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Koten - Reimagined Classic

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#151 strike

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Posted 27 May 2014 - 10:13 AM

Sounds great! I trust you made the perfect compromise for everybody. ;)

 

I'd love to see how my quest looks in this!

 

-Strike



#152 Shane

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Posted 27 May 2014 - 10:47 AM

And I can see that was a good choice, considering how much I've seen you use that tile. XD

Lol, the "scary flying crap" was an inside joke that originated from an LP. When I saw crap, I thought "I have to do this". :P



#153 kurt91

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Posted 29 May 2014 - 04:00 AM

Probably a stupid question, but I wanted to make sure. This is supposed to match up tile-for-tile with the Classic tileset, right? So, I could take any un-passworded quest that's already in the Classic tileset, and just import Koten into it, and everything should work right?



#154 Shane

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Posted 29 May 2014 - 04:10 AM

The biggest problem when changing from Classic to Koten is that maps will have some wacky colour issues unless DDP fixed this issue after I uploaded my demo.



#155 kurt91

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Posted 29 May 2014 - 05:22 AM

I haven't played any of the different versions yet, but I was hoping I could set up a copy of the Randomizer quest to use Koten instead of Classic. Probably a longshot anyways, it's probably passworded. Although, I was thinking it would be nice to also kind of steal a peek under the hood to see how that works. I had an idea once for a pseudo-random cave setup to hide all the different Heart Pieces and stuff in, although my idea involved randomly putting stuff together before actually building it in ZQuest. (lots of paper, charts, and dice. As well as some time on Phantasy Star Zero to build level layouts.)



#156 strike

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Posted 29 May 2014 - 07:37 AM

Stupid question but how do you import the graphics of one quest over the graphics of another?

 

Also, it looks fantastic now! Love what you did with the pallets. I actually did the exact same thing working on my very first quest when I was twelve so it really brings back good memories. :)

 

I really look forward to using this!

 

-Strike


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#157 Shane

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Posted 29 May 2014 - 07:44 AM

Stupid question but how do you import the graphics of one quest over the graphics of another?

 

Also, it looks fantastic now! Love what you did with the pallets. I actually did the exact same thing working on my very first quest when I was twelve so it really brings back good memories. :)

 

I really look forward to using this!

 

-Strike

Right, this is how I did it: go onto Koten and go File -> Export -> Graphics Pack (it creates a .zgp file, you might need to manually type .zgp in, I kinda forgot), then go to a classic quest, then go File -> Import -> Graphics Pack then load the Koten graphics pack that you exported and it should update the quest with the new graphics.

 

Any expansion tiles you added into your classic quest WILL be erased.


Edited by Charizard, 29 May 2014 - 07:45 AM.


#158 strike

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Posted 29 May 2014 - 08:50 AM

That was really fun! It was neat seeing my game in a different tileset. Sadly way too much is broken to consider switching. I'll be using this tileset in the future.

 

-Strike


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#159 Shane

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Posted 29 May 2014 - 09:09 AM

That's a shame. Well, best of luck with your project!



#160 strike

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Posted 29 May 2014 - 09:38 AM

Thanks for telling me how to do it!



#161 Shane

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Posted 29 May 2014 - 02:32 PM

No problem; always happy to help a friend in need.



#162 Ventus

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Posted 31 May 2014 - 06:48 PM

I upgraded to the newest version, and I started beta testing my quest, and I picked the blue ring up and the Link sprite turns completely black and when I get back on the overworld everything else is black. 

I'm guessing it must be a bug in the tileset...?

 

Edit; I don't know maybe its a issue on my end... I don't know I'm gotta figure out whats happening otherwise my testing has to come to a halt.


Edited by Benji, 31 May 2014 - 06:55 PM.


#163 Lightwulf

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Posted 31 May 2014 - 07:48 PM

I was concerned as much when I heard he was using CSet 6 for the overworld tiles.  I haven't downloaded it, but I'm sure it's an issue with the extra sprite palettes. He might've included the ring palettes in place of the "Game Icon" palettes instead.  Check the extra sprite palettes in the original Classic to see what positions they should be in.



#164 Ventus

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Posted 31 May 2014 - 08:16 PM

I was concerned as much when I heard he was using CSet 6 for the overworld tiles.  I haven't downloaded it, but I'm sure it's an issue with the extra sprite palettes. He might've included the ring palettes in place of the "Game Icon" palettes instead.  Check the extra sprite palettes in the original Classic to see what positions they should be in.

That might be it, I don't know (I don't know anything about how they should be <.<) 

 

Here is what the extra sprite palette looks like compared with classic.

 

Classic

z4jiV5W.jpg

 

Koten

hOFfwgl.jpg

 

I'm not sure how any of these palette things work, I'm completely stupid when it comes to this area of ZQ >_<



#165 Koh

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Posted 31 May 2014 - 08:46 PM

IIRC, you copypaste 10-12 at 6-8, because 10-12 are for the game icons on file select.





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