Hello! Today was a nice day, the team is back to work and we finished some work in the Project Zelda Engine.
1) The Swimming System is now complete!The visual equipment glitch while swimming, has been fixed. Now we now only have to set up the Swimming settings for each of Link's mask forms (Goron, Deku, etc)!
2) The Bomb Flower's mechanism and graphic have been improved further!The Bomb Flowers will now react to any harmful sword hits or bomb explosions, which will cause the Bomb Flowers to explode too!
This means that the gamers will need to be careful when fighting enemies near a bomb flower, as triggering an accidental explosion may kill him especially if he is low in health.
This opens up a thousand of new possibilities for puzzles in your Zelda games!
EDIT:
So, every door has its own name when you place it? Cause in direct appointment it seems the doors got names. Or do i have to name the doors myself? Or wait, is a door an event, and the destination in front of another door, wich in turn is an event to go back to the old door, or another, a third door? Nevertheless, i suspect direct appointment is for doors, and apoint with variables is for the overworld where there are no doors. Right?
Yeah. Every new event (such as door, shrub, rock, etc) you place on a map, has its own, unique ID number - in the picture's case, you see Door being given the ID number #47, which helps you to find the door easily, if you ever search for it, later. Also another way to find it is by it's name - You are free to give the door any name you like - much like I did, who I named it with the plain and boring "Transfer to Another Map" because it explains the gamers that this door transfers them to the inside of the house, which is a different map. But you can name it "Link's house door" or whatever.