11 March 2016 - Forum Rules
Started by IcePenguin, June 01, 2016, 08:35:01 AM
Quote from: the_icepenguin on February 22, 2017, 05:33:42 AMHey, no worries! Currently I am working on finishing up the world map. It used to be complete, but ever since I expanded gfx data, I've been making a lot of new custom gfx, and also porting some over from the Oracle games. Just trying to get a lot of variety. Also, now that grass has been improved, I'm trying to find ways to make use of it.For dungeons, I'm almost finished with dungeon 7. I usually create an initial layout for a dungeon and make a lot of revisions over time. Dungeons 1-6 have been refined over the years after countless hours playing them and learning what is tedious/annoying. I'm trying to make this fun and not kaizo. After that, all that's left is dungeon 8, and they will be all done.Boss rush is complete. (it's basically like a new puzzle-less dungeon)I need to finish the item trading side quest. I have a plan for an all new trading sequence with some new items, but I just haven't gotten to it, yet.The story events and sequence are mostly complete. I have almost everything set up, and working, but haven't written any the text. That will probably be the last thing I do.For now, I'm trying to finish the world map. Then I'll probably start working on dungeons again.
Quote from: lexluthermiester on February 22, 2017, 04:22:12 PMThe sentiment of anticipation is felt be me as well. This seems like it's going to be very cool! So are you going to do several patches? Like one with Marin, and one for Link? That would be interesting and fun.
Quote from: Satoshi_Matrix on February 22, 2017, 08:46:17 PMAre you gonna force GBC mode, or will you preserve GB/SGB compatibility?
Quote from: Kea on February 18, 2017, 11:15:51 PMI thought having to 'pull back' with the d-pad to lift something was a nice touch personally.
Quote from: assassin on February 24, 2017, 04:14:22 PMechoing this. broader activation of the bracelet's lifting, when combined with a bracelet you can never un-equip, seems like it would limit flexibility in control and possibly compromise gameplay.
Quote from: BlackMageJawa on February 24, 2017, 05:03:16 PMCould you make it so that Link doesn't hold onto walls? I might be wrong, but off the top of my head I can't remember any point in the game where it's necessary to grab an ordinary wall.
Quote from: assassin on February 24, 2017, 05:15:41 PMsince i don't think anybody pokes walls while pressing away from the wall, it seems obvious that keeping the arrow button for lifting is the remedy here. doing away with it seems like a solution in search of a problem: were there really that many 1-fingered people complaining about pressing 2 buttons?
Quote from: assassin on February 24, 2017, 05:46:40 PMah, gotcha. i'm obviously in favor of keeping directional lifting, but as for tackling the current issue.. how does the original game behave if you assign Bracelet to B and Sword to A, and press both buttons by a wall simultaneously? and vice versa?
Quote from: Woodman on February 24, 2017, 06:07:07 PMJust tested. The bracelet always takes priority over the sword, no matter when the buttons are pressed.
Quote from: assassin on February 24, 2017, 08:02:47 PMthanks both for testing. some ideas:- like you said, avoid by assuming the sword will be affiliated with a certain button. downside: starts abandoning game's flexible approach of assigning items to buttons interchangeably.- find code that determines priorities, and downgrade the Bracelet. downside: more complex, possible side effects.- allow Bracelet priority toggling, or flat-out Bracelet usage toggling, with some special key press or key combo. it'd have to be a quick and simple one, as going into the menu to change gear isn't that hard. downside: complex, can border on too much work for user, since there aren't shoulder buttons or X/Y available here.- maybe allow Start + B/A to override Bracelet? it seems that while Select to enter menu gets very high priority, pressing Start to enter map is less so, at least with Virtual Gameboy circa 1997. so if you're able to register the otherwise-discarded Start press, and there's an item in the Bracelet's button's slot, don't have Bracelet kick in. downside: complex, as you're hacking both controller input, AND finding the code that determines priorities.- simpler than the last might be a more specific check to have Sword override Bracelet if you're also pressing arrow in the same direction Link's facing.yeah, ideas are a dime-a-dozen when i won't be the one implementing any of them.
Quote from: Jigglysaint on April 09, 2017, 10:35:54 PMOr better yet, just make the power bracelet also allow Link to smash pots with his sword.
Quote from: dert on April 10, 2017, 06:29:23 PMThat wouldn't really work since being able to throw pots is a crucial part of the power bracelet's usefulness.
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