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#361 Shoshon the Elegant

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Posted 17 May 2018 - 02:21 PM

I don't mind it personally. I could do a mini dungeon with it. Because reasons.

#362 klop422

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Posted 17 May 2018 - 02:40 PM

If we do that, we should make it an ugly green on the inside. Because why waste the lovely green colour?
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#363 Shoshon the Elegant

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Posted 17 May 2018 - 09:45 PM

That was my idea.

I'll call it the Greungly Dungeon.

#364 Orithan

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Posted 18 May 2018 - 05:04 AM

zelda079.png

Map 1, Screen 64

 

Quest File

 

Additions:

-> The new Monkey enemy (e189), complete with custom sprites. "Splits" into an invulnerable Monkey eating a banana (e190) when it "dies".

-> A new shop type (Monstro Carnival Souviners).

-> Graphics for a wagon, which were made from scratch.

-> Rebundled the script files with the quest file.

 

The Boomerang on the screen is again a placeholder


Edited by Orithan, 18 May 2018 - 05:05 AM.

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#365 klop422

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Posted 18 May 2018 - 06:03 AM

Claim
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#366 peteandwally

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Posted 18 May 2018 - 09:02 AM

Should there be a trade quest where you bring carnival items to random cave people?



#367 Orithan

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Posted 18 May 2018 - 09:15 AM

We might go for such a trade quest.

 

NOTE: Before people goes to work on my carnival area; I've discovered a pretty significant limitation with Level Keys.

Level Keys do not work at all when placed on Overworld DMaps. I will be looking to rectify the issue soon, next time I claim a screen.



#368 klop422

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Posted 18 May 2018 - 09:25 AM

Can you use level keys found on an overworld dmap in other dmaps of the same level (i.e. could we use tickets found outdoors in an indoor section)? That could be a functional workaround, with ticket collectors only being inside the tents.

#369 Orithan

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Posted 18 May 2018 - 09:47 AM

Okay. I must have been testing it wrongly (I set the tickets to the Key item class instead of the Level Key item class) and I've set it correctly and tested. Level Keys now work when placed on overworld DMaps.



#370 klop422

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Posted 18 May 2018 - 09:53 AM

Ok, I've fixed it in my file. Should be fine when I upload it.



#371 Anthus

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Posted 18 May 2018 - 10:05 AM

I that guy that likes trading sequences, especially OoT's so I'm down with adding one in, as long as the reward is worth it.

#372 klop422

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Posted 18 May 2018 - 10:25 AM

Ok, here we are:

eobxk5n7gmzdfui4g.jpg

It's a feed the Goriya room, with "Gori's House of Horrors" behind it. I've made a few possible themed bait sprites (ice lolly, popcorn, ice cream cone, cookies, and doughnut), but I'm not entirely sure which to use. Ideally, I think I'd like candy floss/cotton candy, but there wasn't a pink colour in any of the universal csets. My favourite of mine is the ice cream, I think, but if you can make the popcorn look convincing, go ahead. All five sprites are on tile page 85 with the other bait sprites, and made with cset 8 (red colours) in mind.

Ideally, the bait should be accessible in a shop, so the player can't get stuck by accidentally using it. Could gate the shop behind a letter as well for at least three steps in a 'trading sequence'. [EDIT: a more traditional one can also work alongside this, and I'm happy for us to do that with string control codes etc. We should maybe make a custom subscreen for this dungeon that's the same as all the others, but with the special Carnival items. Maybe a new icon for the keys too.]

Gori's House of Horrors is intended to be a short sub-dungeon within the larger dungeon, so I'm hoping it doesn't get too bloated. 2-4 rooms should be sufficient, and I don't think this dungeon is going to be very combat or 1-screen-puzzle based anyway. That said, I don't think the dungeon should take up too much of the overworld either, because then we have less of that to work with.

 

http://www.mediafire...p422-m1-s54.qst

 

EDIT: We'll also have to make sure the player can't bring bait here from outside. Either the way in is blocked with other bait, the item required to enter is blocked by bait, or there just isn't any bait outside the level. We could make that a subsidiary dungeon item as well (i.e. access to bait), and have it used later.


Edited by klop422, 18 May 2018 - 10:45 AM.

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#373 BigJoe

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Posted 18 May 2018 - 11:32 AM

[CLAIM]

 

TDLMjYt.png

 

https://www.dropbox....23-s16.qst?dl=0

 

if anyone wants to tweak the screen a little, they can. I may not have used the tiles to their full potential. but this area spoke to me the most so I had to do one here.


Edited by BigJoe, 18 May 2018 - 12:08 PM.

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#374 Anthus

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Posted 18 May 2018 - 12:21 PM

It looks fine. :)

You forgot the shadowes on the south facing walls, but to be fair, they're hard to see on my screen too.

#375 klop422

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Posted 18 May 2018 - 12:55 PM

[claim] again

 

EDIT: Just finishing off level 1:

2pc6525050un9cs4g.jpg

 

It occurs to me that people might want to see the themed baits without having to download the quest and open it, so I'm putting them here. I apologise if they're too small:

426l26ck9cvbs754g.jpg

 

http://www.mediafire...p422-m2-s72.qst


Edited by klop422, 18 May 2018 - 01:45 PM.



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