Are the puddles in Hyrule Castle Town your own sprites? They add really nice atmosphere to the place. And the birds?
The puddles are from the swamp area in The Minish Cap, but the gulls are mine.
Screenies look nice, but what in the world is making this file size so huge O.o. Are you using MP3's?
The music is MIDI actually, but the sound effects are WAVs and, as I've explained, bump up the filesize considerably. This is a hangover from the project's very beginnings and I do intend to work on a solution to this.
Anyway, to slightly fix the room-to room vs key bugs, simply put the movement code in the Room start event of Link.
Pretty sure I've tried that already. Was a while back...
Regarding the problem with key detection when switching rooms.
keyboard_check_direct works even after room switches. It doesn't have a pressed or released variant and still detects key presses when the game window isn't in focus (Which reminds me of another GM quirk, hold down a direction switch to a different window, release it, then switch back to the game)
It's your best bet for a sure solution though
Thanks, Atrius, I've not used that before. I will give it a go!
Your rock has a huge arc and it has to land exactly on the enemy - which I guess is all right, but in the original MC, it was a really quick, linear type throw, which would hit anything in its path.
Yes, but the way I've done it makes the thrown object travel in a more realistic arc, with proper gravity, not just in a straight line diagonally down - something I've never liked, visually speaking. Neither do I like the idea of rocks or pots smashing against something it would realistically sail right over, like the octos. I prefer mine.
Just a few suggestions though. Make Link able to push rocks and pick up bushes.
I'm not going to make it so you can lift bushes - you'll need to cut them. I've got quite a bit of backstory to get through before the quest begins and I don't want players wandering all over the map from the outset, so I'm blocking a couple of paths with bushes. I could just get all the storytelling out of the way at the very beginning, but it would be overly long and I'm trying to break it up with gameplay and tutorial-like areas (hence the octos for practicing shield deflections on.) Once you've got your sword, which you'll get shortly after talking to Zelda, the map would be opened up slightly, with areas blocked off by bushes now accessible. Besides, once you can cut bushes, when would you ever go through the hassle of lifting and throwing them?
You can't lift bushes in every Zelda, and this is one in which you can't. As for rocks - my pushable rocks/blocks are different to the ones you can lift and throw. Just my personal preferences, I guess.