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Path of Shadows

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Path of Shadows RELEASED!


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#211 piglet497

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Posted 08 June 2012 - 11:51 AM

I am in the Floating Ruins. I am in the room with the 4 triggers. I am having a really hard time hitting all of tthem. I don't have a controller so I am using a keyboard. The floors drop too fast. Is there a trick or something?

#212 Foxx

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Posted 10 June 2012 - 09:50 PM

I got the bow and arrows out of the Deadwood dungeon, but I can't get them to work. I can select the bow but nothing happens when I try to use it.

#213 Mero

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Posted 10 June 2012 - 09:56 PM

You need a quiver it's in the same dungeon go east of starting room.

#214 Foxx

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Posted 10 June 2012 - 11:07 PM

Thanks, that was quick. icon_cool.gif

#215 MoscowModder

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Posted 10 June 2012 - 11:56 PM

Piglet: I didn't think it was that hard... rather annoying, but solveable. Then again, I have a gamepad. Remember that you can just fall to get back to the beginning, and your progress won't reset (unless you leave/re-enter the room).

#216 Bennettryann

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Posted 11 June 2012 - 06:13 AM

Moscow i have a few questions the first is it wise to kill the lightworld ganon before i enter the darkworld or does it not matter and is the death spire the place where the mirror shield is i missed a shield upgrade someplace i never found nayrus love or the green spell going to go back after i beat the dark world to gather items that's all i can think of to ask

#217 MoscowModder

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Posted 11 June 2012 - 04:48 PM

1. You can do the Light world and Dark world in any order, but the LW is easier, so you should probably do it first.
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 trudatman

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Posted 21 June 2012 - 04:47 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

-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.

IPB Image

IPB Image

IPB Image

IPB Image

IPB Image

IPB Image

IPB Image

IPB Image

IPB Image

IPB Image

IPB Image

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 MoscowModder

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Posted 21 June 2012 - 09:00 PM

Wow, lots of feedback! Most of this seems very nitpicky, but I'll fix (most of) it anyway.

QUOTE(trudatman @ Jun 21 2012, 03:47 PM) View Post

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 trudatman

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Posted 21 June 2012 - 09:39 PM

I am glad you care to address this stuff, nitpicky as it may be. it is all about what you want your quest to be, so don't let me boss you into changes you don't like. if you have the knowledge and patience to fix stuff, I will continue to supply detailed reports when I have the time.

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 MoscowModder

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Posted 21 June 2012 - 10:09 PM

The few transition tiles are even weirder. They look out of place.

#222 Dimitri_The_Dodongo

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Posted 03 July 2012 - 08:53 AM

Terrific quest, Moscow! Really enjoying playing it so far.
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 MoscowModder

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Posted 03 July 2012 - 09:23 AM

It's somewhere in the
Spoiler


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 MermaidCim

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Posted 03 July 2012 - 06:22 PM

I just need to find the thing to trigger the burning of the trees in the SHadowed Forest and find one more HC piece, then I am done with the quest.

#225 MoscowModder

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Posted 03 July 2012 - 09:51 PM

Cool! What tree burning are you referring too? I thought the only tree burnings needed were on the way into the Shadow Temple.


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