Tricks of The Trade
#76
Posted 29 March 2006 - 11:36 AM
#77
Posted 29 March 2006 - 02:04 PM
#78
Posted 03 April 2006 - 12:37 PM
The point of the puzzle: Make all tiles red by stepping on them. If all are red, and you hit the switch, the door opens. If they are not all red, nothing will happen to the door.
It works like this:
You make a blue combo, which has a Reflected Magic/Fireball flag on it (inherent). It's a Step > Next combo.
If you step on it, it will transform into red, so you should make a short animation for it (no longer than 1 sec would be best).
The combo it cycles to is red, and it has no flags on it, but it is a Step > Next too however.
If you step on it, it will transform into the original blue combo. Again, an animation would be nice.
Next, put them on a screen, either blue or a combination of blue and red.
On each of those you put a Singular 16-31 flag.
Good, now we just need a switch.
Make a combo for a strike (not step) switch, and give it the matching inherent flag (like sword, or arrow. Sword would be best though.) And then place another Singular 16-31 flag on top of that.
Next, place the flag 16+ on the obstacle (Door in this case) and give it its secret combo(s)
Now set the screenflag for Secret > 16-31. And you're done. ^_^
You can make it even harder by adding another color to it, hehehe... >=D
Edited by Mr. Z, 03 April 2006 - 12:38 PM.
#79
Posted 03 April 2006 - 03:08 PM
#80
Posted 04 April 2006 - 09:26 AM
Yup.
I wonder how the fixed Step > Next combos will work... They could always improve things.
*makes suggestion for Step Off > Next at AGN*
#81
Posted 07 April 2006 - 10:50 PM
A few things, this may look a little wierd since you will reappear in a different place (Maybe a two tile differance?) But, if the character moves in the cutscnene you can work it out ).
I find this much easier
Edited by Rex Zemenheart, 07 April 2006 - 10:51 PM.
#82
Posted 03 May 2006 - 11:15 AM
You need 3 combos: A FF change combo. An invisible meter (Or visible if you want to show the remaining time). And a clone of the meter, but an Auto Warp as combotype.
In case you don't get it yet, here's how it works:
You put the meter on a side of the screen and make it move to the other side. At the other side is the FF combo which makes it change to the next one in the list (the Auto Warp). Just give both FF combos the Carry Over flag, and you're done.
You can set the Direct Auto Warp screen flag for better results.
Just make sure you use a "No FF Carryover" screen flag on the destination screen or the timer won't reset.
As for one time cutscenes... If you use reset combos together with Screenstate Carryover, you can do a lot more complicated things.
(Reset combos won't work that way unless the secret is activate first) Mess with it. :o
#83
Posted 03 May 2006 - 01:03 PM
Your method of a timer is a lot more simple, though. The stuff I've been thinking about involves combo cycling for digits actually ticking down.
#84
Posted 03 May 2006 - 01:13 PM
That comes closer to actual digits.
But this way isn't really made for realistic time.
#85
Posted 03 May 2006 - 07:39 PM
#86
Posted 03 May 2006 - 08:33 PM
Your method of a timer is a lot more simple, though. The stuff I've been thinking about involves combo cycling for digits actually ticking down.
Why would you need FF combos for that? Just make 2 tiles, one water thats unposioned that lasts like that for about 10-30 seconds before turning over into the 2nd tile which stays permently posionous that does 1 damage. That wouldent be to hard would it?
#87
Posted 03 May 2006 - 11:24 PM
#88
Posted 04 May 2006 - 07:17 AM
Ok make 1+x than (where x=however many frames the water goes) and the first have water, than the next one damage, than water, than damage and so on repeating very quickly so the player cannot really tell.
#89
Posted 04 May 2006 - 08:30 AM
Oh... and I'm not wanting poisonous water that hurts the player every so often while they are in it (I would use the damage combo idea otherwise). I'm talking about poison that slowly consumes the body until they can no longer move... and pretty much either die or get sent back to the start of an area. A lot like the intense heat of volcanic areas in OoT... only the timer stays active so long as Link is in the water or standing on the shallow portion of it.
#90
Posted 04 May 2006 - 06:57 PM
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