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 1 
 on: July 07, 2020, 06:23:32 am 
Started by Martijn dh - Last post by Miles07
You can also reach the ice caverns with the golden mits
Chart updated to address this.

 2 
 on: July 06, 2020, 06:01:39 pm 
Started by Martijn dh - Last post by Martijn dh
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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.

That would explain why you reported issues with the mushroom in the first run, but issues with this path in the second. I'm not sure why I missed it during my testing, but now I should be able to target the problem directly.


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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.

Agreed. I don't mind sporadic backtracking, but it's bad if players get too few hints. I'll adjust the text of the signpost at the base of the mountain to hint at the treasure. (It feels appropriate to combine two (previous) oversights to solve each other XD)


45. Any Darkworld dungeon. Using the Hookshot on the Crystal lets you collect it. Intentional?

Yes, in the sense that it was an oversight that I left anyway, because it a little fun thing to discover.
As long as it doesn't break anything I don't mind leaving it in. It might also have some puzzle potential down the line, come to think of it.

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.

You're not missing anything (though I might as well remove those south rooms from the map, same as the west room earlier).
I've build those extra sewers rooms years ago, but with the updated overworld they didn't fit that well anymore. Hence the closed doors. I eventually plan to update the overworld and sewers, so I'll leave the tiling as is for now.

==

EDIT: You can also reach the ice caverns with the golden mits

 3 
 on: July 06, 2020, 04:19:35 pm 
Started by Martijn dh - Last post by Miles07
Show content
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.

Show content
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.

Show content
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 
 on: July 06, 2020, 07:04:43 am 
Started by Martijn dh - Last post by Martijn dh
I'll see what I can do during the week. Some followup questions for now:

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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?

Show content
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?

Show content
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?

 5 
 on: July 06, 2020, 06:39:11 am 
Started by Martijn dh - Last post by Miles07
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.

 6 
 on: July 05, 2020, 11:53:54 am 
Started by Martijn dh - Last post by Martijn dh
And here is the newest demo:
- A warppoint has been added in front of the dark world tower
- The eyegore AI seems to work intended (during my testing, at least). They may look like the have gotten stuck (due to the sprite being slightly larger then the masking), but the thing is that they will simply try to walk the shortest distance (=horizontal or vertical) to you. I've got some idea's on how this can be improved, but for now I'd rather focus on the new dungeon.

Download
Demo version: 0.22.59
File Size: 19,70 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/2qm76cpqwc5pivl/Zelda_0_22_59_%28public_demo%29.zip/file
Download (Dropbox): https://www.dropbox.com/s/jic1qxcall250ye/Zelda%200%2022%2059%20%28public%20demo%29.zip?dl=0

----
Full progress report:
Code: [Select]
0.22.56 (23 juni 2020)
* Fixed doorway (depth)issue in desert kitchen area
* Fixed secret sound in master chest room in mansion
* Removed unaccessable room from sewers map
* Added missing sign to dark world area near ice caverns dungeon
* Edited trickbox / medusa enemy AI near screen borders

0.22.57 (28 juni 2020)
* Made more progress on tiling the new mines dungeon
* Added more breakable wall sprites
* Expanded cave tileset
* Simplified creation coding for objects to let you fall to another room a little more

0.22.58 (4 juli 2020)
* Expanded DW mountain tilesets
* Made more progress on tiling mining town dungeon

0.22.59 (5 juli 2020)
* Added warp back in front of the Dark world tower
* Made more progress on tiling mining town dungeon

Also check the attachment for the latest tiling progress.

 7 
 on: June 29, 2020, 04:41:10 am 
Started by TheRealMethuselah - Last post by TheRealMethuselah
Seems easy enough to follow. I'll check it out and see if it's something I can implement in my engine. I'm loading my tiles on-the-fly and areas are loaded in as needed, so I'll need to change it a bit.

Implemented a lerp function; seems a bit smoother:
https://www.youtube.com/watch?v=iNxmdMKPrpw


 8 
 on: June 29, 2020, 03:38:04 am 
Started by TheRealMethuselah - Last post by Mamoruanime
I'd still like to see an example of your solution.

Here's a very simple demonstration:
programancer.com/ScrollDemoForTRM.zip

It's very very easy, and even this can be optimized a lot. To break it down-

When the player hits the edge of the screen, it calls scrScrollScreen. scrScrollScreen creates the scroll controller object and makes sure to assign the scroll direction and call the initialization event (event_user(0) is used for this). It also makes sure the player is not able to move for the scroll.

The step event for objScrollController is where the magic happens- it lerps both the cameras position and the player's position, then returns control to the player when the lerp is over and destroys itself.

It should be pretty easy to follow.

 9 
 on: June 29, 2020, 12:30:42 am 
Started by TheRealMethuselah - Last post by TheRealMethuselah
Noted. No worries there; my implementation isn't exactly the same.

 10 
 on: June 29, 2020, 12:11:20 am 
Started by TheRealMethuselah - Last post by Miles07
... 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.

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