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#196 klop422

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Posted 04 May 2018 - 07:49 PM

[claim]

 

EDIT: You don't get the arrows with the bow. I'd add the item bundle script (it's late now here so I don't really want to) and bundle the arrows with it. Also, could someone add a bomb drop as a room item somewhere in the dungeon? I spent too long during this test run farming for bombs and eventually gave up and used cheats. Preferably at least two bomb drops, so you can test a few places and not feel like you're wasting a precious resource.

Anyway:

wek3eh208wal8y54g.jpg

Shooting the trigger makes a chest appear on the dark space. That's pretty much it. Just to show the player how the arrows work.

 

http://www.mediafire...p422-m2-s23.qst


Edited by klop422, 04 May 2018 - 08:28 PM.

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#197 Lüt

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Posted 04 May 2018 - 08:41 PM

[CLAIM]



#198 Lüt

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Posted 04 May 2018 - 09:12 PM

Wheeee!

 

1sm-lut-m2-s63.png

 

Quest: https://drive.google...tVGIgS8majsonfz

 

Gotta admit, I'm not particularly thrilled with this one, but eh, serves its purpose.

 

For reference, the overall map of Level 1 so far:

Spoiler

It's amazing how much gets done when Dimentio doesn't have a claim.


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#199 TheRock

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Posted 04 May 2018 - 09:26 PM

[Claim]

 

 

zelda003%284%29.png

 

http://www.mediafire...-m2-s64.qst.zip


Edited by TheRock, 04 May 2018 - 09:28 PM.


#200 Shane

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Posted 04 May 2018 - 09:52 PM

Download Link

 

3UQiPax.png

Map 1, Screen 04

 

Random Notes:

  • I noticed the mountain area has NPCs outside. I don't think this is intentional and the result of a DMap setting.
  • I forgot to put the Warp A spawn point on cave door. >_>

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#201 Lüt

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Posted 04 May 2018 - 10:27 PM

[CLAIIM]



#202 Lüt

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Posted 04 May 2018 - 11:40 PM

Misery Ruins dungeon has an entrance:

 

1sm-lut-m1-s7f.png

 

Quest: https://drive.google...TivQZKLgXqoOA3V

 

Push the lower block in the top left corner up onto the spike pad to drop the spikes on the rest of the screen.

 

Also in this update:

 

* Shortened filename from "onescreenmassacre" to "1sm"

* Set "Use Caves" and "Guys Appear In Caves" flags for Ravaged Skyline DMap.

* Flagged Swamola enemies to "Doesn't Count As Beatable Enemy." They hide underwater too long and have too much life to require killing before being able to push these blocks. That also makes them consistent with the other underwater enemies, the Zoras.

* Added warp return for bombable cave on m1-s16. I mentioned it was missing before, but here it is for reference:

Spoiler
If it was intentionally missing, sorry, feel free to remove it next update.


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#203 Shane

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Posted 05 May 2018 - 12:20 AM

Download Link

 

oaOCaVK.png

Map 1, Screen 39

Decided to challenge myself by doing a screen below the bridge. Probably not my best interpretation or screen due to limitations, but that's part of the quirks of the project. :P


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#204 Lüt

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Posted 05 May 2018 - 04:59 AM

The top of that screen is pretty similar to what I had in mind if I were to do a below-the-bridge screen.

 

[CLAIM]

 

By the way, any ideas on the Misery Ruins dungeon palette? Should it continue the Level 2 colors from the overworld segment, or be something new?



#205 klop422

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Posted 05 May 2018 - 05:48 AM

Red just came to my mind - maybe the same Palette but mostly cset 4?
Either that or one of the broghter green palettes.

#206 Lüt

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Posted 05 May 2018 - 06:40 AM

And here we are:

 

1sm-lut-m1-s6f.png

 

Quest: https://drive.google...0z1GczbWjtnhx4u

 

Even though I don't like to continue my own screens, I was hoping that the small river opening I placed above the dungeon entrance would go somewhere secret/isolated and not just be a shortcut back to a previously accessible area, but I guess I didn't trust anybody else to do that, so I did it myself :P

 

I also have an idea for the screen below, but we'll see who gets to it first.

 

For reference, the overall map of Misery Ruins so far:

Spoiler
Also for reference, the overall map of the overworld so far:

Spoiler


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#207 klop422

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Posted 05 May 2018 - 07:00 AM

[Claim]

 

EDIT: Not too proud of this one, but I made it:

m7k9fo5av0uzme04g.jpg

Please, nobody make that staircase a dungeon (unless we're doing multiple entrances to Misery Ruins, which could possibly be a good idea, but I'm really not sure). Also, the waterfall is hiding a cave.

I used the wrong combos to make the watery effect around the stone floor, but I noticed it and it's fixed in the actual file.

 

http://www.mediafire...p422-m1-s5f.qst

 

I've realised that some of the edges of the map could allow the player to move off the screens, whereas some don't. I think I mentioned it before (suggesting looping), but the current state of the map doesn't really allow that (since we'd be looping from the entrance to level 2 to the Misery ruins entrance, for example. The way I see it, we have three options vis a vis edge screens - we change the screens to allow it to loop (i.e. walkability is consistent; screens unwalkable at the top just don't loop); we change the screens so you can't loop (basically changing the watery screens at the top and bottom); or we add another map into the overworld.

I'm bringing this up now because so far we have only one offending pair (if we want to loop them), and so we're at the point where it'll start mattering, but we can still make minor changes to fix it either way. I'm in favour of a looping overworld, as it would open the avenue for more secrets, and also make movement a little faster. I personally don't like the idea of expanding the overworld to another map, though, because I think it'd drag out the project too long. I just mentioned it to cover all the bases.


Edited by klop422, 05 May 2018 - 07:37 AM.

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#208 Avaro

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Posted 05 May 2018 - 08:50 AM

CLAIM xDd



#209 klop422

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Posted 05 May 2018 - 09:15 AM

Just a question/thought re Misery Ruins:
Is the outsude of it in some way part of the dungeon? I'm thinking of this in the same way as Skull Woods from ALttP. If so, multiple entrances makes sense (again, if we want to do that), and the overworld part of it could be more important.
If we do that, we'd have to decide whether the overworld parts of it is level 0 or the same levek as the dungeon interior.

Just something that crossed my mind

#210 Avaro

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Posted 05 May 2018 - 09:53 AM

Boss key, cuz why not xd https://cdn.discorda...taro-m2-s22.qst

 

Spoiler

 

Also, bundled the arrow with the bow.


Edited by Avataro, 05 May 2018 - 09:56 AM.



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