Blablob wrote:I have to admit, when I first started using Last Legacy I was definitely a little overwhelmed by the complexity of the triggers, and I never really gave too much look into it afterwards. But looking back now I can wholly regret that decision. I'm tinkering with some of the items now and I am amazed by how simple the process is to do almost anything you want. In about 2 minutes I created somewhat of a boss battle using triggers to scale up an enemy, while also locking on to him. It's far from the best that Last Legacy has to offer, but I'd say it's better than fighting Big Bully, eh?
The trigger system is about as complicated as the SMRPG script. It looks drastically overwhelming the first time, but after using it, experimenting with it, and just out right screwing around, you find it's actually not hard to use. I would love to finish some of the LL levels that have been in development hell lately, I can't for various reasons.
Blablob wrote:I'm not certain I've completely mastered this designer yet, but I've pretty much used every event at this point, none of them giving me any problem whatsoever. That said, I do have three suggestions:
- I think an event within the enemy object that allows you to control how many hits it needs before it dies would be great. I also think certain events can be used based on the health of the enemy. (e.g after 2 hits it scales up a bit, 2 more hits it scales up more, etc.) I think enemy damage would also be appropriate, so you can control how powerful an enemy is. This could have massive potential for boss battles...
That's been in the suggestion thread. Only, there's nothing about trigger being different based on what the enemy health is. Frankly, though, if you make a custom boss, you could make the health system your self.
Blablob wrote:- An ability to copy&paste events would be excellent, seeing as I'm usually using a few events more than once in a trigger.
You can just copy paste the trigger, then add in the parts that aren't in the original. But I agree, it would be nice.
Blablob wrote:Regardless of these suggestions I'm still amazed by how simple the whole trigger-feature is. Give it a second look, guys.
I tend to use my ROM hacking experience a lot, but it's because it's so true. With both the LL trigger system, and the SMRPG scripts, I was overwhelmed by the sheer number of options, plus I hadn't a clue what they did. After playing around a bit, it surprised me how easy something so complicated looking can really be.
The game is still in beta (I dare even call it alpha) so it's not finished. I'm a bit of a code geek with an OCD issue. As such I can actually explain some of the well known glitches like the Knight/Mage jumping shorter when time is slowed down. One of my development hell levels is Wham Bam Rock. I actually thought of a solution to it though. It's just, I don't use LL, or even SM63 much anymore.
Also, I'm going to compare and contrast SM63 to LL a bit. I will use some lines other people said previously in this topic mind you.
SM63 had most of the game mechanics worked out by the time the LD was made. LL's mechanics are being made alongside the LD.
LL is
currently in beta, SM63 isn't.
SM63 had an easy to use tile system where you had to place tiles that matched. LL on the other hand, has a morphing feature, which removes most of the need. HOWEVER, SM63 has more options because it lacks the auto morph as you get to personally choose what tiles to use. LL does not have this, so most of the terrain will look similar. However, this is pretty much required given the ability to remove tiles.
LL has a trigger system, SM63 doesn't. Although it takes some time to master them, triggers give more opportunities than just switches, moving blocks, (which are in LL) and bullies.
Both SM63 and LL have unique potential. SM63 has glitches, and LL has triggers. Both glitches and triggers take awhile to learn. Both yield awesome results when used PROPERLY.
LL has scaling, which, while certain hit boxes are unedited, and it's a bit hard to work with, SM63 lacks scaling for all but certain objects. Namely, the moving block, that's about it.
I can actually explain some of the glitches in the game like the short jumping of you guys want me to. (though we should probably do that in the LL forum) Heck, I could explain why some of the SM63 glitches work while I'm at it! ROM hacking really helps out when LDing requires coding, albeit to a minor degree compared to making a game.
Edit: I just realized when the most recent post was...