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tutorials:main:ch03-10 [2013/04/07 15:31]
nick [Part 32: Quest Rule Suggestions]
tutorials:main:ch03-10 [2017/07/27 01:24] (current)
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   * **Quest->Rules->Items->1->Dark Rooms Stay Lit Only While Fire Is On Screen**\\ This will make dark rooms only stay lit while there is a fire from items such as the candle on the screen.   * **Quest->Rules->Items->1->Dark Rooms Stay Lit Only While Fire Is On Screen**\\ This will make dark rooms only stay lit while there is a fire from items such as the candle on the screen.
   * **Quest->Rules->Enemies->Hide Enemy-Carried Items**\\ Normally you can see an item that an enemy is carrying inside of it. This quest rule disables that behavior.   * **Quest->Rules->Enemies->Hide Enemy-Carried Items**\\ Normally you can see an item that an enemy is carrying inside of it. This quest rule disables that behavior.
-  * **Quest->Rules->Enemies->Multi-Directional Traps**\\ Traps will usually only move in one direction (toward the center of the room). However, this quest rule allows them to move in all four directions regardless.+  * **Quest->Rules->Enemies->Multi-Directional Traps**\\ Traps will usually only move in one or two directions (center traps go one direction, and corner traps can go in two directions, both moving toward the center of the room). However, this quest rule allows them to move in all four directions regardless.
   * **Quest->Rules->Enemies->Line-of-Sight Traps Can Move Across Entire Screen**\\ Normally, traps will stop when reaching the middle of the screen. However, this rule lets them fly across the entire screen... and through other traps.   * **Quest->Rules->Enemies->Line-of-Sight Traps Can Move Across Entire Screen**\\ Normally, traps will stop when reaching the middle of the screen. However, this rule lets them fly across the entire screen... and through other traps.
   * **Quest->Rules->NES Fixes->1->Freeform Dungeons**\\ We might explore this rule a bit more after we finish the basic portion of the tutorial. It basically allows for NES Dungeons to have less rectangular room design by allowing you to walk in more areas of the screen without restricting Link's movement or hiding him. Unfortunately, you cannot move the NES dungeon doors wherever you like despite being able to put open spaces you can travel through wherever you like and you are still pushed into the screen upon entering.   * **Quest->Rules->NES Fixes->1->Freeform Dungeons**\\ We might explore this rule a bit more after we finish the basic portion of the tutorial. It basically allows for NES Dungeons to have less rectangular room design by allowing you to walk in more areas of the screen without restricting Link's movement or hiding him. Unfortunately, you cannot move the NES dungeon doors wherever you like despite being able to put open spaces you can travel through wherever you like and you are still pushed into the screen upon entering.
-  * **Quest->Rules->NES Fixes->1->Fix Link's Position in Dungeons**\\ This fixes Link's position in dungeons to match how he acts in the overworld.+  * **Quest->Rules->NES Fixes->1->Fix Link's Position in Dungeons**\\ This fixes the position of Link's sprite in dungeons to match how it is on the overworld.  By default, Link's sprite is shown a few pixels higher in dungeons than on the overworld.
   * **Quest->Rules->NES Fixes->1->Raft/Ladder Sprite Direction Fix**\\ This will make the ladder point in directions that make more sense when using it compared to how it usually acts.   * **Quest->Rules->NES Fixes->1->Raft/Ladder Sprite Direction Fix**\\ This will make the ladder point in directions that make more sense when using it compared to how it usually acts.
   * **Quest->Rules->NES Fixes->1->No Palette 3 CSet 6 Fix**\\ The reason we used Palette 3 for this dungeon was to demonstrate this behavior. Zelda 1 gave Link a sickly appearance inside of Level 3 of 1st quest, but we can stop that from happening with this quest rule. //You should definitely use this if you are not using the classic tileset.//   * **Quest->Rules->NES Fixes->1->No Palette 3 CSet 6 Fix**\\ The reason we used Palette 3 for this dungeon was to demonstrate this behavior. Zelda 1 gave Link a sickly appearance inside of Level 3 of 1st quest, but we can stop that from happening with this quest rule. //You should definitely use this if you are not using the classic tileset.//
tutorials/main/ch03-10.1365363089.txt.gz · Last modified: 2017/07/27 01:24 (external edit)
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