Path of Shadows RELEASED!
#211
Posted 08 June 2012 - 11:51 AM
#212
Posted 10 June 2012 - 09:50 PM
#213
Posted 10 June 2012 - 09:56 PM
#214
Posted 10 June 2012 - 11:07 PM
#215
Posted 10 June 2012 - 11:56 PM
#216
Posted 11 June 2012 - 06:13 AM
#217
Posted 11 June 2012 - 04:48 PM
2. The Hylian shield is somewhere in the ocean in the LW; the Mirror shield is indeed in Death Spire.
3. The three goddess spells are hidden in the same areas as their respective Triforce pieces.
#218
Posted 21 June 2012 - 04:47 PM
-edging. the tileset deserves universal black outlining, especially for tall sprites and tiles: the middle shelf in Link's house and all furnitures, the fountain in town
-appear spots. they should be right outside (immediately below) the door coming to the overworld and at the very bottom of the screen when coming into a dungeon (the door layer would appear above you as you walk in): outside the ditch by the boat, continuing on that same screen after swimming, fairy pond, silent secret room
-text. should all follow the same rules: always or never centered, always two spaces after periods, don't break words (like "your") between lines nor sentences between pages, popup A button image blocks text that makes the button a waste of time because it already assumes you read what it blocks, the thought bubbles above nonplayables seems pointless as some that talk don't have it, "oh well" needs a comma after "oh"
-regrowing shrubs. are too fast: they should grow slow and steady not instantly
-layers and solidity. the subscreen shows screen layers as it scrolls, things you walk under need better layer use where you don't walk under the part of the tile that should be invisible, the boomerang shouldn't go under the miniwalls in dungeons nor through tree trunks in the overworld, swimming above water but under Zora who is underwater makes no sense and I think it should be fixed
-items. should be shifted down so they are held up not floating (they could even overlap Link's hands), if the item reaches a single point at its bottom you should set it a one-handed raising
-alignment. rare quirkiness was barely an issue: the boat ramp is offset in a perspective snafu that sliding it down a few pixels and onto a new tile's top would fix
only got about 2/3 of the way through the first full map and I didn't fully explore what I did uncover, but I played through enough to know that fixing this quest up could take a bunch of work. I'm attaching images of stuff that killed the immersion and made me wish you had a crew of betatesters.











if you find this to be helpful, I would consider continuing to play the quest and providing this type of feedback.
Edited by trudatman, 21 June 2012 - 04:52 PM.
#219
Posted 21 June 2012 - 09:00 PM
I preface this by saying I like this quest. it does a lot of cool stuff. it is pretty and the detailing is decent (although it may not be quite organic and flowing enough for my tastes) and functional. that said, it has lots of issues.
-edging. the tileset deserves universal black outlining, especially for tall sprites and tiles: the middle shelf in Link's house and all furnitures, the fountain in town
That's just part of the PTUX tileset, and I can barely notice it.
-appear spots. they should be right outside (immediately below) the door coming to the overworld and at the very bottom of the screen when coming into a dungeon (the door layer would appear above you as you walk in): outside the ditch by the boat, continuing on that same screen after swimming, fairy pond, silent secret room
Fixed, couldn't reproduce, fixed, fixed.
-text. should all follow the same rules: always or never centered, always two spaces after periods, don't break words (like "your") between lines nor sentences between pages, popup A button image blocks text that makes the button a waste of time because it already assumes you read what it blocks, the thought bubbles above nonplayables seems pointless as some that talk don't have it, "oh well" needs a comma after "oh"
1. Centering every single string would be a very tedious job.
2. I moved the more button
3. The thought bubbles are for the more important ones and for the ones surrounded by non-talking people.
4. Fixed.
-regrowing shrubs. are too fast: they should grow slow and steady not instantly
Fixed
-layers and solidity. the subscreen shows screen layers as it scrolls, things you walk under need better layer use where you don't walk under the part of the tile that should be invisible, the boomerang shouldn't go under the miniwalls in dungeons nor through tree trunks in the overworld, swimming above water but under Zora who is underwater makes no sense and I think it should be fixed
1. I want the subscreen background to be transparent. That little graphical bug can't be helped.
2. Unless Link walks on top of those miniwalls and trees, the bommerang has to pass through them. Can't be helped.
3. That Zora is a ghost, not underwater. I made it solid anyway.
-items. should be shifted down so they are held up not floating (they could even overlap Link's hands), if the item reaches a single point at its bottom you should set it a one-handed raising
Then they wouldn't be centered in the subscreen. I don't think it matters much.
-alignment. rare quirkiness was barely an issue: the boat ramp is offset in a perspective snafu that sliding it down a few pixels and onto a new tile's top would fix
only got about 2/3 of the way through the first full map and I didn't fully explore what I did uncover, but I played through enough to know that fixing this quest up could take a bunch of work. I'm attaching images of stuff that killed the immersion and made me wish you had a crew of betatesters.
{Images}
Fixed
if you find this to be helpful, I would consider continuing to play the quest and providing this type of feedback.
Thanks for mentioning the bugs! I'll get the update here momentarily.
#220
Posted 21 June 2012 - 09:39 PM
on the overwolrd, after swimming, continuing brought me to the top corner as seen in the picture with the boat, which I think has to do with how you sidewarped to the water scenes. the water screens all had weird swimming under zoras while you were swimming above water and zoras were diving below. I didn't even notice a ghost zora. I also think the abrupt line of rain in the water is weird. maybe consider fading in and out of it with a few transition tiles.
#221
Posted 21 June 2012 - 10:09 PM
#222
Posted 03 July 2012 - 08:53 AM
Just about to head to the fusion temple, but I can't for the life of me find the second (silver) Magic medal in the Dark world.
Could you/someone please give me some heads up on it's location? Thanks kindly!
#223
Posted 03 July 2012 - 09:23 AM
If you loved my quest, please rate it in the DB! Thanks.
Update: I updated the quest to 1.2.6, fixing all of Trudatman's complaints and replacing the Light world's palette and music with the palette/music from the (now-removed) alternate LW DMap. In short, the Light world is more exciting now.
#224
Posted 03 July 2012 - 06:22 PM
#225
Posted 03 July 2012 - 09:51 PM
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