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#226 klop422

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Posted 05 May 2018 - 05:02 PM

What I could do with my room to fix the wasted key is make it a Boss door and make there be a regular lock block behind it to enter the boss room.
Or add an arrow secret in that room. Makes it a little less elegant, but it'd work better.

EDIT: also, I'm fine with the revision of my screen. It looks good. I'll probably make the screen left of that (if someone else doesn't beat me) so I at least have something done on that screen.
Also, since it's thinner, are you thinning the screen on the right as well?

Edited by klop422, 05 May 2018 - 05:37 PM.

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#227 Deedee

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Posted 05 May 2018 - 06:01 PM

What I could do with my room to fix the wasted key is make it a Boss door and make there be a regular lock block behind it to enter the boss room.
Or add an arrow secret in that room. Makes it a little less elegant, but it'd work better.

EDIT: also, I'm fine with the revision of my screen. It looks good. I'll probably make the screen left of that (if someone else doesn't beat me) so I at least have something done on that screen.
Also, since it's thinner, are you thinning the screen on the right as well?


Probably, since it would fit the transition rule. Unless @TheRock objects to it.

[...]



#228 Formidable

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Posted 05 May 2018 - 06:12 PM

Well, going around 2 screens doesn't seem like much of a checkpoint.

 

Yeah. I might as well just remove that when I edit this screen.

 

More to the point, what's with the shots in your posts above?

 

Ah jeez, I put the wrong quest file in the download. I'll make sure to fix it next time I claim, and I guess it isn't really that big of a deal, since the screen was already going to be changed. To be honest I actually slightly prefer the design I accidentally put for download over the one I settled on, at least in terms of looks, but I wanted to create a way to get to that upper ledge in the top left portion of the screen, which is what led to the final design in my screenshots.

 

Also, it's possible to set up the arrow trigger more accurately and keep the blocks down permanently even in NES dungeon screen. If Herr Script Manager (Dimentio) wants to add this to the file, I can configure it for you, including remote secrets if desired.

 

Yeah, I wasn't really happy with how the arrow trigger turned out, but I'd already spent like half an hour fiddling with it so I just decided to go with some janky flag setup. I would greatly prefer something scripted, I just don't really know how to do that. So uh yeah if you could do that that would be great.

 

 

By the way, I really like this screen, and klop's below it might be one of my favorites so far.

 

Well thanks! I was also pretty happy overall with how it turned out. Just figuring out how to incorporate that ledge in the top-left and making the trigger work properly was a bit tedious.



#229 Avaro

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Posted 05 May 2018 - 06:26 PM

Put arrow trigger flag on layer 0 and secret flags over the arrow trigger block on layer 1.



#230 Lüt

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Posted 05 May 2018 - 06:30 PM

To be honest I actually slightly prefer the design I accidentally put for download over the one I settled on, at least in terms of looks, but I wanted to create a way to get to that upper ledge in the top left portion of the screen, which is what led to the final design in my screenshots.

You could put the 2-tile-wide ladder behind the eye block, it'll fit right in instead of hanging to the side.

I would greatly prefer something scripted, I just don't really know how to do that. So uh yeah if you could do that that would be great.

Yeah I can work that script easy enough, but I don't have a number of the files being called for import, or a ghost.zh that's set up for this project, so I dump additional scripts on Dimentio since he's basically running that show and I don't think I can compile properly anyway.


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#231 Deedee

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Posted 05 May 2018 - 10:20 PM

I wasn't kidding when I said I'd do this. Now, you will pay the ultimate price!

xSYr7a8.png

https://www.dropbox....M2-S71.qst?dl=1


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#232 HeroOfFire

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Posted 05 May 2018 - 11:21 PM

[Claim]

 

So many Level 1 screens... Time for a Change of Pace!

 

Welcome to the Warp Zone

 

xqTyS9U.png

 

What is the Warp Zone? You know how some overworlds use 3 Stair Warps for Fast Travel? Yeah, it's that, except it is made up of multiple screens... in a collab where anyone makes a screen at a time. The idea is that you have a screen like the one above connect to the overworld, and the warp takes you to screens with multiple warps to connect all the entrances together. Of course, whoever adds to this can do pretty much whatever they want...

 

The empty cave at 4E links to this new DMap.

The warp simply takes you to the same screen, change this when adding a proper destination screen.

 

Added: Warp Zone DMap

Added: Midi for Warp Zone

Upped Map Count to 50, for future layering options, while not interfering with existing Maps

 

Link now 'starts' with Bombs, and enemies drop 4 Bomb Ammo packs instead. This way, the player can use bombs even if the first ones obtained are an ammo pickup (like from a shop), and enemy ammo drops are consistent (and clearly labeled)

 

Also, it appears most screens already used Bomb Ammo drops anyways, according to the quest report.


Edited by HeroOfFire, 06 May 2018 - 12:28 AM.

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#233 TheRock

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Posted 06 May 2018 - 12:11 AM

Probably, since it would fit the transition rule. Unless @TheRock objects to it.
 

Sure! 


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#234 Anthus

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Posted 06 May 2018 - 02:55 AM

**Claim**



#235 Lüt

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Posted 06 May 2018 - 03:18 AM

What is the Warp Zone? You know how some overworlds use 3 Stair Warps for Fast Travel? Yeah, it's that, except it is made up of multiple screens... in a collab where anyone makes a screen at a time. The idea is that you have a screen like the one above connect to the overworld, and the warp takes you to screens with multiple warps to connect all the entrances together.

Nice. I was thinking it was getting time to start into the warp path screens, but this is a much better idea.

 

Problem though: Level 1 functionality got completely wrecked somewhere along the line. We've got some bomb walls that pull you in, some that don't, some that are already open on one side for a total giveaway, some that make a shutter sound when bombed, some have overhead transitions, others don't, locked doors don't carry over to the next screen, some aren't even showing up at all, Link getting pushed in or not pushed in to different rooms at completely inconsistent intervals... this is why you can't just go throwing Interior screens around an NES dungeon map. This thing's a complete malfunctional mess now.

 

Also if the script packs could start getting posted, that would be nice.



#236 klop422

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Posted 06 May 2018 - 08:14 AM

Slightly unrelated - I'm thinking the dungeon item for Prismatic Depths should be the wand, because colours/light theme makes me think of mirrors. Mirrors could also be the mirror shield, but I think it's probably not going to end up being late-game enough.

Thoughts?



#237 Deedee

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Posted 06 May 2018 - 11:54 AM

Problem though: Level 1 functionality got completely wrecked somewhere along the line. We've got some bomb walls that pull you in, some that don't, some that are already open on one side for a total giveaway, some that make a shutter sound when bombed, some have overhead transitions, others don't, locked doors don't carry over to the next screen, some aren't even showing up at all, Link getting pushed in or not pushed in to different rooms at completely inconsistent intervals... this is why you can't just go throwing Interior screens around an NES dungeon map. This thing's a complete malfunctional mess now.

 

Also if the script packs could start getting posted, that would be nice.

Most of those are semi-intentional. The bomb wall that's already blasted I set because I didn't have the LttP door script imported yet and those don't work with interior screens, so I just made it visible. With the LttP door script imported now though, it should be simple to just replace the open bomb-wall with it's scripted counterpart.

Them making shutter sounds was because I couldn't find a good sfx for the LttP bomb walls blowing up. In hindsight, I should have just set it to 0 to match Z1. 

As for overhead transitions, that's a ZC bug with not setting the bombed wall upper part as overhead. That needs to set or else you get buggy shit like that :P.

Locked door was an oops on my part.


Also Wand as a dungeon item seems cool. I think maybe respriting it to shoot light would really it the theme of the dungeon.


Edited by Dimentio, 06 May 2018 - 11:45 AM.

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#238 Anthus

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Posted 06 May 2018 - 12:28 PM

I like the Wand idea for prismatic depths, it makes sense. I think the Wand is a fair mid-game item.

 

I removed the spot where you need the ladder on 0E (which I made)

 

I changed the heart piece on 07 for 50 rupees (so there aren't two HPCs right next to each other >.>).

 

I did not change the "caverns" d-map to interior. My reasoning was, it should stay an OW map if people were trying to do 1:1 screen placements with entrances. Plus, the map only has one screen, and is not suffering from being an OW. I also did not remove the "Misery Transition" d-map cause it's not really hurting anything, and we're not pressed for space :P

 

As for my screen, I made a warp zone screen, cause that idea is cool. Question though, for HoF: I noticed there are two warp tiles, but both are Warp A's. Did you intend to have the left one warp "back" and the right one warp "ahead" once there are more warp screens? That could be nice, if we have a lot. I was also wanted to place some sort of "item block" in mine, but wasn't really too sure what to use, so I made it a wand trigger. Once we figure out what items will be going where, I may revisit this, or let someone else do so if they have a better idea. :)

 

Also, I have some items on in the init. data. The wood sword, Dimentio's feather, flippers, and the wand. I forgot to remove them, but I figured it's fine since we're testing stuff.

 

QyviDBw.png

 

[Download Link]

 

Updated Maps and D-Maps

Item Report



#239 klop422

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Posted 06 May 2018 - 12:37 PM

[claim]

 

EDIT:

Couple other changes. Changed the lava in m1s16 back to water for now, since it's inaccessible. I've left the other combo there and used what used to be my recoloured water with Dimentio's lava graphic (because that looks so much better than red water).

Made m1s5F a little nicer, as well, by lightening the floor.

Also, in m2s44, I like the fact that the blocks disappear. It's barely a shortcut, but it does hint to the player that the secret happened on the screen below as well as here.

 

Anyway, I'm done my screen, just taking a bit of time to upload again.

 

EDIT: Here we go:

c5g8z2wuvuu2lh84g.jpg

Could have been better, but we have the boss door. I don't like to limit what's being made, but I feel like the dungeon's basically done and adding anything more would drag it out.

Also, not sure how I feel about 2.10 bosses, and I'm not sure I'd add anything to them if we did them, but I'm not going to argue against them if everyone else wants to do them. I'd just move on to other screens because I have no experience with them.

 

http://www.mediafire...p422-m2-s34.qst

 

EDIT: Forgot to explain, the arrow trigger unblocks the door and the other blocks are Boss copycats


Edited by klop422, 06 May 2018 - 02:14 PM.

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#240 Lüt

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Posted 06 May 2018 - 02:08 PM

[CLAIM]

I'm going to do a bit of miscellaneous maintenance on this, in regard to some secrets and combo animation/cycling and functionality I discussed with others elsewhere, so this may not be my usual quick update, but it'll be done by tonight (it being ~2:00 PM as of this post).

 

And I also think Wand is a good Prismatic Depths item. When I was going through the enemy list for my first room in that map, the orange Wizzrobes seemed obvious somehow. Magic just seems to fit the level.


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