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Flow of Time Remastered - DAWN VERSION


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#151 Neobullseye

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Posted 12 August 2014 - 05:02 PM


@Neobullseye:
Oh, you remembered to go back to Turtle Rock! You'll probably love what you're about to get from that segment. 

 

And thanks to everyone for the bug reports! Will do everything I can to address all of them. A common one I'm hearing is the "can swim off screen near Level 5 Tower entrance". I had so meant to block all of that off. Just just know, no point in exploring glitch world. :D

 

More accurately, I remembered to go back to that single hole that has been taunting me for three-and-a-half dungeons now XD.

 

Also, just to get this straight, there's no MissingNo. to fight in the Glitch world? Aww...



#152 SyrianBallaS

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Posted 12 August 2014 - 05:03 PM

If this is a gimmick ignore this but Im assuming it's a mistake every tree in the peterified forest starting with this can be dashed though at the top of of the tree, not 100% certain but thats what i experienced

ULvZBDg.png

Sorry I keep on doing this a bit a time, but I didn't beta test this game

 

Yeah awhlie back someone told me that playing on windowed mode prevents hangs, but zelda classic says it's running at 60 fps but it has conseridable slowdown in window mode and my computer is very fast, there probably isn't anything you do with this since you didnt devolep zelda classic


Edited by GhostKnight22, 12 August 2014 - 05:06 PM.


#153 Neobullseye

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Posted 12 August 2014 - 05:08 PM

If this is a gimmick ignore this but Im assuming it's a mistake every tree in the peterified forest starting with this can be dashed though at the top of of the tree, not 100% certain but thats what i experienced

ULvZBDg.png

Sorry I keep on doing this a bit a time, but I didn't beta test this game

 

Yeah awhlie back someone told me that playing on windowed mode prevents hangs, but zelda classic says it's running at 60 fps but it has conseridable slowdown in window mode and my computer is very fast

 

Oh, that reminds me: you can also dash through those strange-looking "statues" just inside most/each (too lazy to bother checking right now) entrance(s) of Level 5. They don't break or anything, nor does it allow you to break the level in any way, but eh.



#154 SyrianBallaS

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Posted 12 August 2014 - 05:11 PM

logic errors dont break anything, even with standard algorithms but it logic errors are from design flaws but it's not that bad

 

This the main reason why I don't like making games with ZC because there's too many things you can't control, but people that can do work arounds with it are to be admired


Edited by GhostKnight22, 12 August 2014 - 05:13 PM.


#155 Neobullseye

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Posted 12 August 2014 - 05:15 PM



logic errors dont break anything, even with standard algorithms but it logic errors are from design flaws but it's not that bad

<snip>

 

What I meant is that they don't break like the petrified flowers/mushrooms that you're supposed to dash through, nor can this "clipping" be used to reach parts of the level you're not supposed to get to (yet).


Edited by Neobullseye, 12 August 2014 - 05:18 PM.


#156 SyrianBallaS

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Posted 12 August 2014 - 05:20 PM

i got you



#157 WindRobe

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Posted 12 August 2014 - 05:36 PM

vzxw79.png

 

@obderhode

u talking about this room with 2 of those things u said cause theres no walkthrough wall in here unless u talking about another room.



#158 Obderhode

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Posted 12 August 2014 - 05:44 PM

YES! I did it. The Pegasus Boots have been the bane of my existence with this game. The chipping problem and the issue with the trees that Ghostknight pointed out and Neobullseye is now fixed. The tree thing was because those trees were created on Layer 1. For some reason, the game didn't register layer 1 as solid even if they were. I scoured over the script for the Pegasus Boots forever. It uses a simple method called isSolid() to ask the question "is this object solid?" Based on the description provided, it works on layers 0, 1 and 2. 

 

As I said, this wasn't the case. Apparently, you have to use Screen->isSolid()... (who would ever guess that?) and it fixes the issue. On the update I'm working on I dashed through all kinds of layer 1 and it worked great! Not sure how much you guys followed all of that or needed to know, but I am excited, so yay! :D

 

@zcfan:

You're just trying to get to that locked door in your earlier picture right? There are two keys in that side to get. This is the Mountain Entrance.

 

1 - Go up two screens, kill all foes, and dive at the now accessible stairs.

2 - Go up two screens, and go through the hallway to the right and you'll eventually get to another key.

 

The walkthrough wall is to access the door. To get to it, from mountain entrance, go up 2 screens, right 1. Then just walk through the south wall. The chasers there if are placed in such a way to try and hit you but miss and you might notice the wall is fake.



#159 SyrianBallaS

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Posted 12 August 2014 - 07:52 PM

great job Obderhode, the best thing about coding is reusabiltiy


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#160 bmad99

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Posted 12 August 2014 - 08:19 PM

Wow the level 3 mini boss s soooooooo hard i died like 8 times


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#161 SyrianBallaS

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Posted 12 August 2014 - 08:23 PM

I would suggest using the candle and bullet seeds against him

 

I dont remember but bombs might help

 

my death count is 72 and time is over 11 hours and I didn't even start level 5 yet


Edited by GhostKnight22, 12 August 2014 - 08:25 PM.


#162 bmad99

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Posted 12 August 2014 - 08:25 PM

it's funny i haven't had bullet seeds  in like forever 



#163 bmad99

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Posted 12 August 2014 - 09:35 PM

what do i do after level 3 



#164 SyrianBallaS

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Posted 12 August 2014 - 10:45 PM

can't find the not rocsfeather (or whatever you jump with anywhere), I can't find the switch that triggers the pegs in front of boss door in turtle rock, every where new I go I need to jump somehow. I was able to bypass that hole in the past to get to the upper left leg but i still need to jump



#165 bmad99

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Posted 12 August 2014 - 10:46 PM

idk where to go i have an idea but idk where to get the key to the tower of time 




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