second boss fight of Toad Strikes Back)
-Oil (Slow walk combo, turns all oil combos that are touching it into lava if a fire weapon touches it. From Mega Man 6)
-Ladder snapping (similar to Mega Man)
-An option for forcing the player to face up on the ladder, like 2.55's rule for sideview ladders
-An option to require in-air Hover Boots to require a button press, this would have to update the double jump checking code also. You would still use them automatically if you walk off of a platform.
-An option to let the Wall Bouncer use four combos for its movement, like the Diagonal Podoboo in Super Mario World.
-I wonder if the Wizzrobe Fix script lets non-gravitational Lanmolas be used in sideview.
-Making the Moosh's Bumper script compatible with this engine.
-Making a crystal switch script compatible with this engine, for On/Off Ladders, Stairs, Slippery Blocks, etc.
-And four basic sideview enemies
--Firebar (Mario 1) two settings (Clockwise/Counterclockwise, Short/Long)
--Rotodisk (Mario 3) two settings (Clockwise/Counterclockwise, Starting Position Bottom/Top so that you can have blocks with two orbiting around them)
--Rinka Block (Metroid) has misc. settings in the enemy it generates, so that it imitates a certain shield defense so that it can be blocked by shields.
--Podoboo (Mario), per-enemy setttings are four directions (left/right/up/down) and a setting for how long its jump is.
-And the LA sideview enemies
--Goomba (Like a sideview walker enemy but it has a stomped sprite and drops a heart if you stomp on it instead of hurt it in another way)
--Thwomp that can be stood upon
--Thwomp that can be hurt, then it falls and turns into an inert block
--Cheep Cheep (vertical and horizontal)
--Blooper
--Stone Elevator (falls only when it has a block pushed upon it, and can either become an inert block or is destroyed when it hits the ground)
If you're interested I will make graphics for a lot of these. I have already done the platform line guides and reversers, which don't require any extra scripting.
I'm actually considering doing graphics design on a collab quest with all this stuff (you script/level design and I graphics design) since I think ZC could use another good sideview quest, but no promises for now.
Edited by P-Tux7, 31 October 2021 - 08:26 PM.