Super congrats, detwelve. Your TC is featured in the latest video by Vinny of Vinesauce.
He gave you the feedback as well and i say, the potential is getting larger and this is a good sign. Thanks again for the neat work

Had a peek inside the mod, indeed they are.HolyHeadcrab wrote:I'm very interested in this!
I do have a question though: Are the enemy drops fixed like they are in the NES version? The whole reason for the old man tip "10th enemy has the bomb" was because you could predictably get bombs from the 10th enemy if you killed them without taking damage AFAIK.
Wow, very cool! After about half way through I was already into the source adding things to a 1.0.3 release (I could swear Darknut shot swords, but I think Vinny is right and they don't). Man, it was hard watching him encounter those bugs in level 3. It's crazy watching someone else play something you made and have played so much in a particular way. Anyway, it's super motivating and I'm glad he stuck it out a bit even though he got hit with some unfun bugs. Seeing this kind of direct feedback is cool, valuable, and scary.Captain J wrote:Super congrats, detwelve. Your TC is featured in the latest video by Vinny of Vinesauce.
Thank you! This looks great and like something you can be proud of. I honestly see things in each of the other Zelda projects that I think were done better. Your walls, for example. And the sword sprites and animation look way better than when I tried to do some. It would have also been more difficult to do the whole game at the time because ZScript hadn't yet been introduced to the engine.Eltee wrote:I'm extremely happy you made this! A bit disappointed in myself on seeing it though... why? Well. Back in 2009, I made.. I guess you could say a small prototype for something that could have basically been this. But I'm made entirely of scrapped projects.. but it brings me much joy to see something like this happens! Thank you for making this TC.
The drop rates adhere to the same logic as the original. But now that I look back at all of the rules, you are indeed correct. There is a bit of logic missing that should guarantee a drop after a 10 monster killing spree and if that 11th monster is killed by a bomb the drop should be a bomb.HolyHeadcrab wrote:I do have a question though: Are the enemy drops fixed like they are in the NES version? The whole reason for the old man tip "10th enemy has the bomb" was because you could predictably get bombs from the 10th enemy if you killed them without taking damage AFAIK.
I'm going to do a bugfix release a v1.0.3 this weekend that has some fixes like clock damage and a few stray spawners that trigger too soon. I can't promise that it'll be in that one but I think that should be pretty doable. It would also put in place some infrastructure enabling overworld memory for bomb walls like exists in the dungeons. At one point I had actually experimented with a cvar/Nightmare setting that lets you do the opposite so that the spawners always respawn as soon as their spawns were dead. It's just non stop monsters spawning on top of you. I didn't include it in the final version because it's pretty impossible.StroggVorbis wrote:I know this isn't accurate to the original game, but may I request an addon? I'd like to have spawners have a 100% chance and enemies to only spawn once/never respawn once killed and also to not disappear on map change or based on distance.
Yeah that'd be cool! It'd be a lot more difficult to adapt as a 1:1 remake in 3D, but I've been thinking about ways to make at least a decent homage. My current thought is that you could do the overworld as a top down camera with voxel models and then when you hit the enemies take the player to a randomly generated 1st person arena. The cave/travel areas in between would be another challenge, but it's probably doable to come up with some decent 1st person caves. Dungeons would be tough too. Maybe some kind of Crash Bandicoot style linear 3D world would work. I know folks have done side scrollers with GZDoom, but I don't know if I'd be interested in a true 1:1 remake vs something that adds a 3D or Doom like element.Captain J wrote:Speaking of addon, would be cool to see Zelda 2 version of this. Certainly not a request but sending some good idea here!
Straight up compatibility would be difficult, but the author of Combined Arms has kindly made me aware of the mod and some things they are doing under the hood that could improve weapons handling. Now that some time has past and I've put out some bug fixes and quality of life improvements based on feedback, the plan is to start on a v1.1 that will address weapon handling, dual wielding, and hopefully proper VR support.Willytor wrote:Is compatibility for combined arms' past linked class possible? i like this tc but i'm not the biggest fan of how the weapons actually feel
Good catches! I'll make sure to fix it so the wooden boomerang doesn't pickup if you get silver first (if you get the wooden one first, the silver will replace it) and add boomerang damage to the small shield list.kalensar wrote:Boomerangs! So basically Goriya boomerangs should bounce off the small shield. Then for Player side, you carry both boomerangs instead of the Magic Boomerang superseding the Wooden Boomerang.
Yay!!! You can remove the Reflective and ShieldReflection flags from that actor as those cause the projectiles to bounce and cause damage. The only part it absolutely needs is the Shootable flag. Feel free to message me on any tips or tricks you might need. I took me a lot of play testing to get that dang thing positioned right for it to work like it does in the mods I placed it in, but I think I sent you the full working version with the appropriate placing on the Ready State to get it to work without much else needed. A_DropItem("SHEELD', 15, 15)detwelve wrote:
On a side note - I started playing with the Sheeld class you sent and it's working really well! Definitely feels better to have the shield properly disconnected from the HUD and is a bit more predictable on the blocking angles.