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Thread: Zelda Classic 1.92 Beta 139

  1. #11
    Patra Jigglysaint's Avatar
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    Don't mean to be nosey, but how is the GBC tileset comming along? I have plans for that set. Basically, I would re-make the first quest, but make it more, er, GBCish. I would remake the dungeons, make them more like the GB zeldas, and try to add things provided that the trigger enemy works right(and my suggestions are any good).

    Anyway, Having multiple default qsu's is a good idea. A .qsu would be good for newbies so they can have a template quest to build off of. With all the new things being added, a better explanation is all that a newbie needs.

    So anyway, I'll get testing and see if the trigger enemy is working right.
    The name might be missleading, I'm not jigglypuff.


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  2. #12
    Wizrobe fatcatfan's Avatar
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    QSUs work, I think

    DN, I think the qsu exports are working OK. The first beta with this new format seemed to work fine, anyway. All the new secret combos were there, and the new template screens. There did seem to be a lot of dead space in the screen data though (32+233+176 bytes). I know some of that is room for getting rid of combo pages, but what's all the other?

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  3. #13
    Patra Jigglysaint's Avatar
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    Trigger enemies are working really well! With this, the limits of ZC will definetly be challenged.
    The name might be missleading, I'm not jigglypuff.


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  4. #14
    Patra Cyclone's Avatar
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    Originally posted by Jigglysaint
    Trigger enemies are working really well! With this, the limits of ZC will definetly be challenged.
    Sounds much better than the frozen screen I got back in the days of build 113...

    And yes, this will truly test not only the limits of ZC, but any fool who thinks there must be some way to open that door from within the same screen...

    I'd download this, but I figure 140 will be up in the morning. So I shall pop on early, and hope it's here. If not...139 for me.

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  5. #15
    Patra Jigglysaint's Avatar
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    That would be funny to see all the people try to open a door when the trigger is on another screen. with a destroy enemy combo, and a flag to kill enemies when an item is obtained, plus more boss flags, you could really make a fun dungeon(can you say "flooded dungeon?").

    So anyway, I wonder what 1.40 will have?

    I also suggested an item to reset a screen, but it won't work.
    The name might be missleading, I'm not jigglypuff.


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  6. #16
    Gibdo
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    Originally posted by Dark Nation
    10. The "Lens Hints" quest rule works now. Basically, when you view a flag under the lens, you will see what item triggers it flickering there. For instance, a burn flag will show a flickering blue candle. Some flags have multiple things showing up. For instance, the "reflected fireball" flag shows a mirror shield with a fireball reflecting off of it. Reflected magic and wand magic exhibit similar behaviors. Strike flags cycle through all of the weak items that will trigger them: blue candle, bomb, arrow, boomerang, sword, sword beam, wand magic, reflected magic, reflected fireball, hookshot, hammer (not necessarily in that order). Give the new lens rule a try and tell me what you think. Also, if you have the "whistle->stairs" screen flag set, then a whistle will blink slowly (instead of flicker) on at the place where the stairs appear. Also, the fairy flag has a fairy on it now. Should this be taken out or changed in any way? Before, it was a flickering white square. If you want to see what this square looks like, look at a walk-through dungeon wall with the lens (like in level 2 of the second quest, I think).
    That's great and all. But... I think it would be better if we could decide what was shown for the flag. For instance, wouldn't it be weird to see Zelda on a Zelda flag? I dunno, I think I would rather have the ability to decides what the player sees.

    And if you like, you can add the R2 tileset to the graphics pack when you start a new quest. In fact, if you want, I'll upgrade the quest so it uses most of the new features if you would like to add another quest in there.

    I have a question DN. Do you have any date, kind of set, as of when you might want to release the final version of 1.92/2.0? Just wondering cause if you get ready to release it this summer, we can add the Mystic Land tiles in the graphics pack. They should be done by then. And they are even set up to use the new enemy feature.

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  7. #17
    Robots in Disguise
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    Well, the Zelda flag doesn't show up. It never did, I don't think.

    As for a final release date, no clue.

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