QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM)

Okay I have allot of updates.
Hehe, well I hope you had fun
QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM)

The clock hud is done. Basically there are 3 types of clock set ups at the moment. MM style(3 day system), standard (no 3 day system) and none(clock is never shown). In the MM style you will have 3 days to play, then on the dawn of the 4th day you will get a gameover. Standard style shows the clock and everything but doesn't show which day it is and doesn't give you a gameover on the last day. With the none style, the clock will never be shown.
You not only did it... but also you offer an option for the Zelda community to choose what style of clock they want for their zelda fan-made games! I am very pleased! You are a scripter how does not just makes a haste to finish just the basic core fuctions of a script but also makes it customizable! Very nice of you. <I bow before you>.
QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM)

Since you guys were talking about opacity of the clock in the hud I made a special feature where when you walk underneath the clock it decreases it's opacity so it's easier to see through, then when you walk out from under it, it goes solid again. I haven't worked it into the existing hud we have for XAS yet but i will start work on that soon. I haven't implemented the tileset change either but that also will be done soon.
I am impressed.
Mostly due to the fact that I didn't knew it can even be possible! Seriously, dude, your semi-opacity gave us ideas that we shall try implement the same for the rest of the HUD: the buttons, the magic bar and the health bar, etc! Because a smart game does its best to not *annoy* the player when he is trying to do something in spots below the HUD that can be difficult to see especially if the screen is not moving with the player, at all.
QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM)

lol as soon as I saw the link, I immediately ignored the rest of your comment, downloaded it, closed Firefox and started playing. (you see, I hadn't patience to sit down and read the rest of the comment when I had a treasure in my hands to play with: a true clock!) *Big play time!* The things I saw in the demo, it clearly make me feel like I was really in the doomed world of Termina... My words are poor here. They can not describe how amazing the scripters are when they make such things with scripting. I am left speechless. Amused!.

QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM)

I've added a map names script I've been working on. Basically instead of the event based map names pop up, it searches for the name of the map in the database and prints that on the parchment image. You no longer need to create your own map name pop ups. I haven't played oracle of ages/seasons so i don't know what the Light world/Present world means and i don't know if its important for the message pop up. But yeah tell me what you think of it. You may need the 'P' font from the PZE if the text doesn't show, or just set the font to 'Arial' if you can't work it out.
Thank you! Thank you! This is another great idea, it will save us a lot of time, a lot of trouble, and the best: it can save a lot of performance in the PZE (too many common events such as this, can dramatically slow down an otherwise very fast Engine such as PZE. Also it means no need for more than just 1 picture for all maps - it saves the PZE from gaining extra MB and tons of map name image files!
May I ask if can you add an Map exceptions list in that script, to make it ignore/don't show Map Name PopUps for any maps listed in this list? Also, in addition, I wonder if is it possible to add a simple switch to the script, which, when = OFF, the switch prevents the script from displaying any map names at all on the gamer's screen, temporarily, until it is turned back to = ON? Here is an example scenario for the need of such a switch:
QUOTE
Link is traveling from Hyrule on a personal quest. He is riding his horse, Epona, in a mysterious woods (No map name display). He is searching for a long-lost friend, strongly hinted to be Navi. His trip is interrupted by a mysterious, masked, Skull Kid, who is accompanied by two fairies. The Skull Kid, with the help of the fairies, knocks Link unconscious off his horse and steals the Ocarina of Time. When Link awakens, the Skull Kid takes off and leads Link on a chase. Link loses him from his sight but Link eventually catches up with the Skull Kid, in a cave room, (No map name display), he tells Link that he "got rid of" Epona, and uses the dark magic of Majora's Mask to transform Link into a Deku Scrub. He then leaves Link, while Tatl continues to beat the helpless Deku back. Her delay, though, causes her to be separated from her brother and the Skull kid. She then insists that Link take her with him, so that they can work together to find the Skull Kid and Tael. With limited abilities, Link enters the mysterious building that resembles a Clock Tower (no map name display yet) where he meets the Happy Mask Salesman....
After Link's meeting with him, we enable Map Display switch so when Link exits the tower, he can discovers the first *named* map:
South Clock Town.You see now why this switch is needed - lots of places and reasons to disable temporarily the map display - or make the maps be permanently exempted from it.
Also as a map font, I prefer the P over the Arial as default - it looks so cool - much like a paper/wood-carved writing

QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM)

What I really want to do with the PZE is take all the events you place in the bottom corner and turn them all into automatic scripts so it's allot easier and hassle free for other people creating there own games with the PZE. I know half of the events are going to be made redundant when we implement XASABS but things like the start up and navi could and probably should be made into scripts, and It shall probably be my job.
Yes yes yes yes yes! I will give you a big kiss if can you do this! I am pretty sure that you are aware of the fact that all those corner Parallel Process events are a major cause of the lags in game. But I had no other option - I knew no scripting, so I had to keep them that way (as events).
We haven't paid much attention to the bottom corner events, due to being overloaded with lots of work to do, but seriously they are no less important - they are necessary for PZE. Turning them int oscripts will finally - and I mean it - free the map creators from having to copy paste them on every map they create! Plus it will have a drastic improve to the PZE's Framerates Per Second and overall performance especially in large in-game maps with lots of of events.
I doubt you want me to tell you what the corner Parallel Process events do, but here it is:
>>>
Startup - the most critical one. Sets the map, the weather, etc. But sadly I hate it. Checks if the map is Dungeon/Indoor or just an overworld exterior map. Many switches and variables are no longer needed and have to be removed from Project Zelda Engine after the addition of you scripted Time System to PZE.
Such switches variables no longer needed are the:
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Outdoor Time Sync (obsolete after maximusmaxy's time system is added)
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Indoor Time Sync (obsolete after maximusmaxy's time system is added)
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Is Indoor? (obsolete if can we create a script which has a list of all the map IDs that are defined as dungeons/indoors. And we shall make that Script to know that the rest of the maps who are not listed in the list, are just outdoor/non-dungeon maps.)
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Is Dungeon? (same as the Is Indoor?. It acts as an Indoor map, plus that it has a HUD purpose: show Small Key Counter on the HUD (somewhere near the Rupee Counter, Bomb Ammo Counter, Arrow Ammo, etc.) The Small Keys are dungeon-only keys that unlock doors in a dungeon.
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Time Activation and
Time Activation Allowed switches: (obsolete after maximusmaxy's time system is added)
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Storm Activation Allowed : (obsolete after maximusmaxy's weather system is added) This variable of Storm Activation allows the player to set if Storms are allowed in this map to be summoned with the Song of Storms or other means. Otherwise the weather could remain sunny as usual.
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Area Visit: Map Name Obsolete after Maximusmaxy's scripted Map Name Display is implemented to PZE.
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Thrown Objects Obsolete after XASABS is implemented to PZE.
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Link's Projectile Obsolete after XASABS is implemented to PZE.
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Teleportation ID Arrival Obsolete after the Ocarina is turned from a Common Event to a Script.
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Navi Link's fairy. In fact it is a "carterpillar" for Link - follows him anywhere.
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Enemies Startum Obsolete after XASABS is implemented to PZE.
QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM)

Another thing I want to do is maybe take the event based ocarina song player and turn it into a script, this will probably be hard/time consuming but the benefit of turning it into a script will be that people will be able to create there own ocarina songs, but don't expect that any time soon

Naa, not worry about this for now, but it could be a funny mechanism to play with and certainly it could be more "stable" than a Common Event which is long and slow

If a day you plan to start working on turning it into a script, feel free to ask me "why that switch is here" or "why there is such a structure here", etc. I could be glad to explain.
EDIT: Again, great Clock system dude!!! I play it again and again! So much I loved it.