Just realised s2m71 exists... I hope my screen didn't ruin any plans by railroading, but if it did, just change the boss door for something else.
Edited by klop422, 06 May 2018 - 02:16 PM.
Posted 06 May 2018 - 02:12 PM
Just realised s2m71 exists... I hope my screen didn't ruin any plans by railroading, but if it did, just change the boss door for something else.
Edited by klop422, 06 May 2018 - 02:16 PM.
Posted 06 May 2018 - 02:26 PM
Just realised s2m71 exists... I hope my screen didn't ruin any plans by railroading, but if it did, just change the boss door for something else.
Just place a lock block or two in front of the boss door and everything will be fiiiiiiine. ![]()
Posted 06 May 2018 - 02:30 PM
Just place a lock block or two in front of the boss door and everything will be fiiiiiiine.
There is a nice 'corridor' as you enter the room. Could be used for that.
Posted 06 May 2018 - 03:28 PM
Just dropping this here. I feel like it should be on every page so if someone wants to jump in, they can see where stuff is easily.
Posted 06 May 2018 - 03:44 PM
Also worth noting is that there is a key on map 2 screen 71 not found in the item list cause it's spawned via script.
Edited by Dimentio, 06 May 2018 - 03:44 PM.
Posted 06 May 2018 - 03:50 PM
I added it to the file, with a note.
Posted 06 May 2018 - 11:03 PM
Level 2 has a start room:

Quest: https://drive.google...Sp_AMNU2xhbzoHO
Lots of possibilities.
Uses same map as Level 1 with DMap offset. Level type is "Interior," so NES F6 doors, bomb walls and walk-throughs don't work here.
I'm not particularly attached to the palette. If anybody wants to make a deeper green shade, go for it.
Also took bottom row so Dimentio can't hijack the screen below 
Other changes in this update:
* Enabled fast heart refill (it really took this long)
* Fixed some DMaps so they all use the same subscreen (New, B)
* Loaded new midi for Level 2 (Lemmings - A Beast Of A Level)
* Configured Level 1 secrets and doors and wall functions (except first room) to all work and stay permanent in NES dungeon type screens, a few by carryover and more by script
* Loaded the Linked Secrets script to accomplish the above
* Some secrets have slightly different graphics, more below...
* Link temporarily starts with 8 hearts and Blue Ring, because testing functionality is hard when you're endlessly dying
* Added raft posts by docks
The Level 1 secret/carryover setup allows for using things like permanent and multi-screen secrets simultaneously with traditional door/shutter/bomb/walk-through wall functionality on NES dungeon screens. These related to secrets and lock blocks will remain functional if changed to interior screens, but you'll lose traditional wall functionality and have to come up with a workaround. I tend to think it's best as-is, but I'm really not going to fight over it.
Regarding Level 1 secret graphics, this one primarily applies to FormMath's screen. I tried what you suggested/agreed with, see if you like it or want anything reverted:
These were added to guide the player directly onto the dock and eliminate the all-too-high chance of slipping into drownable water by not being in perfect alignment.
Not only do they work the best I could have hoped for, they actually look good. I was worried they were going to look like a cheap walkability hack, but I think they genuinely look good from a design perspective alone. See for yourself:
Have at it.
Posted 06 May 2018 - 11:06 PM
[Claim]
Posted 07 May 2018 - 12:34 AM
Posted 07 May 2018 - 01:47 AM
A three minute claim window is ages around these parts.
Posted 07 May 2018 - 04:28 AM
So I've been messing around with a possible Misery Ruins dungeon palette:

What I wanted to do was have something that was distinct from the outdoor segments, but still matched those segments in terms of brightness and contrast.
And of course, have something that could pass for ruined and miserable.
Dark red is usually the "obvious" contrast to such deep blue, but I don't think that color would give this place the drab and derelict atmosphere it needs, so I went for a murky brown with a slight red cast instead. It looks worn down, and lends itself to other swampy details like mud and sludge, which I figure this area should have a significant amount of with all the flooding going on.
But most of all, moving between the dungeon and the overworld segment should be relatively smooth and connected, not jarring and disjointed, so I tried to maintain a similar balance of colors between the two palettes.
For reference, here's the same screen using the outdoor Misery Ruins colors:
If you want, you can open both images in separate tabs and swap between the two for a direct comparison.
I don't know, I think I managed to team them together fairly well while still having each be distinct.
Thoughts?
Posted 07 May 2018 - 06:32 AM
I like the brown for Misery Ruins.
Do csets 3 and 4 have bluer colours? While it should be contrasting, Misery Ruins is still a water dungeon (and I think cset 0 water may be too bright, especially if we're doing something swampy).
Posted 07 May 2018 - 09:07 AM
Wow, I go away for a few days and pages fly by... Level 1 looks fun. As for the discussion about a separate thread, I defer to you all since my knowledge of the forums is not informed enough to make a useful suggestion. Part of the 1sm is the chaos of a mega-thread. Everyone seems to have settled into small collaborations on specific areas at this point anyhow, so maybe this is fine?
Regarding map loops, I'm for looping the overworld rather than an expanded overworld.
Also (this is very important!), on my last screen (overworld 0C) there's a bunch of npc's standing around. Please feel free to add your own sprites to that screen (avatars or symbols that represent you) during your turn. This will be our developer room like in chrono trigger..
Cheers!
~pnw
Posted 07 May 2018 - 11:52 AM
Posted 07 May 2018 - 11:55 AM
You can access it via walking through the wall on the screen below. I'd presume yeah, we would use an npc script.
I am curious as to which of the currently placed npcs represents which dev, though.
Edited by Dimentio, 07 May 2018 - 12:46 PM.
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