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  1. #1
    what is this i dont even Nimono's Avatar

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    Link's Weapons and stuff appear on Link layer when jumping

    Ever noticed how when you swing your sword in midair how you can't attack enemies or destroy bushes? Your sword could react to ground-bound enemies and objects in both LA and the Oracles games, but in ZC, the weapons that Link hold are placed above enemies and slashable objects when you use them. This means you can't attack ground-bound enemies or objects when you actually should be able to. So I say that there needs to be a new Quest Rule to make ALL of Link's weapons react to anything in front of Link. If Link is in midair and tries to attack an enemy and this rule is on, the enemy will take damage. If he slashes at a bush, it'll be cut. If he tries to attack a midair enemy with his sword, it'll take damage if Link is at the right height. Please do this. It annoys me so when my all-time favorite item doesn't work exactly like I remember it. :(

  2. #2
    Shine ShadowTiger's Avatar

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    Re: Link's Weapons and stuff appear on Link layer when jumping

    I recall a few times in Link's Adventure Awakening where there was a pit combo, a pit combo, and a bush to my right, in that order. I'd jump the pit combo using the Roc's Cape, and slash, and the bush would disappear, allowing me to land safely on the other side.

    With the current setup, you can't do such a thing at all. You'd just fall into the pit.
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  3. #3
    what is this i dont even Nimono's Avatar

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    Re: Link's Weapons and stuff appear on Link layer when jumping

    Quote Originally Posted by ShadowTiger View Post
    I recall a few times in Link's Adventure where there was a pit combo, a pit combo, and a bush to my right, in that order. I'd jump the pit combo using the Roc's Cape, and slash, and the bush would disappear, allowing me to land safely on the other side.

    With the current setup, you can't do such a thing at all. You'd just fall into the pit.
    Yeah, I remember that screen in Link's Awakening. Zelda.com even tells you how to get across it! But yeah, it seems they're trying to add in features to help people to make their GB-styled quests, but with these inconsistencies, all hope FAILS. :(

  4. #4
    Wizrobe The_Amaster's Avatar

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    Re: Link's Weapons and stuff appear on Link layer when jumping

    Actually, at this point you wouldnt even fall into the pit, as we don't have pits yet.

  5. #5
    what is this i dont even Nimono's Avatar

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    Re: Link's Weapons and stuff appear on Link layer when jumping

    Quote Originally Posted by Amaster42 View Post
    Actually, at this point you wouldnt even fall into the pit, as we don't have pits yet.
    Yes we do. DIRECT WARP COMBOS. THOSE are our pits, silly. :p Everyone knows that! ...Everyone except newbies... ;)

    But, uh... _L_, what do you think? Care to allow some GB-Zelda consistencies?

  6. #6
    Octorok

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    Re: Link's Weapons and stuff appear on Link layer when jumping

    Tiles that do damage and warp you back to the nearest solid ground if you fall in them... I think what you're thinking of are "holes," Amaster. Or at least, that's what they'd probably call them if they implemented them. Because as Pikaguy pointed out, "Pit" was the old name for direct warps.

    I think the programmers did what they did for realism. Bushes don't float, so logically it doesn't make much sense to slash them while you're in the air.

    It was a quirk (not quite a bug) in the GB Zelda games, but when Nintendo gives hints, they usually roll with the punches and are more than happy to tell about cheap exploitables in 1-player games. ;)
    ...but then, I've been eating paste all morning, so what do I know?

  7. #7
    Developer ZC Developer

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    Re: Link's Weapons and stuff appear on Link layer when jumping

    Quote Originally Posted by pikaguy900 View Post
    But, uh... _L_, what do you think? Care to allow some GB-Zelda consistencies?
    There is exactly one GB-Zelda consistency already present: enemies are only considered to be one pixel high on the Z axis, meaning that you'll nearly always avoid damage when jumping over it. (The exceptions to this rule are Gleeoks and Manhandlas, which I specifically fixed so that they cannot be jumped.)

    Bushes, on the other hand, are considered to be 8 pixels high, which I think is reasonable enough.

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