Tricks of The Trade
#16
Posted 07 July 2003 - 10:19 PM
Here a good trick for zc 1.90 users:
Use above cset 5 on your combo page! It's possible. Create your tiles on those higher than cset 5, and then do the following: Right click an empty tile, and select one of the ones you just made. On the second gray box to the right, fill it all in, it should be the blue colored one. Then fill in the red one, if the tile has some solidness in it. Here the next part as an example. Say you are doing the above on cset 4 in the combo page. And the tile you made is on cset 7. If you look to the left, there is a thing that says, cset2: and a red number. You would put 3 on it, because 4 plus 3 equals seven. This allows you to use that tile set to cset 4, but with the colors you made it with on cset 7! I foound this pout while experimenting with the rock with water under it on BS tiles. You can even have half, or a quarter of the tile on another cset. It depends on what you fill in in the blue box. Also, DO NOT flip the tile horizontal, or vertical, or both, with the aobve. It scrambles the tile in the combo page. IF you want it flipped, you have to do that in the tile page, and use the buttons I listed on the first trick. This can be very useul if you have colors on another cset that you want to use.
#17
Posted 10 July 2003 - 03:46 PM
#18
Posted 10 July 2003 - 08:44 PM
#19
Posted 15 July 2003 - 02:48 PM
#20
Posted 17 July 2003 - 11:38 AM
I found out last night how to control Ganon's death. First of all (this one i knew already though), tiles 194, 195, and 196 are the energy beams that shoot out in all eight directions when ganon explodes. 194 - UP, 195 - LEFT, 196 - DIAGONAL UP LEFT
Next, make tile 176 (dust) and set that as dust in the items sprites.
Those are the directions the beams should face. IF I'm right, the beam flashes thorugh every cset. For the next part, I'm sure some of you quest makers who work with newfirst tiles noticed this, or if you beat a newfirst game (My linkdark1 for example), you saw that when ganon exploded, the dust was orange and black. I found out how to fix that last night!
Tiles 73, 74, and 75 is where the default death tiles go. Most people know that you can put enemy death tiles somewhere else, but these three tiles are the ones for ganon's death! First make the three tiles there and color them in. For example, if you colored them in on cset 8, go to your main palettes, highlight cset 8 and press C. This will copy it. Go to the sprite palettes, sheet 1. Paste the cset you just copied with V onto the one that says 5, right under ganon's colors. IF you had problems with the smoke (orange and black) you'lll see that 5 is an old cset from nes, with only 3 colors. Once you place it there, you might want to test it. Make a new .qst file, let's name it TEST. First import your the tiles you just worked on along with the palettes. Then go to rules, put continue with full life, then go to cheats and put for level 4 something easy. MAke 2 screens. The one you start on and the next screen for ganon. Set the dmap to a level and set to cave (just incase). On screen 2 put ganon's room. That's it now save. Open zelda classic and play TEST.qst. Cheat and give yourself about 24 hearts, master sword, red ring, and fill up rupees. Then save game (this way if you want to play with the tiles for ganon you don't have to keep entering the cheat). Kill ganon, and you'll see the death you just made! It put the first 4 tiles together, the second is shrunk with 4 again, and then the third is the same as 2 creating a disentigration. That's it!
I would recommend using these tiles for tiles 73, 74, and 75 (dust blast):
Newfirst appear smoke - Looks like a dust explosion
Newfirst bomb explosion - Looks like a big explosion
NES appear smoke - Looks like explosion of blood
Hope this helps. As for the beams, anything could go well.
#21
Posted 24 July 2003 - 08:12 PM
#22
Posted 28 August 2003 - 09:00 AM
1) Make a backup tile of your pot and potstand.
2) Make the pot stand by itself on a blank/transparent background. (The little x's.)
3) Make a new combo of that. It should be based on the original slashable pot though, just without the grey pot stand in back.
4) Put those transparent-background pots where you want them to be on the screen.
5) Place flag #61 on these.
6) Make a new layer for Layer 1 or 2.
7) Place a copy of the floor that the pots will be able to move on. This is to deceive the undercombo, which only affects Layer 0. Since Layer 1 will have the floor, you can have anything you darn well please on layer 0, as long as its walkable.
8. Place those floor borders on layer 2, if you have to. If you don't, all the better!
9) Make sure to have the pot stand without the pot on layer 1 on the floor where the pots are on layer 0.
It will look to you as if there are empty pot stands when all layers are on, but the real pots are simply blocked from view. If you've followed these directions, they are unwalkable pots, fully slashable, and fully moveable, and leave no undercombo thanks to what's on layer 1.
So when you start up the game, everything should look virtually fine. You can push the pot right off of its stand, and you can even slash it too.
Credit goes to Wild Bill for Monthly Zelda 1, and Mr. Z for *thinks* Link's Birthday 2 Demo.
Edited by BH4, 28 August 2003 - 09:08 AM.
#23
Posted 27 September 2003 - 05:21 PM
#24
Posted 28 September 2003 - 01:03 PM
Instructions:
1. Edit your tiles and make a line of 12 tiles. All of these tiles have to be the tile of the slashed bush.
2. Make another line of 12 tiles. Make 6 of them the same slashed bush tile. For the next one, make the first frame of animation for the bush. Then after that, make the second, then third, etc.
3. Go into the editor and make 3 combos.
-Combo 1: Select the tile for the actual bush. Set its type to bush and make it solid.
-Combo 2: Select the tile as the first slashed bush in the first line of 12 tiles. Make its type (none) and make it a walkable combo. Set its animation frames to 12 and speed to 15.
-Combo 3: Select the tile as the first slashed bush of the second line, not first, of 12 tiles. Make its type (none) and is also walkable. Set its animation frames to 12 and speed to 15.
4. Go back and edit Combo 2 (slashed bush). Click on "Next:". Choose the combo of the bush when it grows back (Combo 3).
5. Also edit Combo 3's "Next:" combo. Make its combo Combo 1 (Actual Bush).
6. On the screens you want these bushes on, set the undercombo to Combo 2 (Slashed bush). Then place the bushes wherever you want and when you slash them, they will always grow back.
If you need help, ask me. I will be working on tiles for this trick. Also remember, you can always change the speed or animation frames to whatever you want so it will work better for you.
EDIT: Forgot to put this earlier. >_<
http://www.ida.net/u...orch/bushes.htm
Edited by LinkZ03, 28 September 2003 - 05:56 PM.
#26
Posted 28 September 2003 - 01:38 PM
#27
Posted 28 September 2003 - 02:17 PM
#28
Posted 28 September 2003 - 04:01 PM
#29
Posted 28 September 2003 - 04:07 PM
I meant the plants. When you are in the Deku Tree and you slash a plant, it will grow back.
#30
Posted 28 September 2003 - 04:28 PM
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