QUOTE (Chakanevil @ Feb 28 2012, 08:27 PM)

i played test the newest version of pze and wow it's sooooo much better and cooler, although some things need to be fixed first such as jumping over things, I know everyone will be pleased with all this hard work.
Hey! Why you don't say us a "hi" in Dropbox. You know, we missed you

Yeah the Jumping is not finished at all, we do it later xD
I need your advice. Now I am working on the Floor spikes for dungeons.
The Floor spike is a tile full of spikes that hurt Link as he pass through.

I am trying to emulate the way the floor spikes hurt Link in PZE, so it is as close as possible to the official Zelda games.
For this, the Spikes have to be set to "Event Touch" rather than "Player Touch" because the spikes are supposed to drain Link's
health continually, as long as he stands on them, not only once.
So far, everything works perfectly so far!


But the Event Touch is designed by Bethesda to update very fast and repeat in a very fast manner - and as result, it drains Link's health so fast - instead of half heart per second, Link loses whole sums of hearts from his health per second.
Althought the Change HP: Link event command is set to drain only 1/4 of a heart (a quarter), the spike event drains over 2-3 whole hearts (about 12 quarters) within few seconds only. Probably because the "Event Touch" Setting was designed by Bethesda to update very very frequently.
(To note to the people who may ask me to set the Event to "Player Touch" rather than "Event Touch": I prefer Event Touch because in the Player Touch, the event's page runs only once and then stops. There is no loop to check if Link is still standing on the tile and thus drain from him more and more health over time. Link only loses 1/4 of a heart (which is intended) but it doesn't repeat if Link stand on that Floor Spike for longer time. Its like Link, after the first hit, wont get more hits from the floor spike he still stands on. So Event touch is better because it constantly drains health from Link, and as long as he stands on the floor spike only.)
A solution to the very fast lose of health in my case, I thought to be the placing of a "Wait X Frames" event command in it. While the Wait X Frames fixes how frequently the Change HP command is repeated (kinda like a slowed looping speed), it also freezes Link in place.
So the Wait command is not the solution.
I wonder, is there any script command that forces the given event to drain Link's health in a more slower manner - not so fast. A script command that makes the event to wait for a few frames before it re-checks if Link is still on it, and re-hurt him, without freezing him?
If you want to playtest it yourself,
just go to Earth temple's Room #4 which has a few floor spikes in, or alternatively, you can playtest the copy of the Floor Spike event found in the Event Database.
A new feature added to PZE is the impact animation - or hit animation - when you hit something that is unbreakable, such as dungeon switches, then the hit-impact animation is played.
The animation is really fast, so I had to freeze the game so to take this good screenshot:

Some of you may think that the animation could have been much smaller, for more realism, but I assure you, reducing the size can be more a problem rather than realism, due to the fact that the animation is centered exactly at the center of a given event.
What do you think of it?

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Because many players are not exactly sure what collision the weapons and their effects have in UP4, I am glad to give you a few info!
Here is a nice example of how capable engine the Project Zelda Engine has been transformed into, in UP4.
In UP4, even the Link's weapons and their effects have true collision and can now be used to protect Link against the enemy attacks!
For example, there is a room in the dungeon, with a very annoying enemy known as the Beam Trap.
The beam trap fires firebolds towards Link, in a constant level, and thus making his attempts to hit a switch, harder than it normally could.

The Beam Trap, however, thanks to the Cane of Somaria's summoned block which is placed between Link and the enemy, Link will no longer be disturbed by the enemy attacks.

Done! I am just done tweaking the messages of the big Treasure Chests in the PZE's trial dungeon.
I love now how it turned - the messages for obtaining new items seem so familiar now - and of course they are much better than before:

Source of the idea and pattern, is the game
Legend of Zelda: Ocarina of Time
To note that of course you can edit the messages to fit your game's style, change the font, windowskin, buttons, text colors, etc!