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Messages - Miles07

Pages: [1] 2 3 ... 27
1
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 14, 2020, 09:22:27 pm »
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Yes, I'm able to defeat that boss rather easily. L.3 Sword against the claws and the tail, then against the mask and the face. Pretty easy. I never got the impression that I was supposed to run from the room, at all. And yes, the music did stop in one run, when I defeated that boss.

2
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 07, 2020, 06:23:32 am »
You can also reach the ice caverns with the golden mits
Chart updated to address this.

3
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 06, 2020, 04:19:35 pm »
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9. Unsure what's the trigger, but visiting the cave leading to the Soldier Shrine after collecting at least one ring(?) will have the pot button puzzle solved. I never did this puzzle the right way.

What dungeon/item order did you progress through?
Wait, I got it. It's collection of the Weird Toadstool that triggers it. Guess they use the same collection flag.

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40. Darkworld / Overworld, area outside of Ice Cavern. I don't know how to solve the puzzle with the two buttons in the Overworld version of this area. Is it currently stubbed?

I don't think I touched any button coding recently. Are you using the Cane of Somaria?
Oops. Forgot that existed. I guess it feels like a very long trek back since (and I've updated my charts to show this) you need the Cane to get to here, but in order to get the Cane you'll need the Blue Mail, and either the Hookshot or the Hammer. Since the Dark World version of this area (Ice Caverns) gives you the Hookshot, you basically have to leave to go find the Cane of Somaria and then come back, which might be difficult for people to remember about.

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42. Northern Mine, first Helmasaurus King battle. Sometimes the music doesn't end until you leave the room.

Meaning the music in the first or second room?
Boss battle music, in the room with the Small Key in the chest.

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44. Collecting the Quake Medallion plays the "dungeon treasure" jingle, and then the music goes silent (does not return to Overworld music) until entering another area (like the Dark World).
45. Any Darkworld dungeon. Using the Hookshot on the Crystal lets you collect it. Intentional?
46. Is the Waterworks area complete? There still seem to be two doors I can't get past, with two rooms inaccessible. I just want to make sure I'm not missing anything important behind those doors.

4
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 06, 2020, 06:39:11 am »
Returning issue:

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9. Unsure what's the trigger, but visiting the cave leading to the Soldier Shrine after collecting at least one ring(?) will have the pot button puzzle solved. I never did this puzzle the right way.


New issues:

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38. Underwater Prison. Double-check Florine's dialogue for grammar mistakes.
39. Heimgartner Manor. Pegasus Boot running through Rabbit Beam in the courtyard.
40. Darkworld / Overworld, area outside of Ice Cavern. I don't know how to solve the puzzle with the two buttons in the Overworld version of this area. Is it currently stubbed?
41. Goriyas mimic a reflection of Link's movement, right? In Graveyard Cathedral's first room, there's a triplet of Goriyas. I walk Link towards against wall and the Goriyas will walk in the same direction Link is moving, until Link begins his pushing animation. Then the Goriyas will stop.
42. Northern Mine, first Helmasaurus King battle. Sometimes the music doesn't end until you leave the room.
43. Godessess Shrine. Check spelling of dungeon and text for Golden Armor.

5
Zelda Projects / Re: [GMS] The Legend of Zelda GBC
« on: June 29, 2020, 12:11:20 am »
... I should have been looking at Link's Awakening.
Yes, but be aware that Link's Awakening also has that infamous screen warp glitch. Just be careful in your implementation. Make sure things happen in the right order.

6
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 22, 2020, 06:09:22 pm »
Note that you access the tower via purple tunic+hammer, purple tunic+hookshot or hammer+hookshot.
Ah, yeah you're right. I've revised the appropriate charts to factor in some routes to the tower.

7
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 22, 2020, 09:22:05 am »
Updated album... I was able to actually complete the demo this time!
https://imgur.com/a/G8nC4L4

New bugs:
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29. Desert Palace, B1. When entering the kitchen, the doorway back towards the cellar will not work.
30. Heimgartner Manor. Sword Beams are deflected by Soldier's swords. Also, using Pegasus Boots and trying to attack a Soldier makes Link bounce off the Soldier's sword if it hits Link's sword.
31. Heimgartner Manor, Big Chest room. The "puzzle solved" jingle sounds, but I cannot see any reason why. Just for going through the doorway?
32. The Gauntlet. Red Eyegores (Arrows only) can sometimes get stuck in the environment when they round a corner to chase Link.
33. Darkworld, the mining town area. Picking up the Piece of Heart from the chest in the ruined house, the Piece of Heart appears underneath the roof graphic layer.
34. Dual Tower, enemy turret that shoots fireballs when Link swings his sword. Doesn't shoot if half of the sprite is off-screen.
35. Waterworks, I can't get past the room with the Fire Rod. Are those areas meant to be accessible?
36. Dual Tower sequence. If I haven't gone to the Waterworks to find the Mirror, I wouldn't be able to escape the area once I'm transported to the Darkworld after the first Florine battle. Otherwise, I'm able to make my way here without it. Maybe the two-way warp in the area isn't a good idea to have? Still, there needs to be some way for the player to know to use the Mirror at a specific location in order to progress.
37. Darkworld, outside area where Cave of Adventure is in the Overworld. There is a sign I can't interact with. Intentional?

8
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 19, 2020, 07:58:51 am »
I'll definitely condense the obstacles based on what each item can unlock (breakable walls, torches, and switches from a distance). I'll wait for the next demo so I can redo the manor chart based on your layout fixes.

9
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 19, 2020, 06:43:00 am »
Okay, I'll find some way to standardize those abilities.

One for "lighting a torch on fire". (Lantern, Toadstool?, Magic Powder, Fire Rod, Bombos, Cane of Somaria)
One for "busting down a wall". (Bombs, Pegasus Boots)
One for "hitting something from a distance". (Boomerang, Bow, Bombs, L.2 Sword, Cane of Somaria, Fire Rod, Hookshot)

Any missing?

10
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 18, 2020, 09:48:08 pm »
Also, starting the Boss Key chart album for the dungeon designs. Let me know if something doesn't seem right, and I'll take a look at it.

https://imgur.com/a/G8nC4L4

Those must have taken you a while to make.

I didn't even realise I messed up with the mansion keys there, so they've already been proven to be usefull. Thanks.
I'll also keep these on hand for when I eventually have to simplify the early areas for an actual difficulty curve.

For how many times the game died on me and became unreloadable, it didn't take too long.
I'll update the charts with each future demo, as best as I can. Is there any additional information missing or that needs special emphasis on these charts, to help you out?
I know the album is missing a few dungeons, I just... haven't been able to get to them because of those particular issues.

11
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 17, 2020, 07:25:35 pm »
No, it just happened in one playthrough and then not again. Unsure what I did to cause that. The toadstool just never showed up. (Unfortunately, that file is unable to be opened now, so... we might not ever know.)

12
Graphics / Re: Zelda Items TMC style
« on: June 17, 2020, 01:54:06 pm »
I'm assuming you're not going to do Breath of the Wild?  ;) That would be an insane undertaking.

Let's just say... it is a work in progress.  ;)

Gotta get through all these outfits for TFH first.

13
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 15, 2020, 11:20:57 pm »
New bugs, one gamebreaker:

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20. Heimgartner Manor: entering the Main Library from the courtyard will have Link clip-transition through a locked door. Might be in conflict with behavior of how Link otherwise enters a building from "outside".
21. Heimgartner Manor: same as above, just with the locked door leading to / the open door leading from the Main Library to the entrance hall. Link clips through the locked door.
22. Heimgartner Manor: 2F, heading towards the stairs down to the first floor. If I walk on the bottom section of the stairs object, I can actually clip through the stairway, so now I'm walking on air. Walking back along the same lower portion of the stair sprite transitions me back to solid ground. Link does not fall to the floor below.
23. Heimgartner Manor, 2F, east hall: Hitting a crystal switch with a L.2 Sword and fully healed, will cause two hits to register instead of one, like how ALTTP does it.

24. The Gauntlet, saving and quitting in here is apparently game-breaking, since attempting to reload the file will throw an exception.
Code: [Select]
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object obj_Master:

Push :: Execution Error - Variable Index [0,2601] out of range [1,147] - 8.<unknown variable>(100582,2601)
at gml_Script_scr_Go_To_Room

############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_Go_To_Room (line -1)
gml_Script_scr_Death_Continue
gml_Script_scr_Master_Alarm_0
gml_Object_obj_Master_Alarm_0

25. Red Tunic collection text (from Switch's Shop) clips out of the bounding box.
26. Heimgartner Manor, 2F, east hall: Unable to traverse the top portion of the room. I can get the key with a good boomerang shot, though.
27. Darkworld, Chest Game. Some of the chests cause a message with "Unknown chest contents" to pop up.
28. Hookshot projectile should stop at edge of screen. I just softlocked out of yet another file because it just kept going forever.

Regarding number 7, no I had not noticed. Might be too subtle, then?



EDIT:

Also, starting the Boss Key chart album for the dungeon designs. Let me know if something doesn't seem right, and I'll take a look at it.

https://imgur.com/a/G8nC4L4

14
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 15, 2020, 03:56:02 pm »
Bug list so far (haven't completed):
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1. Overworld, 1 screen south of Home Sweet Home. The octoroks are apparently loaded into memory upon entering the "room", which means they'll start shooting around. This produces some UX issues like hearing a bush get destroyed or a rock hitting a wall, even off-screen.
2. Jumping off a ledge while the sword is extended, returns the sword to sheath. If you want to mimic ALTTP, this isn't how ALLTP behaves.
3. Regarding Bomb and Arrow capacity upgrades, should the messages be different if the player hasn't collected the Bombs or Bow (or even Arrow) items yet?
4. Underwater Prison, two chests have the same "opened" flag. The chest in Florine's cell, and the one to the east of the first big room (the chest in the lower pit where you have to push the columns to reveal stairs). Both have triple bombs in them, but opening one will open the other and make it impossible to mark completed. The other will show up as an unopened chest on the map + compass.
5. Underwater Prison, after you use Florine to hit the two switches simultaneously, and after she escapes, after you defeat Moldorm and reenter that room from the doorway that that third button opens, Florine appears there again, standing on the upper button.
6. Underwater Prison (and possibly others), going through a door while walking on a grate will still have the sfx of walking on a grate as Link transitions through the doorway into the next room.
7. Would be nice to have, but not required: some timer or meter or gauge to show how much diving time Link has before he has to come up for air.
8. Going up or down stairs in ALTTP pauses all enemies and other entities. In here, the enemies keep going. Sometimes that causes unavoidable collisions and health loss just because of RNG.
9. Unsure what's the trigger, but visiting the cave leading to the Soldier Shrine after collecting at least one ring(?) will have the pot button puzzle solved. I never did this puzzle the right way.
10. At Switch's Shop, you can keep buying the Red Tunic even if you are already wearing it. Finding the Blue Tunic permanently makes the Red Tunic disappear.
11. Soldier Tombs, floor B1, the pit room to the west. There's one section with Medusas and a single staircase. I tried throwing a bomb across a gap to kill one of the Medusas, and the bomb clipped through the staircase and stayed on the same Z-axis level as Link. Arrows collide correctly with the staircase, Bombs do not.
12. Soldier Tombs, I lit all four torches, then backtracked to the dungeon entrance to enter the hidden staircase. Only three of the torches were lit, and the staircase was covered. I saved and quit, reentered the dungeon, and all four torches were lit, and the staircase was uncovered. Only happens occasionally. Maybe it's dependent on torch order?
13. Soldier Tombs. In the boss battle room, one of the statues near the entrance says [End]. Intentional?
14. When Link starts his idle animations, he puts his shield away. This can be problematic against flying tile rooms like those in Soldier Tombs. How bout if Link's shield gets hit, it resets his idle timer?
15. After picking up the Boots, initiate a run. Then hit the Inventory menu button. If you unpause, Link will continue running. If you swap out any of the equipped items, though, Link will stop running once the menu is closed.
16. Desert Palace central plaza, can't reenter kitchen.
17. Desert Palace, room west-southwest of central plaza. There's a locked door that gains access to a button, but you can walk over the barrier to press the button, so the locked door is pointless. Unintentional missing collision?
18. With regards to the L.2 Sword, it's hard to tell whether I'm at full health if an enemy can damage me and I receive (I assume) 1/4th heart damage. It doesn't register as "less than full health" on the health gauge, but I still can't use my sword beam unless I for sure pick up another heart. Maybe have health be "rounded down" instead of rounded up?
19. Toadstool has disappeared from the bombable cave in the Overworld. Event flag issue?

15
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 13, 2020, 04:32:25 pm »
Nope, named my character Miles. The thief guarding the Dark World warp moved aside after I had all three Rings in my possession. Beat the Adventurer's Cave first, then the water prison dungeon, then desert dungeon, then the soldier tombs. Got some distance into the waterway dungeon, up to the Fire Rod, also beat the forest dungeon to get the L. 2 Sword, all before placing the rings on the pedestals.

16
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 13, 2020, 09:00:48 am »
The manor is mandatory? I'm not sure to what extent, as it seems I can enter the Dark World without placing the rings in their pedestals. Unless you mean a different mansion?
When I have time next week, I'll probably start working on a Boss Keys chart for this demo version.

17
Zelda Projects / Re: Alttp - Horn of Balance
« on: June 13, 2020, 08:04:42 am »
Just tried out the demo, got stuck in a place, tried to escape via save-and-quit, hit an exception, can't load the file.

The location:
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Area in the Overworld that lets you hookshot to a hammer peg and you can pick up a Piece of Heart.


Error:
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Hookshotted the hammer peg, then got stuck. Might've bumped me into the wall, and I couldn't get out.


When trying to load file:
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___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object obj_Master:

Push :: Execution Error - Variable Index [0,8775] out of range [1,147] - 8.<unknown variable>(100580,8775)
at gml_Script_scr_Go_To_Room
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_Go_To_Room (line -1)
gml_Script_scr_Death_Continue
gml_Script_scr_Master_Alarm_0
gml_Object_obj_Master_Alarm_0

Other than that, there are a couple of sequence-breakable places. Unsure if intended.

18
Graphics / Re: Miles07's sprite dump
« on: June 07, 2020, 10:09:35 am »
"Select your companion! You get to customize them on the next screen."



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  • Fairy companion
  • Pirate Charm (item)
  • Cucco
  • Feline friend
  • Hound dog
  • Falcon
  • Messenger dove
  • Horse
  • Pocket Minish
  • Mechanical Patraling
  • Sword spirit
  • Walkie-Talkie (item)
  • Shadow imp

Includes some non-companion companion items, such as the Pirate's Charm and Walkie-Talkie.
For animal companions, there would be a menu that allows you to tweak their characteristics, such as coloration, age, build, mane style, accessories such as collars or bridles, etc.

19
Graphics / Re: Miles07's sprite dump
« on: June 05, 2020, 08:47:23 am »
Decided to make a HUD mockup. (v.2)



Includes primary and standby item slots (with durability gauges and counters for each applicable item), health display, temperature gauge (green = standard comfortable temperature), blue magic meter (for magic abilities), purple energy meter (for item cooldown), stamina wheel (for action cooldown), noise meter and covert status (closed eye for overt but out of line-of-sight).

I know the main problem is real estate, but perhaps this HUD would work better on a screen that isn't limited to the GBA's dimensions.

For an example of late-game stats:



Included are an extra stamina wheel, stamina/magic/energy/health extensions, and a status effect indicating an attack power buff.
(Included but hidden is an oxygen meter as well, similar in style to the Stamina Wheel and similar in form to the Skyward Sword oxygen meter, to be used for extended diving or possibly other situations where holding one's breath is highly recommended. Like holding out in a chamber filled with poison gas or Twilight?)

For an explanation of the temperature gauge HUD component: (v.2)


20
Zelda Projects / Re: [GMS] The Legend of Zelda GBC
« on: June 02, 2020, 09:25:27 pm »
Wow, this is looking great!

I named them Justin and Bailey (a little easter egg to an obscure METROID code).

"obscure"

It's probably one of the two well-known Metroid NES passcodes, the other being the "NAR Password" (or as I like to call it, the "narpas sword").
Yes, well, for OUR generation it's pretty well known... my son's - not so much. ;)

I'm more impressed your son knows what Metroid is...

As for the layout, it seems to follow the original quite closely. Are the dungeons also going to have the same-tiles-but-different-palettes pattern as the original? Or were you planning to spice those up a little with aesthetic or surprise layout changes?

Also, would choosing a different character change anything? Like, one can hit harder, another runs faster, etc?

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