Search found 67 matches

by ZoriaRPG
Thu Dec 31, 2020 12:59 pm
Forum: Development
Topic: Need Help Assembling List of Enemy GFX
Replies: 0
Views: 229

Need Help Assembling List of Enemy GFX

We have already PAID for an artist to create gfx artists for the open tileset. He has requested a list of every enemy with notes on every frame of animation required. I am severely overloaded and have been for months, and if you feel up to helping us make a list of normal/classic gfx for enemies tha...
by ZoriaRPG
Thu Dec 31, 2020 12:45 pm
Forum: Development
Topic: Enemy Assets List Help Needed
Replies: 0
Views: 209

Enemy Assets List Help Needed

We have already PAID for an artist to create gfx artists for the open tileset. He has requested a list of every enemy with notes on every frame of animation required. I am severely overloaded and have been for months, and if you feel up to helping us make a list of normal/classic gfx for enemies tha...
by ZoriaRPG
Thu Dec 31, 2020 11:36 am
Forum: Zelda no Densetsu (General)
Topic: BS Zelda no Dendetsu Timer Technical Inquiry
Replies: 0
Views: 164

BS Zelda no Dendetsu Timer Technical Inquiry

The present max time in ZC is 99:05:54. The time concept was added to ZC around the same period as adding BS Zelda no Densetsu features, and ere we change this as a whole to allow more logged time (for randomisers and Metroidvania quests that need it), I want to ask if anyone knows if this is the le...
by ZoriaRPG
Sat Dec 26, 2020 3:37 pm
Forum: Bug Reports
Topic: [ZC 2.55 A 80 P +] Wand Bug Back
Replies: 3
Views: 661

Re: [ZC 2.55 A 80 P +] Wand Bug Back

It also loads 32 as the default sound for the magic book, which is wrong: It should be 16. This may either be in qst.dat as an incorrect default, or be forced by qst.cpp. I fixed the bug in Link.cpp where the sound for the wand is generated, and added a flag with a numeric attribute, to the book, to...
by ZoriaRPG
Mon Nov 30, 2020 1:24 pm
Forum: Builds and Releases
Topic: Zelda Classic 2.53.1, Beta 55
Replies: 0
Views: 182

Zelda Classic 2.53.1, Beta 55

To coincide with the 20th Anniversary, 6th Quest Contest , ( Discord Server ) we're working on the next maintenance release of Zelda Classic 2.53.1 . If you are interested, you can download the latest contest build here . The quest that wins the contest will be included in the final build of ZC 2.5...
by ZoriaRPG
Mon Nov 30, 2020 1:07 pm
Forum: Builds and Releases
Topic: ZC 2.55 (AEternal) Alpha 85
Replies: 0
Views: 109

ZC 2.55 (AEternal) Alpha 85

Zelda Classic AEternal, v2.55, Alpha 85 (Win32, 106MB) Changelog for 2.55 on GitHub . Expo Module | Demo Module | PhantomMenace Module Overview Major Features and Fixes Updated Allegro to v4.4.4. Fixed the bug where Link's spin attack animation is misused when he falls into pits if he is holding a ...
by ZoriaRPG
Mon Nov 30, 2020 12:49 pm
Forum: OpenZC General
Topic: Fixed Server Issues
Replies: 0
Views: 185

Fixed Server Issues

It seems that someone at the host meddled with our droplet. I went in and re-applied fixes, so we are again stable. (We do however, still reboot every day at midnight GMT.) I also updated some other system components in the process, and re-fixed FTP. My apologies for the downtime, but I had nothing ...
by ZoriaRPG
Mon Nov 30, 2020 12:46 pm
Forum: Development
Topic: 2.55 OnShutter Script
Replies: 4
Views: 2327

Re: 2.55 OnShutter Script

On topic, a combo script should work for this. If your shutter opening combo runs a script, it could also run a sound. This would work for any kind of door, lockblock, and chest; or any combo++ event.
by ZoriaRPG
Mon Nov 30, 2020 12:44 pm
Forum: Development
Topic: Notice: Updating Allegro to 4.4.4
Replies: 2
Views: 783

Re: Notice: Updating Allegro to 4.4.4

It looks like the most recent version of Allegro is 5.2.6. How well would that one work out? It wouldn't: Allegro 5 and Allegro 4 are entirely incompatible. The first digit defines the API. Allegro 4.4.4 is the latest of the AG4 API, 4.2.6 may be the latest for AG5. During the AG5 dev process, the ...
by ZoriaRPG
Mon Nov 30, 2020 12:33 pm
Forum: Feature Requests
Topic: In-Engine Object Carrying
Replies: 2
Views: 380

Re: In-Engine Object Carrying

bigjoe wrote:
Sun Oct 18, 2020 12:28 am
Much needed. Please consider adding. Seems like the next logical step after pits.
I take it that you mean engine lifting of objects? If so, I have existing ideas on how this would work.