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Isle of Rebirth

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Isle of Rebirth

ZC

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#151 MeleeWizard

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Posted 21 July 2015 - 01:50 PM

Part 53
 
I'm still not sure how that last puzzle works.



#152 Russ

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Posted 21 July 2015 - 02:09 PM

You're gonna be mad. It's a bug with the script and infinite loops. Remember how the level 11 boss key puzzle required you to break the infinite loop once the puzzle was solved? Same deal here. From what I understand, it has something to do with ZC's built-in LWeapon cap. Your method of solving it without breaking the loop was... interesting though.

#153 Deedee

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Posted 21 July 2015 - 02:27 PM

^ This.



#154 KingPridenia

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Posted 21 July 2015 - 03:56 PM

Man, this game's complexity continues to rise between a day/night system within the dungeon where things that happen on one end carryover to the other (assuming that's some heavily scripted feature and not just two separate sets of DMaps) and now dealing with teleporters. Either way, the boss of this place...I expect that to be interesting.



#155 Russ

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Posted 21 July 2015 - 05:41 PM

Actually is it two different dmaps. Any screen with secrets or items is linked with a screen state carryover, and a custom script makes screens as visited on both maps so that the spacebar map works fine. So there's a bit of scripting trickery, but not too much.

The boss will indeed be interesting...

#156 kurt91

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Posted 21 July 2015 - 06:31 PM

I'm a bit late on this and trying to catch up. I just finished watching part 47, and I'm going to copy/paste my comment on YouTube so it's more likely to be seen. (For reference, I'm still watching the "Team Rocket Hideout on Steroids" dungeon, AKA "Magitec Factory")

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Good concept, crap execution. I'm going to assume that this dungeon was inspired by Team Rocket's hideout in Pokemon Red/Blue/Yellow. The problem here is that the arrow tiles are spammed way too much, and you're given the Map far too deep into the dungeon.
 
Pokemon didn't use so many arrow tiles. They used one for each time you have to change direction, and one for each place that they needed to specifically block your path. You were given lots to time to wander around between tiles on the course to examine everything and see how the puzzle worked before stepping in it and trying to get through.
 
This particular version covers everywhere with tiles and doesn't let you see what goes where, so that up until you have the map and can sit down to determine the the layout of the route you want to take, it's a random trial and error/memorization ordeal.
 
Now, if you were to allow the player some blank space between path tiles so they stood out more, such as drawing them similar to Minecraft's Redstone or something, it would be easier to work out. Also, give the player the Dungeon Map earlier in the dungeon so they can actually try to solve things rather than pray they go the correct way.
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I'm kind of curious now, since I'm thinking that this kind of dungeon would be much better in a game like Phantom Hourglass/Spirit Tracks. Is there a way to script the ability to draw notes directly on the Spacebar Map screen? Like, left mouse button draws black pixels, and the right mouse button erases them? I think this would be much more enjoyable if you had a way to draw paths over the arrow tiles on your map to help navigate. (I know that you could always Print Screen the map and do so on Paint, but I feel it's more professional to have everything self-contained if possible.)

Edited by kurt91, 21 July 2015 - 06:34 PM.


#157 Evan20000

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Posted 21 July 2015 - 06:38 PM

The dungeon map is actually available as soon as you enter the dungeon without any additional puzzles/keys needing to be solved; the problem with completely nonlinear dungeons is that it's quite possible for the player to take almost every route they could before they find the single dungeon map as Meleewizard did.



#158 MeleeWizard

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Posted 23 July 2015 - 02:39 PM

Part 54
 
Sometimes, it's not an issue of where I'm supposed to be, but when I'm supposed to be there.



#159 CyberGamer1539

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Posted 23 July 2015 - 05:42 PM

"Join me next time when it continues to kick my butt even harder" :P :P :P



#160 MeleeWizard

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Posted 25 July 2015 - 01:52 PM

Part 55
 
It seems the enemy of my enemy wants to take my place.  Lovely.



#161 Russ

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Posted 27 July 2015 - 01:34 PM

Well I just saw the newest video you posted today that hasn't been linked here yet. Let's see here. We have a dungeon item that is noted to dispel darkness. We have a boss that shrouds herself in darkness while announcing, in hilighted red text no less, that she's using dark energy. Hrm... I'm sure you figured that out a long time ago but I still find it incredibly amusing that you never thought to use the portal sphere on her. Especially as you complained about there being no method to make the fight easier.

#162 MeleeWizard

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Posted 27 July 2015 - 02:02 PM

Part 56
 
You guys enjoy pain and suffering, right?
 
Also, I believe I tried the Portal Sphere in the previous part, but it was during the first phase and didn't appear to do anything, so I gave up on it.  After I recorded this video, I checked the last hint room again and figured things out from there.


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#163 CyberGamer1539

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Posted 27 July 2015 - 02:48 PM

Yeah, Meleewizard figured it out!  It pained me to see you go through so much trouble, as I was almost afraid you would quit!  Curse you Evan! :whap:



#164 MeleeWizard

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Posted 29 July 2015 - 02:47 PM

Part 57
 
Dramatic battles can be fun to watch, but they tend to be stressful when experienced first-hand.


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#165 Russ

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Posted 29 July 2015 - 03:00 PM

You handled the final battle surprisingly well. Most people panic and get curbstomped by his rainbow death cannon. That was... third try you beat him? I think that's the fastest I've seen anybody do it before. Congrats!

Now, for this next part... there's a certain area you can reach in the sky with your Portal Sphere, just south of Starlight Temple. I recommend you head there before fighting the bonus boss. Your prize won't help you get through the Hell you're gonna have to endure to reach the boss, but killing the boss without said prize is incredibly difficult. However, there's an item in the dungeon leading to the bonus boss that might help you survive that area. There's also an additional boss in that area in the sky if you have all 30 hearts. He's also insanely tough, but his reward should help with the other bonus boss.

Basically what I'm saying is Welcome to Hell.
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