Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Pages: [1]   Go Down

Author Topic: Where Link can step  (Read 1870 times)

0 Members and 1 Guest are viewing this topic.
Where Link can step
« on: August 08, 2010, 12:52:30 am »
  • d(-_-)b
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 36
I'm working in a MC engine and want to know what are all places where Link can step, these are what I got:

0 = Normal
1 = Water
2 = Swamp
3 = Lava
4 = Ice
5 = Pit
6 = Puddle
7 = Grass
8 = Powder
9 = Hole
10 = Stairs
11 = Spikes

But I also want to add more, maybe from other Zelda games or create something custom, so I'm accepting ideas.
Logged
Re: Where Link can step
« Reply #1 on: August 08, 2010, 06:22:46 pm »
  • *
  • Reputation: +2/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1767
Quick sand? Can't think of any instances in Minish Cap, but there was definitely some in Oracle of Seasons.
Logged
  • https://colbydude.com

Malon

ZFGC's Pariah.
Re: Where Link can step
« Reply #2 on: August 08, 2010, 07:54:07 pm »
  • "Mmmm...CHECK PLEASE!"
  • *
  • Reputation: +5/-0
  • Offline Offline
  • Gender: Male
  • Posts: 749
Fire and umm...lasers? :P
Logged
Re: Where Link can step
« Reply #3 on: August 08, 2010, 09:17:57 pm »
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3725
What is the difference between a pit and a hole?
Logged
Re: Where Link can step
« Reply #4 on: August 08, 2010, 09:28:56 pm »
  • d(-_-)b
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 36
Fire and lasers are not really under your feet, but instead of fire I can use a hot floor that will damage you and change your direction.

Quick sand would be nice if I do something like the swamp where objects can also sink.

Hole is the place where you can use the Cane of Pacci.
Logged

Malon

ZFGC's Pariah.
Re: Where Link can step
« Reply #5 on: August 08, 2010, 11:01:46 pm »
  • "Mmmm...CHECK PLEASE!"
  • *
  • Reputation: +5/-0
  • Offline Offline
  • Gender: Male
  • Posts: 749
Clouds. Totally CLOUDS.
Logged
Re: Where Link can step
« Reply #6 on: August 09, 2010, 01:08:57 am »
  • d(-_-)b
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 36
Thanks, I had forgotten the clouds. When I was going to the palace of winds just to remember how clouds works, I also realized that I had forgotten this grid:
Logged

Mamoruanime

@Mamoruanime
Re: Where Link can step
« Reply #7 on: August 09, 2010, 01:26:20 am »
  • ^Not actually me.
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 9786
If you're setting up collision types, I think you're overcomplicating some of these :P Some can be combined into one collision type with different friction settings, damage settings, etc
Logged
Re: Where Link can step
« Reply #8 on: August 09, 2010, 03:05:58 pm »
  • d(-_-)b
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 36
I'm using 2 collision objects, obj_parObstacle and obj_parFloor, so I can get a variable from those objects and check if something is possible or not. So I can also set a global variable to make the entire room of water for example.

Code: [Select]
parFloor = collision_point(x,y,obj_parFloor,1,1);

if(parFloor > 0)
  {
  switch(parFloor.T_FLOOR)
    {
    case 0: // Normal
      ...
      break;

    case 1: // Water
      ...
      break;
    };
  }
else
  {
  switch(global.T_FLOOR)
    {
    ....
    }
  };
Logged
Pages: [1]   Go Up

 


Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.193 seconds with 55 queries.

anything