Whew! That's a lot. ;P
Thanks! I also forgot to make tents, cabins, and houses work on the safe tile, so I did that yesterday.
Shoot, I tested so quickly I forgot to even check for that.
1. Bog tiles... Can't go any slower than normal walking speed, I think? Its already 1, dashing and boat is 2, airship is 4. I do want to add the forest effect to marsh tiles in the overworld though.
Hmmm... It would have to be a bigger job than just changing the speed value.
I think the simplest thing would be to have an alternate routine that makes it so when you take a step it takes twice as long by adding a delay before you actually move out of the tile.
It would make you move at the same "speed" through the marshes, but your movement would be staggered.
It's like the party is pausing to carefully gauge where to step without sinking into the bog.
I fully support having the forest effect on swamp tiles! 100% :3
2. Haven't got a Switch so I don't know how BotW's springs work. A slow-healing tile, opposite the damage tile? Would just make people walk back and forth over it instead of using potions/spells/waiting to heal at springs... I think that might make gameplay a little dull when they appear. *shrug* If you meant like the hot springs in Earthbound/Mother 3 where you sit for a few seconds and then get the healing done, that might be better. But, would require a timer...1
It's kinds like the Earthbound one, but also like the total opposite of damage tiles.
Damage tiles cause some damage each time you step on one.
Hot spring tiles would cause some healing every few seconds after you stand still on them.
Like this sloppy pseudo-code:
1- Stepped on tile.
2- If countdown is at 0:
3- Set countdown timer to X.
4- If you leave the tile:
5- Jump to END.
6- Decrement countdown.
7- If countdown at 0:
8- restore 10-30 HP to each party member.
Also, all water tiles you can walk in should have the forest effect.
3. I got Ice tiles working SO CLOSE, but I need to program in a "past" tile property routine first. Same for cracked floor tiles, since you want them to turn into teleport holes after you step off. For Ice tiles, I had it working so it would look ahead, and if the tile was ice, it would keep you moving. But this meant stepping close to an ice tile would trigger it. But if I put in a "compare ice tile to current tile" thing, then the first ice tile doesn't trigger! The next issue is that movement doesn't check if you can walk on the tile, so it allows you to slam yourself so hard into a wall you enter the wall. XD I think I can get it working after the "past" tile property is sorted out.
I imagine it should be simpler, (Says the guy who hasn't even looked at the relevant code).
When you step on the ice tile:
1- If the tile the sprite is facing is not solid: disable controller input and move the sprite in its facing direction without animating it.
2- If the tile the sprite is facing is Solid: enable controller input and allow movement as normal.
When you move off the ice tile:
1- If the tile the sprite is facing is not an ice tile: re-enable controller input.
(Alternatively, you could add a check to normal walkable tiles to re-enable controller input.)
That way the sprite keeps sliding until it hits a solid tile, but can move in a new direction once it has stopped. And it will slide onto normal tiles without continuing to slide after.
4. Bridge tiles--I'd like to do them! It would make dungeons so much cooler. But I think it would be best if they were single-space: A = bridge only lets you move left/right if sprite priority is above background, and up/down if sprite priority is below, and the opposite for || bridges. So no really wide bridges, basically... Sprite priority is set by the direction the tile was approached from, somehow.
5. On/Off blocks should be easy. Either a single variable is set and resets when the map changes, or each one works off its own game_flags event...?
Another way to do these ones is to make an object instead of a tile, but have the graphic be the same as the tile its mimicking. That would allow it to be visible/invisible!
Object ones might work for like single blocks, but I was thinking more along the lines of the mazes in Zelda 3 where you would have a ton of crisscrossing tile arrangements.
6. On the subject of objects--That would be the best way to make push tiles, as well. I'm not going to look into that right now, because my brain hurts from everything else and it would involve poking at the NPC movement routines...
Or a combination of tiles and objects, which (I think) is how Zelda 1 does it.
7. The torch... I'm iffy on that, because I hate total darkness, and because I don't know how palettes for maps work yet. What I'd prefer to see is more like... a lit torch colours tiles in a certain radius around it, while tiles outside its range are black/grey (but still visible enough to move around.) This is so out of my range, by the time I figure it out I will have forgotten about it.
Yeah, total darkness can be a drag.
As long as the tiles are ambiguous enough that you can still get lost it would be fine.
As for the effect itself, you're describing basically how the torch and radiant spell work in Dragon Quest.
I like it! It's more realistic really.
The torch in DQ only lights up adjacent tiles, but the Radiant spell has a radius of 3 tiles.
What do you think of this; add a torch battle item to the game (works like the one in DQ: radius 2) and a tile that you can light up with the torch (radius 4)?
And as an extra cherry on top, what if the lead character knows any fire or dia spell, they count as having a torch?
8. Ladder tiles... will think about. If I can do the sprite-forcing!
I would love it and like the bridge tile it woulds make dungeons more interesting! (See: FF Mystic Quest)
9. Deep-water tiles sound great. A nice way to kind of make secret loot in dungeons that's impossible to get until later, so you have to back track...? I know some people hate that, but going to get all the mystic key loot is one of my favourite parts of the game. Except the Marsh Cave. Whatever's in there stays there.
Anything that encourages more exploration is a great thing in my book!
1 I don't remember explaining my idea for an in-game clock. Whatever version of the NES this game uses, uses 60 fps, right? So every time it calls musicplay, it would increment the frame variable. At 60, that increments the second. At 60, that increments the minute. At 60, that increments the hour. At 99 it breaks. And it only goes up when music is playing, so pausing, scene breaks, and all that, pauses the timer, which seems fair to me.
A timer could copy the seconds slot, and do a bit of math to see if X seconds passed, before triggering the mechanic...?
Clever! I like!! :3
I have not followed whether the dynamic action patch is used or not. But if it is I have a good idea, that is to use a Final Fantasy X style windows on the right edge of the battle screne, so that we can know in advance which heroes or monsters will have their turn in battle, and plan a strategy accordingly. This idea is pretty cool and would blend well with FF1 since there's not (yet) active-time battle.
The Dynamic Battle thing hasn't been implemented yet.
A turn order indicator would be nice.
I'd prefer it in the upper right of the screen as part of the round counter.