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#316 Zaxarone

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Posted 13 May 2018 - 02:51 AM

Any ways I claim next screen. I'll do it when I get back from work as it's midnight now. But next screen is mein. EDIT: screen is Overworld OA


Edited by Zaxarone, 13 May 2018 - 03:04 AM.


#317 klop422

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Posted 13 May 2018 - 05:41 AM

By the way, I was wondering if we should be adding the screen from that video (page 18). As of now, it doesn't clash with anything. Technically, it didn't go through our process of claiming and creating, but it's not a bad screen.

That said, if Zaxarone decides to make something in there, then his should take priority.

 

Also, when I make my next screen, I may make it a dungeon entrance for the fire dungeon, because that idea's growing on me. I'll probably block something off in the first room, maybe with a wand puzzle.



#318 Zaxarone

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Posted 14 May 2018 - 12:56 AM

My screen's done, here(fixed link)

 

Id show a screenshot but my nets slow, gonna have to see for yourself, its screen OA


Edited by Zaxarone, 14 May 2018 - 01:08 AM.


#319 Orithan

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Posted 14 May 2018 - 12:59 AM

You have to upload the file too; so others can take it and build with your current changes.



#320 Zaxarone

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Posted 14 May 2018 - 01:08 AM

You have to upload the file too; so others can take it and build with your current changes.

i know, i just sent the wrong file, im working on replacing the link


should be fixed now


Edited by Zaxarone, 14 May 2018 - 01:07 AM.


#321 Orithan

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Posted 14 May 2018 - 03:43 AM

[SCREEN CLAIMED]

 

Screen position: Screen 65


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#322 Deedee

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Posted 14 May 2018 - 03:57 AM

Which map though?



#323 Orithan

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Posted 14 May 2018 - 06:01 AM

Map 1. I've got something in store... hehehe.


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#324 Orithan

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Posted 15 May 2018 - 01:44 AM

zelda076.png

 

https://drive.google...r888WLWEufVyJdU
Map 1, Screen 65.

 

Changes:

-> The Boomerang has had its sprite changed and is now called the Bananarang.

-> The script header files are included with the file, in case anyone wants to add scripts to the file. You still need the other files from some of the headers (namely Ghost.zh) in order for the global script file to compile.

 

NOTE: The Boomerang present on the screen is a placeholder - Its actual location will be different.

Monstro Carnival is in its own DMap and is considered to be part of Level 5. Keep this in mind if you want to make anything for Monstro Carnival. The Tickets are the flavour Key replacement for Level 5, Big Top Pass being the flavour Boss Key replacement for Level 5 and the Ticket Reel is a Magic Key item that works only in Level 5.


Edited by Orithan, 15 May 2018 - 01:50 AM.

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#325 Lüt

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Posted 15 May 2018 - 05:27 AM

[CLAIM]

 

And uh... wow, that's really something Orithan.

 

All the stuff we'd never get if it were a solo project.

 

Anyway, I'm going to be added the resources for Level 3 (or whatever we end up numbering Misery Ruins dungeon), as well as doing the first screen, so anybody who wants to start into that dungeon can finally get going.



#326 klop422

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Posted 15 May 2018 - 06:03 AM

Wait, so now we have a dungeon (part of it, I guess) on the overworld?

Pretty cool.

 

If we make the tower on 51 a dungeon, then we just need a dungeon at the top left (probably ice-themed) to balance it out.

 

 

Also, I'm just wondering, since we might be getting to that point, what the Heart Total should be. I guess at some point one of us should make the subscreens based on what items we eventually decide to use.

 

Anyway, that's not something that's terribly important just now, but I'm just bringing it up so we start thinking about it.


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#327 Deedee

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Posted 15 May 2018 - 07:25 AM

Wait, so now we have a dungeon (part of it, I guess) on the overworld?

Pretty cool.

 

If we make the tower on 51 a dungeon, then we just need a dungeon at the top left (probably ice-themed) to balance it out.

 

 

Also, I'm just wondering, since we might be getting to that point, what the Heart Total should be. I guess at some point one of us should make the subscreens based on what items we eventually decide to use.

 

Anyway, that's not something that's terribly important just now, but I'm just bringing it up so we start thinking about it.

For the ice dungeon, I was thinking maybe a sort of ice-cliff/mountain/iceburg dungeon where the entirety of the dungeon is "outdoors" (as in little to no "dungeon" interiors (like anythign using the dungeon walls and the like), but still allowing for ice-caves and stuff). Something like the Iceburg area from Donkey Kong '94 (AKA Mario VS Donkey Kong 0). Maybe perhaps using this theme? Could be a very interesting level 8.

Another dungeon idea I was tossing around was a dungeon where the first half was a tower, and the second half is a starship accessed from the tower top, which could be Zax's tower, but could also be that one tower in the west. 

Finally, Zax's dungeon could alternatively be a second entrance to Horizon Factory, if Horizon Factory ends up being level 6 (since there's currently no way to access Horizon Factory without the launch feather, meaning a second entrance/other segment where you could get launch feather as an item would most likely be required). If Horizon Factory ends up being level 7, we could just have whatever level 6 ends up being have the launch feather as the/a dungeon item (or we could just have the launch feather hidden in a minidungeon somewhere).

Using up all the space in the subscreen with cool custom items (whether they be scripted like the Launch Feather/Wallkick boots, or just reskinned like the Bananarang (best item) or the Light Rod) would be amazing to see. Not sure if we need all those passive items though, so maybe trim that down.


Edited by Dimentio, 15 May 2018 - 07:27 AM.


#328 klop422

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Posted 15 May 2018 - 09:46 AM

I'd say that the western tower should be a dungeon - not that I want to have made the dungeon entrance myself, but because of the same reasons that I've mentioned before - it balances out the overworld. Zax's dungeon looks epic enough to be a Cave of Ordeals-type optional dungeon, or even a level 9, if we don't find anything else for that (though it's accessible fairly early, so that might not work). That said, it could also work as a separate entrance to Horizon Factory.

Other possible music for an ice mountain dungeon could be something from Paper Mario. Crystal Palace theme, or Over Shiver Mountain.

By the way, I really like the idea of it being outdoors. Outdoor dungeons always fascinate me. Also, mountaintop dungeon makes me think of the hookshot or the feather as an item, though both could also be given in Horizon Factory (especially since the former is pretty much the only machine Link uses). Not sure if we can decide that quite yet, but still.

Also, I'm really wondering about the item in Monster Carnival. A massive 'rubber' mallet which functions as a hammer? Maybe a pop-gun of some kind? Dunno.

 

I might also see if I can get a lava dungeon palette to work in my next entry. If I manage to claim fast enough.

 

EDIT: I know I've not claimed, but I've been working on a possible palette for the dungeon/cavern underneath Lit Landing:

7p8qoop0bdy9mkn4g.jpg

This is comparing four csets. Top left is Cset 1 (what we've been using for Lit Landing), top right is cset 2, bottom right is 3, and bottom left is 4. The lava is cset 8. Haven't done anything with cset 9 yet.

 

 

38qcth9xpxzuiwy4g.jpg

 

This is a sample screen using csets 2,3,4 and 8 all at once, kind of like the entrance screen on the overworld. Definitely not what my screen would actually be (and also, that would be against the rules), but a general look for a screen using the palette.

Also thought of a name - "Underlit Cavern", which would be a pun, especially if you get the candle/lantern in this dungeon and allow dark rooms to exist. Thing is, we're using interpolated fading, so there's not much point in darkening rooms because everything is still completely visible. Also, we're using classic anyway, so I feel like Tiered fading may be a better option, despite the extra work it takes.

 

Anyway, thoughts on my palette?


Edited by klop422, 15 May 2018 - 11:06 AM.


#329 Deedee

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Posted 15 May 2018 - 01:02 PM

I'd say that the western tower should be a dungeon - not that I want to have made the dungeon entrance myself, but because of the same reasons that I've mentioned before - it balances out the overworld. Zax's dungeon looks epic enough to be a Cave of Ordeals-type optional dungeon, or even a level 9, if we don't find anything else for that (though it's accessible fairly early, so that might not work). That said, it could also work as a separate entrance to Horizon Factory.

Other possible music for an ice mountain dungeon could be something from Paper Mario. Crystal Palace theme, or Over Shiver Mountain.

By the way, I really like the idea of it being outdoors. Outdoor dungeons always fascinate me. Also, mountaintop dungeon makes me think of the hookshot or the feather as an item, though both could also be given in Horizon Factory (especially since the former is pretty much the only machine Link uses). Not sure if we can decide that quite yet, but still.

Also, I'm really wondering about the item in Monster Carnival. A massive 'rubber' mallet which functions as a hammer? Maybe a pop-gun of some kind? Dunno.

 

I might also see if I can get a lava dungeon palette to work in my next entry. If I manage to claim fast enough.

 

EDIT: I know I've not claimed, but I've been working on a possible palette for the dungeon/cavern underneath Lit Landing:

7p8qoop0bdy9mkn4g.jpg

This is comparing four csets. Top left is Cset 1 (what we've been using for Lit Landing), top right is cset 2, bottom right is 3, and bottom left is 4. The lava is cset 8. Haven't done anything with cset 9 yet.

 

 

38qcth9xpxzuiwy4g.jpg

 

This is a sample screen using csets 2,3,4 and 8 all at once, kind of like the entrance screen on the overworld. Definitely not what my screen would actually be (and also, that would be against the rules), but a general look for a screen using the palette.

Also thought of a name - "Underlit Cavern", which would be a pun, especially if you get the candle/lantern in this dungeon and allow dark rooms to exist. Thing is, we're using interpolated fading, so there's not much point in darkening rooms because everything is still completely visible. Also, we're using classic anyway, so I feel like Tiered fading may be a better option, despite the extra work it takes.

 

Anyway, thoughts on my palette?

Palette looks good. Main problem with Tiered Fading is that you can't use palette cycling with it (so Prismatic Depths would either lose that, or be a lot harder to design for). Also, maybe Underlit Cavern is how you'd access the western portion of the overworld, with the heart piece as an optional prize? A sort of dungeon/minidungeon without a macguffin as a reward.



#330 klop422

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Posted 15 May 2018 - 01:17 PM

That could work, actually. We'd need to make sure there are no other paths (or block them off with obstacles that can only be gotten on the eastern side) to the west, but that's fine. Frees up a dungeon space for somewhere else.
I'm considering making the bridge go all the way through, with a few breaks which you need to traverse the cave to bypass. Even if we don't give a triforce piece, we could give an item (I have a classic lantern sprite sitting around that I might not end up using in my own quest), if we end up short of them.
And, as for darkness, we could also use good old layers for dark rooms lit by torches in the rooms. I'll read up on how interpolated fading works and see if I can get the dark rooms to work.

Edited by klop422, 15 May 2018 - 01:20 PM.

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