Edited by Banjo7J, 19 January 2011 - 02:55 PM.
"Project RCS" official Project Thread
#136
Posted 19 January 2011 - 02:54 PM
#137
Posted 19 January 2011 - 03:47 PM
I'm guessing when you hit the red crystal switch the lowered red blocks go up and the up ones get lowered same goes with the others?
Something like that. I just finished perfecting the script, it's incredible by the way, and one of the major things about this puzzle is that each of the five possible colors' positions lasts from screen to screen until you change DMaps.
And one other massive twist. Which you will find out later.
My head hurts... Looks awesome Schwa! But I'm too traumatized to enjoy it. Thanks a lot, bud.
Kidding aside, it looks amazing! But if I'm interpreting this right, you can get through in only one move. Unless you enter from the right side of the screen. In which case, you're pure evil.
Pure evil? Pfff, nah, I've always been Chaotic Neutral to the core.
You can get back in one move, so you don't have to solve a bunch of crazy crap on your way out of the garden. But yes, while you're entering, you start on the right side, where the signpost is (which teaches you a little about the Barriers and what to expect).
ALSO, big point: Pushable Rocks can not be pushed on top of the little stumps. They all have a Flag 67 (No Push Blocks). I love the Garden area a lot, because it starts out elegant, then changes into clutter and chaos as you shamble through the overgrowth, then it turns elegant again as you near the Mage's Lookout.
There is also a pretty intense segment with floating platforms, and no I don't mean the earlier screenshot I showed you. There is a lake.
What? The exact same block-system I wanted to make in my temple of time. lol, I love your screen design. You made some awesome tiles!
WRONG.
There is another twist you haven't thought of, that I have.
You will find out later.
And yes I am an avid fan of the isometric, diagonal-view pegs instead of the squarical ones. Not everyone will, though.
the 2nd one compiles but it won't make my ffc a moving platform
Can't help you.
I think I know how you do it, so long as you enter from the right. Which makes sense considering there's a sign there. It isn't that hard. And no, I don't care that I totally just ruined that bit of it for myself for when the game comes out.
Considering this is the very first (and one of the easiest) Barrier Puzzles in the game-- considering this sticks to just one screen instead of a dungeon-scope memory maze of this stuff... considering it only uses three colors out of the five, not to mention any of the "special switches"...
...I don't think you've really spoiled anything for yourself.
I seem to have done pretty well on manipulating screens on a map/Dmap-wide scope with this little project! It's given me another cool idea. I'm going to script a type of push-block that stays consistent where you leave it until you leave the Dmap. Then I feel like maybe I can put together a whole slew of "generic dungeon puzzle elements" that could be placed anywhere I want and it would fit, things that have no "theme" outside of simply being what they are. Stuff that isn't too complex in their concept and usability. I don't really know. All I know is that this project turned out really well and my imagination is going ballistic because of it. :heart:
#138
Posted 19 January 2011 - 04:12 PM
Edited by Nightmeres, 19 January 2011 - 04:26 PM.
#140
Posted 20 January 2011 - 07:56 PM
That is amazing. Music is great. Link has nice sparkly super power effects. Can be paralyzed. Keep up the great work! This is even awesomer than I thought it was!
#141
Posted 20 January 2011 - 08:28 PM
#142
Posted 20 January 2011 - 08:31 PM
Best minutes of my life
#143
Posted 20 January 2011 - 09:12 PM
I made your day, you made mine. This is seriously awesome stuff! I nearly fainted when I saw that switch effect! You have the right to be proud of that! Was the killing blow thing video editing or actually scripted? I can see how much hard work you've put into this. It's been so heavily scripted, I can barely tell it's a Zelda Classic quest!
Also, were the save tiles scripted to save automatically and if so, could I maybe have the script?
Edited by Pokemonmaster64, 20 January 2011 - 09:17 PM.
#144
Posted 20 January 2011 - 09:15 PM
I love your subscreens, I can't make one for my life
#145
Posted 21 January 2011 - 02:39 AM
#146
Posted 21 January 2011 - 02:53 AM
#147
Posted 21 January 2011 - 06:57 AM
Also, seeing everyone react so positively to the video has reminded me, again, to make a backup, which I now must do.
Oh, and a funny trivia piece about that crystal light-shimmering effect? Turns out you can crash your computer by Scaling a primitive by "-1" or any negative value, probably...
Edit: Regarding Pokemaster's questions:
I made your day, you made mine. This is seriously awesome stuff! I nearly fainted when I saw that switch effect! You have the right to be proud of that! Was the killing blow thing video editing or actually scripted? I can see how much hard work you've put into this. It's been so heavily scripted, I can barely tell it's a Zelda Classic quest!
Also, were the save tiles scripted to save automatically and if so, could I maybe have the script?
The killing blow was just video editing.
The save tiles are not scripted; they change color when you step on them because they are actually a Step->Next set to change into a Save+Continue type. What I would really like is an effective way to change the color back to blue after you step off. Got any ideas?
Edited by Schwa, 21 January 2011 - 07:13 AM.
#148
Posted 21 January 2011 - 07:56 AM
#149
Posted 21 January 2011 - 10:33 AM
#150
Posted 22 January 2011 - 05:59 AM
I still would like to get some more information about the story :> I got curious :>
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