the almighty dream your supposed to get the quest password to be able to find it. So after the post game dungeon.
Dreams Realm Help Thread
#136
Posted 04 January 2024 - 10:14 PM
#137
Posted 05 January 2024 - 06:31 AM
Played up until a mini dungeon in the dream realm, so, here are some more thoughts:
Old guy in town that was seemingly the quest giver or something (not really explained all that well) does not have new text when you have the two other spiritual stones. I think some string control codes here would be useful, so if you've got two of the stones or three of them he offers a more updated hint about where to go next. The fact that the main tower I needed to get to was out in the ocean was kind of just obfuscated till I ran into it.
As much as I love Magia from Madoka, a lyrical song might not have been the best pick for dungeon music. An instrumental rendition might be better. Also, I'm not sure if the track fits the aesthetic of the place. If you know the lyrics then it's kind of a dark song, and this rings true in the instrumentation as well.
Elements Shrine or whatever could have the map given to you on the first screen. If the mini dungeon has a map at all then I sure didn't find it.I should have noted this earlier, but the fact that the quick item switching don't shuffle through all the seed types is pretty bad. At this point I'd prefer more face buttons then instead. See bottom of post.
In Dream Gate at this point. Maps are starting to feel kind of useless. There are so many warp tiles that just goes to random places that there isn't much help to be had by a map to get bearing. There are also switches that just *does things*. Where? Who knows! Time to take another lap to every single screen in the entire dungeon to figure out where! I didn't comment on it earlier, but it's starting become a reoccurring design trend. This combined with my next point...
There is a striking lack of shortcuts in a lot of places. This causes a lot of slogging through the same few screens many times. The trip back to the
first state shift torch in Dreams Gate comes to mind as something you do A LOT. If you need to comb through dungeons on several laps to find what to do next then it should be made more expedient to do so.
Some dungeons are better than others. I actually quite liked level 1, for example. The enemies in the goron trial dungeon were a bit out of scope IMO, but otherwise that was also a nice one. But these larger ones need to be considered in the scope of what the player knows. When you hit a switch or see a warp pad, the player, unlike the creator, will not know what it does or where it goes magically. And because most instances of these defy any logical reason to follow you're kind of just left clueless on how to approach it.
This is not necessarily bad, but in this quest I feel this behavior is entirely unintended. And the weird part is that Level 1 gets this mostly right? The fire checks can be seen snaking through the dungeon. Even if you don't know exactly what happens, the player will have good idea where to check next. Heck, because of the structure, the player will likely even know what the triggers do before even hitting them. It's this kind of design foresight that is missing from most later dungeons, sadly.
A random villain shows up without any build up right before we open the gate to the Dream Realm, only to have an exact repeat of the twist from OoT. I feel the story of this quest needs a rewrite. The harder option would be to actually make it serious, I feel at that point you'd need some pretty massive overhauls. Or, secondly, you could lean into the inherent campyness of what is actually happening in the quest and ham it up. That could make for a pretty funny take on all the things going on.First giant block puzzle in the cave in the Dream Realm is a slog. A tip on block puzzles in general: you can have a hard one that is also compact. Really, the block puzzles haven't been a huge problem in the quest so far, but I figured it's worth mentioning since one in particular got to me: The interesting part about a block puzzle is figuring out how to solve it; not the busy work of pushing all the blocks.
I didn't really comment on it but this is since as far back as level 1: The ember seed triggers that look like trees look identical to ones you can't
burn, some consistency here would be nice. Generally the ones you can burn on the overworld are of the chain variety, but here in the Dream Realm there is main quest progression that you need to get through under just a lone one.
Blue Tunic is in a random cave you need to bomb to find. Like, it's not super obscure, but it's a pretty big upgrade that is quite miss able. Are there
any other hints for this elsewhere in the quest? The owl comments on your tunic being old and crap, yet this happens even if you've got the brand new
blue tunic. Some clever string control codes can solve stuff like this.
The seed-pouch and seed-shooter items, due to the up and down keys being used to select the seed type, makes it a pain to scroll through your items in the subscreen. This becomes more and more of a problem as one accumulates more and more items. Also, the fact that both items default to being equipped with the mystery seeds after you select a different item, makes for more of a pain. I wish that each seed type was just an individual item instead of consolidated into one. Ideally, as I think Deedee also said, ideally, the quest would have been designed in VD with 4-button selectable items to (among other things) make the seed items easier to use. I guess a far easier approach would be to redesign the subscreen with more space for each seed type being its own item, and have the 4-types be discoverable once the player finds the first corresponding seed tree. I don't see any fix for this item happening, because such a mod is probably a lot of work, but it would sure be nice.
I'm not sure if VD would have been a good pick for this quest, TBH. That being said, this is a complaint I've had from the start of the game since I got the seed satchel. You need to use ember seeds, a lot, and since that one is not select-able with quick select... you're still going to open the subscreen a lot. More face buttons would have been preferable.
2.55 supports two extra face buttons by default though. It might be a bit of work to port the quest to it at this point, but honestly I think it would be worth the effort? It would give access to some other useful features.
Edited by Mani Kanina, 05 January 2024 - 06:44 AM.
#138
Posted 05 January 2024 - 11:35 AM
Will look into making it work in 2.55(I think it might break the game though). This to add the x and y button.
Added text to the seed shooter to let the player know they can shoot in 8 directions.
Switch the potion and roc's feather slot to fix using potions up.
Made the wand work against Darknuts and Wizzrobes.
Fix a key usage in Dreams Gate for the boss key.
- Mani Kanina and Deedee like this
#139
Posted 05 January 2024 - 01:10 PM
Okay, when I upgrade to the new version it breaks the seed shooter for some reason. What's weird is if I just use 2.55 and didn't save the quest it works fine. I don't really want to know how many other scripts just break when I save in the new version.
A X and Y in the inventory script would do wonders for making that possible in 2.53.
#140
Posted 05 January 2024 - 03:03 PM
Ah yeah, some scripts would need to be changed. I have sent you edits of the scripts that need to be changed.
Let me know if you run into compile errors in 2.55
#141
Posted 05 January 2024 - 06:55 PM
Added the X and Y buttons to the subscreen in the 2.55 version. Don't know how buggy the game will be in that version, so play at your own risk.
#142
Posted 05 January 2024 - 08:27 PM
A small heads up, tried to update the quest version from 2.53 to 2.55 and it won't allow me, it throws out an error. Instead, I'm playing the latest 2.53 quest version on 2.55 alpha 120.
#143
Posted 05 January 2024 - 08:32 PM
A small heads up, tried to update the quest version from 2.53 to 2.55 and it won't allow me, it throws out an error. Instead, I'm playing the latest 2.53 quest version on 2.55 alpha 120.
That's what I thought would happen. But it's there for the new players and new playthroughs. (It only adds the X and Y button, so your not missing any content).
- Demonlink likes this
#144
Posted 06 January 2024 - 08:40 AM
I have encountered what I believe to be a bugged chest in lv 9. It seems like it should contain a key but it is empty. (The compass does not sound in the room either.)
I am using 2.53 (17April2019).
I believe that the room in question may contains one of the 3 keys needed to lower the red barriers in the level. The room itself is on f3 and has a path through raised red barriers and contains blue darknuts.
To reach this room from the miniboss's room: go up one and left five screen to the stairs to f3 and then right one, down one and right twice.
#145
Posted 06 January 2024 - 11:24 AM
I have encountered what I believe to be a bugged chest in lv 9. It seems like it should contain a key but it is empty. (The compass does not sound in the room either.)
I am using 2.53 (17April2019).
I believe that the room in question may contains one of the 3 keys needed to lower the red barriers in the level. The room itself is on f3 and has a path through raised red barriers and contains blue darknuts.
To reach this room from the miniboss's room: go up one and left five screen to the stairs to f3 and then right one, down one and right twice.

This screen? Use cheat 4 to be able to give yourself a key in level 9 so you can keep playing. Need to find out why this happens.


These are the 3 keys you need to get to lower the red barrier. If you got all of them and still need a key then let me know.
Edited by TheRock, 06 January 2024 - 11:31 AM.
#146
Posted 06 January 2024 - 12:19 PM
These are the 3 keys you need to get to lower the red barrier. If you got all of them and still need a key then let me know.
The first time I went through the screen below, the chest was empty upon opening it. Then, I retried, and went back to the screen, and as expected, the chest gave a key. I believe this is probably the screen that PlotArmorSmith is talking about:

I also had a problem with the chest on this screen, which I believe is supposed to contain the compass. I tried opening this chest numerous times, having saved prior to attempting to open the chest and retrying as needed, but the chest was empty every time I tried to open it.

In level 9, I ended up saving after every time I successfully got a key from a chest, in anticipation that the next chest I opened would turn up empty, but I only had an empty chest problem on the two screens I posted above.

This screen here was probably the worst offender that I've found yet in terms of the shutter-script malfunction, because the level-2 goriyas tend to drop fairies pretty often:
Interestingly enough, even though the boss of level 9 summons level-2 goriyas, and they also dropped fairies when defeated, the locked doors in the boss room opened as they should when the boss was defeated. So, I guess if you guys are using a script for the boss-room doors in this quest, it isn't malfunctioning like the shutter-door script.
Edited by Useless Old Man Wisdom, 06 January 2024 - 12:21 PM.
#147
Posted 06 January 2024 - 12:19 PM
Yes, that is the room to which I was referring. I collected the other two keys, in the other two screenshots, and I am missing the key from the first screenshot. (Although I did leave the chest unopened in my current save file after I noticed that it was empty.) I don't know how to give myself a key.
#148
Posted 06 January 2024 - 02:28 PM
This screen here was probably the worst offender that I've found yet in terms of the shutter-script malfunction, because the level-2 goriyas tend to drop fairies pretty often:
The shutter script got updated and the shutter script should be fixed with the update(Those fairies shouldn't do that now).
Yes, that is the room to which I was referring. I collected the other two keys, in the other two screenshots, and I am missing the key from the first screenshot. (Although I did leave the chest unopened in my current save file after I noticed that it was empty.) I don't know how to give myself a key.
Cheats. enter code and enter "4". Cheat->Link Data->Level Items->00->9->K-> add one to that value.
Found out that screen state carry just doesn't like chest on those screens for some reason with the chain of carry overs. Will make them normal items instead.
Fixed the bug. Just made the compass and key on those screens a item on the screen instead of a chest.
Yes, that is the room to which I was referring. I collected the other two keys, in the other two screenshots, and I am missing the key from the first screenshot. (Although I did leave the chest unopened in my current save file after I noticed that it was empty.) I don't know how to give myself a key.
File with the fix. Made a normal key on the screen so should let you get that key. https://www.mediafir... Realm.zip/file
#149
Posted 06 January 2024 - 02:45 PM
The shutter script got updated and the shutter script should be fixed with the update(Those fairies shouldn't do that now).
OK, thanks, I suppose I forgot about the post where you mentioned this is resolved. I'll give the latest 2.55 update of the quest a shot and cross my fingers.
Found another wierd, one-time bug that I wasn't able to replicate. The arrow-conveyors from the screen to the north deposited my character inside the wall and I had to F6-continue:

#150
Posted 06 January 2024 - 02:50 PM
OK, thanks, I suppose I forgot about the post where you mentioned this is resolved. I'll give the latest 2.55 update of the quest a shot and cross my fingers.
Found another wierd, one-time bug that I wasn't able to replicate. The arrow-conveyors from the screen to the north deposited my character inside the wall and I had to F6-continue:
I did that once too. Just never got out of bounds. It's the script.
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