Ah, I see.
Anyway, I'm doing a Level 1 screen, so that one's free as far as I'm concerned.
Posted 02 May 2018 - 01:57 PM
Ah, I see.
Anyway, I'm doing a Level 1 screen, so that one's free as far as I'm concerned.
Posted 02 May 2018 - 02:18 PM
Replies in bold cause I suck as formatting quote boxes ![]()
More thorough reply:
Solver of the unsolvable
Honestly I was betting that this screen and the one to the other side would be two of the last screens to be done.
Wouldn't have thought of a transitional palette...
Yeah, that was the only way I could see it working. Alternately, you could use the thing in the combo editor to make parts of tiles use a different palette, but that seemed more tedious.
...the thing is though, with the way the screen has to fade out and then back in every time a palette changes, there's going to be a lot of fading out and in around this area.
I wonder if the best option isn't to have a single Misery Ruins palette that allows the combination of L2 and overworld on any screen, rather than only in transitional screens.
That is to say, use your palette for the entire area. That would mean losing your red block highlights on your 6E screen though.
That could work, but again, it would require editing 5E. If you are up to it, go for it, I'm not opposed. I noticed we don't have fast scrolling on. If that is on, will it also speed up the scrolling warps?
I noticed:
I suppose I should mention that my thought process regarding solid blacks was to use the last color in any CSet since it would be presumably the last slot to be filled with color.
I can fix it if I get in a new claim first, otherwise dragging the swatch a slot to the left and using the recolor tool on the tiles to swap the 2 swatches should only take a minute.Boomerang could be a secret item that you can purchase in a later shop for a price.
Ahhhhhh I broke it! >.> Wow, well, that's what I get for messing with palettes, and rushing a bit before work. But, okay, I'll fix it as you said, unless you claim first. I'll also add a solid tile to the left side of my volcano screen.
But whatever's in Misery Ruins, I think that's where we should put the flippers.
This. Mainly cause we have so much water. What about the raft though? It is already in the quest, somewhere.
I'm going to make a list of what is on all the maps, and what each d-map is for. Quest reports doesn't let you do this, but I implore others to add it to their posts with updates if they make a new map/ d-map. I was thinking of making some caves. Map 23 Screen 2C already has one cave screen. I suggest we use that map for all caves, and cave d-maps.
EDIT: Map, and d-map lists, for you all. This should help us keep layers, and maps in order.
This map list is starting to look like one of my actual projects ![]()
After making this, I noticed two little things: Map 3 has a single solitary room with no entrance warp to it, or from it. It looks like it may have been intended for level one, or perhaps a test? If the creator would like to clarify, that would be cool. It's just one screen, and uses the screen directly above it as a layer. Secondly, Horizon Factory is Level 7. I just thought I'd point it out, but I figured it might be a place holder level number.
EDIT 56,827,960,009: Klop, looks like that left side might very well end up being Mordor. ![]()
Posted 02 May 2018 - 04:26 PM

That still doesn't cross level palettes though, unfortunately, so it can't swap dungeon/overworld colors unless one or the other are duplicated in the main palettes, and in the same positions at that.Alternately, you could use the thing in the combo editor to make parts of tiles use a different palette, but that seemed more tedious.
Raft's currently in a shop that may or may not be accessible from the start (one screen linking to the shop has yet to be designed - screen 4F).What about the raft though? It is already in the quest, somewhere.
I made it as a test map, and placed it early (map 3) so that people (i.e. myself) didn't have to flip through a load of layer maps to make test screens.Map 3 has a single solitary room with no entrance warp to it, or from it. It looks like it may have been intended for level one, or perhaps a test? If the creator would like to clarify, that would be cool.
Posted 02 May 2018 - 04:27 PM
**claim**
Maybe that's where Level 2 could be? Screen 0F, end of the raft path?
If others are down, I'm okay with that.
I'm going to do screen 07, between my first lava screen, and Dimentio's Skyline screen. I'm not sure if these are supposed to be hookshot grabs, but these don't seem to do anything. I was going to do the screen to the left, but I'll still continue the walkable clouds over.

Posted 02 May 2018 - 04:53 PM
EDIT 56,827,960,009: Klop, looks like that left side might very well end up being Mordor.
Tempted to make the Dmap actually be titled Mordor when we get to that now.
Posted 02 May 2018 - 06:03 PM
I finished Screen 07
https://www.dropbox....m1-s07.qst?dl=0


I added the whistle. Feel free to move it if you have a better spot, or idea. I just put it in cause the screen it is on is really hard to reach. There's also a heart piece. (Ignore the bomb bag, I changed it to a heart piece)
As for the ravaged skyline screen to the right. It seems to use pits, and I wasn't sure how to use those, so the clouds on mine are solid. I hope this doesn't break anything, but I wasn't comfortable with messing with the scripts. I give whomever goes back to that screen permission to add those features to my screen, if they want to, you don't have to. What I mean by "go back to" is, it seems that the item, or method of crossing hasn't been added yet, unless I'm missing something.
As for what I added, besides the whistle, and heart piece, I made a d-map for the lava screens. It doesn't have to be for all lava screens, so if Klop still wants to call one Mordor, that should be fine
This little volcano kinda buts up in-between parts of the ravaged skyline. I'm getting some final world Rayman Legends vibes from this map. ![]()
I also added music, from Star Tropics, for the volcano area.
Posted 02 May 2018 - 06:03 PM
[CLAIM]
Posted 02 May 2018 - 06:22 PM
Hang on - I assumed that screen 06 (the one you just made) would connect ravaged skyline to the volcano-ey area, but since the bridge screen underneath is maze path, we cant get there from that direction. I think it could still be possible from the other side, but I'm just pointing it out.
EDIT: That being said, great screen, and I'd rather have some other way to screen 17 than you change it.
Edited by klop422, 02 May 2018 - 06:25 PM.
Posted 02 May 2018 - 06:35 PM
Wowie Zowie! I can't believe how much has been done since I was last here like 2 days ago. ![]()
D-MAPS 00 Overworld (NES OW) (Level 0) (Map 1) 01 1st Dungeon (NES DGN) (Level 1) (Map 2) 02 Misery Ruins (NES OW) (Level 0) (Map 1) 03 Prismatic Depths (Interior) (Level 4) (Map 16) 04 Ravaged SKyline (NES OW) (Level 0) (Map 1) >>> 05 Caverns (NES OW ??) (Level 0) (Map 23) 06 Horizon Factory (Interior) (Level 7) (Map 30) 07 MiseryTransition (NES OW) (Level 0) (Map 1)
I made the Caverns Dmap, and when I did, I think I just left it as NES OW because I am garbage at Dmaps and didn't know what to set it to. If somebody else knows what to do with it, then by all means change it.
Edited by FormidableMathematics, 02 May 2018 - 06:37 PM.
Posted 02 May 2018 - 06:39 PM
Hang on - I assumed that screen 06 (the one you just made) would connect ravaged skyline to the volcano-ey area, but since the bridge screen underneath is maze path, we cant get there from that direction. I think it could still be possible from the other side, but I'm just pointing it out.
EDIT: That being said, great screen, and I'd rather have some other way to screen 17 than you change it.
Thanks. ![]()
This crossed my mind too. Afaik, the maze exits to the east. I was thinking, 16 could either be accessed from a cave, and exit to the east, and south (trolling players by trapping them in the maze path?) or just exit to the east from a cave. I'll admit, it is a bit odd, but it's nothing I don't think we can figure out ![]()
edit: Or, the maze could exit north?
@FormidibleMathematics Ah, okay. I can change it for you, if no one else does, next time I claim. I'm probably done for today though, maybe.
Posted 02 May 2018 - 06:46 PM
I could change the maze to exit north. I'll have to change the string, but it should be fine.
Other possible ideas are the dmap underneath the bridge (where you can fall into from the maze path screen) leading to that screen, and/or the bridge appearing to dead-end onto that screen.
Posted 02 May 2018 - 07:35 PM
And thus I join the ranks of solvers of the unsolvable:

Quest: https://drive.google..._uPN5slscn7pAv-
Changes:
* Misery Ruins palettes unified - no transitional palette, thus far fewer fades during screen scrolls.
* CSet 9 colors added - no more black level-colored enemies.
* Red blocks recreated in 8-bit for Anthus (or others who like his idea).
I'll add specific replies later, I just want to get this posted first - plus ironically enough, it's thunderstorming big time outside.
Posted 02 May 2018 - 07:36 PM
Posted 02 May 2018 - 09:07 PM
[CLAIM]
Posted 02 May 2018 - 09:21 PM
The maze screen to me just feels, looks, and would probably play awkward IMO (especially with scrolling north/south, which would result in odd looking sky/pit transition graphics). It's probably the only screen I outright dislike in the entire project thus far, no offense to the creator. I supposed one could extend the bridge north and south, but have the bridge be inaccessible from those sides, meaning you can only enter from the east.
Also, to use pits just place a combo with combo type "no ground enemies" on layer 0. And no, those aren't meant to be hookshot points. I just thought it'd be cool to have solid objects on a moving platform (and yes, they are solid. Praise be unto Moosh) ![]()
Edited by Dimentio, 02 May 2018 - 09:25 PM.
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