Last Legacy Suggestions

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Re: Last Legacy Suggestions

Postby Volkove » October 13th, 2013, 7:52 pm

To expand on what Kaboom said, a 'target' obstacle that remains motionless, but is treated as an enemy that has a set amount of hp and can potentially activate triggers on death. Would be especially useful for invisible attack hitboxes.

Other useful features would include the possibility to toggle dealing damage on contact, toggle whether it acts as a wall or not and being able to determine what sound plays upon being slashed.

While current enemies can be used, they tend to behave poorly for this purpose.
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Re: Last Legacy Suggestions

Postby ~MP3 Amplifier~ » October 15th, 2013, 8:22 am

KABOOM wrote:Girl NPCs.



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Re: Last Legacy Suggestions

Postby Raz » October 18th, 2013, 9:14 am

Raz wrote:Girl NPCs.
There are no girl NPCs in this game so clearly runouw is sexist and thus I will never play it again


Although, I can make Ellen Degeneres.
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Re: Last Legacy Suggestions

Postby KABOOM » October 23rd, 2013, 12:50 pm

A "color item" trigger, like the "scale item" trigger.
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Re: Last Legacy Suggestions

Postby blue » October 23rd, 2013, 2:04 pm

Re-programmable objects. You know, something not trigger related. :P

So you can like change their behavior like an enemy into an NPC or a switch into an enemy. LOL thats screwed
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Re: Last Legacy Suggestions

Postby Dtroid » November 12th, 2013, 1:15 am

How about revamping the whole trigger system into something more simple? I call it "Sentence Making".

When you open a trigger (not like the one we always use),it comes out:

_______________________________________________________

tag:__________ trigger(s):___________

___________________________________________________________

Once you specify the tag,the game will identify its trigger (onHit,onRead,onDefeat,or something else). As an alternative,you can view the trigger properties tab in an Trigger HitBox or an enemy (or something else,like talking to an NPC),and the thing you clicked will already be in the blanks (you can change it).

Example:

___________________________________________________________
(When clicked on a shadow creature's trigger properties tab. The tag of the shadow is "shadow1",for example)

tag:shadow1 trigger:onDefeat
_______________________________________________________________
If shadow1 is the tag of both an enemy and an NPC,then it would be

________________________________________________________________
tag:shadow1 trigger:onDefeat,onTalk
________________________________________________________________

Once the person has specified the tag and trigger (or it can be already there too),it will show a list of triggers with checkboxes:

_________________________________________________________________

tag:shadow1 trigger:onDefeat,onTalk

☐sleep ☐camera ☐branch if ☐item ☐tile ☐goto ☐math ☐weather ☐trigger ☐platform
☐text ☐game ☐//comment
_________________________________________________________________
If the person checks "sleep",for example,this would show up:



tag:shadow1 trigger:onDefeat,onTalk

☑sleep ☐camera ☐branch if ☐item ☐tile ☐goto ☐math ☐weather ☐trigger ☐platform
☐text ☐game ☐//comment



Sleep

☐for____of frames ☐until not touched ☐until on ground



If the person checks "for ____of frames",he/she needs to specify,and then:



tag:shadow1 trigger:onDefeat,onTalk

☑sleep ☐camera ☐branch if ☐item ☐tile ☐goto ☐math ☐weather ☐trigger ☐platform
☐text ☐game ☐//comment



Sleep

☑for____ frames ☐until not touched ☐until on ground

-for 30 frames



☐sleep ☐camera ☐branch if ☐item ☐tile ☐goto ☐math ☐weather ☐trigger ☐platform
☐text ☐game ☐//comment




After the person sets the "Sleep" function,it starts all over again,to make some more triggers- "sentences". In the above example,the sentence is,"Sleep for 30 frames",which was made using all checkboxes,which is definitely much simpler than the original LLLD,which involves variables,symbols,and other stuff. Besides,this method of making triggers requires only a knowledge of English,and of course,checking boxes,not like the one which we use today,which involves a tutorial and knowledge of other things,too. Basically,this method is like "Give a command the way you ask someone to do something,and the LL LD just does it". You don't have to learn anything else except English. If the person wants no more triggers,he can just leave the new main triggercheckboxes blank.

Now let's start with another example:

The person chooses "camera". This will come out:



Camera

☐use tag? ☐specify coordinates



Then he/she chooses "specify coordinates".



Camera

☐use tag? ☑specify coordinates

x:______ ☐absolute
y:______ ☐relative

☐come back ☐end


The person specifies the coordinates,and then checks "come back". "end" is to leave the camera at this coordinate (aka no camera off,cinema off) and show the main triggercheckboxes again.



Camera

☐use tag? ☑specify coordinates

x:64.5 ☐absolute
y:-15.0 ☑relative

☑come back ☐end

☐after ___ frames ☐after (tag:____)'s triggers are completed and __ number of frames after tha


After that,if you choose the second option,you can choose when (the tag that you specified here)'s triggers starts to play.

I believe this is a good LL LD for beginners who doesn't understand the original one. It's more simple in my opinion.

Any comments?
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Re: Last Legacy Suggestions

Postby KABOOM » November 12th, 2013, 2:47 am

So what you're saying is, we drop the incredibly useful system that we've been using for all this time, which every level already uses, and isn't actually that difficult to learn either, to entirely reprogram a whole new system that can't even do as many things, to make it "easier" to use, even though it's actually the exact same thing with checkboxes instead of menu options?
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Re: Last Legacy Suggestions

Postby NanTheDark » November 12th, 2013, 4:54 am

KABOOM wrote:So what you're saying is, we drop the incredibly useful system that we've been using for all this time, which every level already uses, and isn't actually that difficult to learn either, to entirely reprogram a whole new system that can't even do as many things, to make it "easier" to use, even though it's actually the exact same thing with checkboxes instead of menu options?


Agreed. The current system is actually quite easy to work with already if you ask me.
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Re: Last Legacy Suggestions

Postby JSlayerXero » November 12th, 2013, 7:17 am

Dtroid wrote:After the person sets the "Sleep" function,it starts all over again,to make some more triggers- "sentences". In the above example,the sentence is,"Sleep for 30 frames",which was made using all checkboxes,which is definitely much simpler than the original LLLD,which involves variables,symbols,and other stuff. Besides,this method of making triggers requires only a knowledge of English,and of course,checking boxes,not like the one which we use today,which involves a tutorial and knowledge of other things,too. Basically,this method is like "Give a command the way you ask someone to do something,and the LL LD just does it". You don't have to learn anything else except English. If the person wants no more triggers,he can just leave the new main triggercheckboxes blank.


I beg your pardon? How is that any different from the variable system(s)? You don't like variables, I get it, but this doesn't fix that. You want to know why? Because that very example of you making a sleep function uses a variable. When the editor gives you a blank box to insert a number, like enemy HP, sleep time, colors, or anything similar, that is a variable. Call me crazy if I'm wrong. The very definitions of a variable are, to quote dictionary.com
10. Mathematics, Computers.
a. a quantity or function that may assume any given value or set of values.
b. a symbol that represents this.


Ergo this still uses variables since that sleep function could be any number from the set of positive whole numbers which are {1, 2, 3, 4, ...}. As far as assigned variables go, like, achv1mem, or g_achv1--variables I've used in the past--that's just a matter of knowing which does which and how it works. If you wanted to make a person say one of two different things because you picked up an item--for now "Bill"--how would you do it? You would need for that person know when you have Bill in your inventory. Because there is no inventory, a variable substitutes by simply being a way of letting the game know you own Bill. Actual games keep track of items by either assigning an item variable to inventory slot variable, which then lets you access item y, or it sets a flag for item variable if all that is important is that you own it in the first place. Thus, even if there was an inventory system, it would still be variable based, because all Memory is one big pile of variables. It would be a bit more convenient I won't deny it, but it would just be less obvious that they were variables. Ask me via PM if you want, I'll do my best to explain how the current variables works.

As for actual suggestions, I would like to know if a music editor would be impossible. We'd obviously be restricted to the in-game sound font, but I wouldn't mind using the in-game instruments to make my own custom tracks. Edit: Would it be unreasonable to ask for particle effects like dust?
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Re: Last Legacy Suggestions

Postby blue » November 12th, 2013, 4:48 pm

I want 16:9 and 4:3 video setting so I don't have to worry about bad videos. :)
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