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Dreams of Yesterday Revival - This is the most modern topic.

DoY DreamsOfYesterday Dreams of Yesterday C-Dawg C Dawg CDawg ShadowTiger

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#376 bigboylink

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Posted 30 August 2014 - 07:59 AM

Oh boy, I just acquired the item in the final dungeon.  The first floor was less confusing than I remember.  Fewer locked doors I suppose.  Nice touch adding the N/S/E/W indicator to the map.

 

I'm about to go to the beach for the weekend, but I reeeeaally want to finish playing this quest.  Oh well.  Be back in a few days I guess.



#377 ShadowTiger

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Posted 30 August 2014 - 08:25 AM

Oh, good luck. Before you do anything further, I'm enhancing the final encounter a little bit. Look for a new version to download after you get back. Have fun!! :bounce:



Removed a string that tells the player they can only carry one relic at a time.

Cleaned up the final battle. Added sound effects and a bit of dramatic music to it.
Really cool effect. Wish it lasted longer.

#378 vravelo

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Posted 31 August 2014 - 12:36 AM

I can't find the place for the hint to activated subrosia - got the lens of true and nothing.. searched all Lon Lon territory all places before and after -- seems like old pc games,, things show up, after someone talk about it -

As a matter of curiosity , how can I make sure I'm using the last updated version of this quest? or I use the first link for download? --- came back... forgot to say ..thanks


Edited by vravelo, 31 August 2014 - 12:36 AM.


#379 ShadowTiger

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Posted 31 August 2014 - 06:17 AM

Latest Version.

It is true that I don't know if Dropbox generates the same link every time for each updated version, though I'm just replacing the file contents into the same file location, so there's a chance that it might still work.

The main hint location can be found through this cave. You need a Super Bomb for that cave entrance. You need the raft from the Sewers in Kanavas to get there.

#380 vravelo

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Posted 31 August 2014 - 04:03 PM

yup" everything  changed this updated version is more accurate whit all hints and advises etc

going to play on this for a while....!


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#381 vravelo

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Posted 01 September 2014 - 11:35 AM

on previous game,, when a red ball took my sword away, remember drinking one potion and got my sword and life back,, apparently this changed, medicine don't restore back all my powers .........................!!!

to the left of the excavations there are two tents , link can't enter,, door is there and open, but  just can't go inside!..??

got step-ladder already, hard to get boss key with  all re bouncing balls on my way.. :worried:



#382 ShadowTiger

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Posted 01 September 2014 - 12:32 PM

Re-bouncing balls? You mean traps?

Sorry about the tent. Poor checking on my part. Had the entrance on the wrong layer.

The potions thing was done to prevent the player from "cheating" their way to the Ladder with medicine. I'm not sure if it's preferable to doing it the right way, to have potions restore the sword. On one hand, you gain your sword back if you use a potion. On the other hand, if you don't already have most of your health lost, you're wasting a potion.

What does everyone think about it? It's mostly in reference to Predator, where there are definitely parts where red bubbles are supposed to be used as a puzzle element, rather than an annoyance.

This version fixes the tent. No other changes.

#383 vravelo

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Posted 01 September 2014 - 03:57 PM

ooppsss! I meant . those moving red bubbles. sorry,!.... well this can be done with or without medicine, only thing once in a while that red bubble can get me,, then I need to  go back to the room with one blue bubble to restore and come back

even I made yesterday to the boss door without been touched by red bubble, to bad didn't have the boss key..LOL

saved the game, and put my dvd movie!!! --- lets see today-- thanks for assistance  :thumbsup:  :thumbsup:


Edited by vravelo, 01 September 2014 - 03:58 PM.

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#384 bigboylink

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Posted 01 September 2014 - 07:40 PM

The potions thing was done to prevent the player from "cheating" their way to the Ladder with medicine. I'm not sure if it's preferable to doing it the right way, to have potions restore the sword. On one hand, you gain your sword back if you use a potion. On the other hand, if you don't already have most of your health lost, you're wasting a potion.

What does everyone think about it? It's mostly in reference to Predator, where there are definitely parts where red bubbles are supposed to be used as a puzzle element, rather than an annoyance.
 

 

I'd vote to keep the rule as it currently is.  Changing the rule would basically break the predator dungeon, as you mentioned.  

Fwiw, I made it all the way to the ladder's location during my first run of the dungeon, only to be hit by the room's sole red bubble 2-3 tiles from the chest!  Almost threw my controller after that happened, and I'm pretty sure I shouted a number of expletives.

To the counterpoint that you're penalized/wasting a potion - I say that potions aren't especially valuable in this quest, so it's not much of a penalty.  Lots of potions are scattered throughout the quest and easy to acquire for free (I believe within the predator you can grab a 2x potion - dive upwards from one of the rooms in the bottom floor / artery).  And even though a 2x potion sells in the witch's hut for 150 rupees, which may seem expensive, this quest has some inherent currency inflation compared to most quests - not only are red (20) rupee drops and yellow (10) rupee drops more common (than most quests), but you're allowed to hold (at least?) 2000 rupees.  Holding 150 rupees in Dreams of Yesterday is less valuable than holding 150 rupees in Zelda 1.


Edited by bigboylink, 01 September 2014 - 07:49 PM.


#385 ShadowTiger

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Posted 01 September 2014 - 07:44 PM

Heh, yes, absolutely. I really need to do something about that, or expand the shop system and make ammunition(s) less common.

Not sure what to do about that annoying red bubble thing though. I do agree that it's annoying, and I'm sure some people will comment that "it's part of the challenge of the game," though that doesn't need to be the case for everyone.

#386 vravelo

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Posted 03 September 2014 - 12:42 AM

is possible to finish off this quest with one relic over..??

from the excavations,, I got,, red candle,, lens of true,, flaming yellow arrow ,, the wallet,, don't recall any other good,, though , there is a left side top that I can't enter, blocks are white, I kill all foes then turn gray and movable, but they only move up and finally the door is blocked"".. these are four blocks and I'm no to sure about this.....
since i got almost full control.. will slow down speed on this game ,, I may try to get that mirror-shield,, later on!!



#387 bigboylink

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Posted 03 September 2014 - 12:30 PM

I'm pretty sure that there is one extra relic in the game.  If you give a relic to everyone who requests one, you should still have one left over.



#388 ShadowTiger

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Posted 03 September 2014 - 03:43 PM

is possible to finish off this quest with one relic over?
from the excavations, I got, red candle, lens of true, flaming yellow arrow, the wallet; don't recall any other good, though, there is a left side top that I can't enter, blocks are white, I kill all foes then turn gray and movable, but they only move up and finally the door is blocked"".. these are four blocks and I'm no to sure about this...
since I got almost full control.. will slow down speed on this game; I may try to get that mirror-shield later on!


There is also the L3 Bow, also on B-2, the green layer. It's in the upper-central area, accessible via the second "row" from the top of the zig-zag, left side, which is accessible from the central-western part of B-1. Push a block in a room with two walk-through walls and up and down conveyors in it, and a bunch of blue darknuts and bats.

#389 bigboylink

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Posted 03 September 2014 - 07:44 PM

So I finished up this quest last night.  It was awesome.  Here are some post-game thoughts:

Spoiler


I had a few other issues with keys in some later dungeons.  It's quite possible I made a mistake or just missed a key, but assuming that's not the case, here's what I found:

Spoiler


Anyway, just want to say that I continue to be amazed by some of the quests I see on this site.  I've tried several times over the years to make my own quests, but I could never muster the patience to see a project through to completion. Mad props to everyone who worked on this quest; it was a blast to play.

 



#390 ShadowTiger

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Posted 04 September 2014 - 02:36 PM

It was entirely C-Dawg, from roughly 01/02 to 03/04. It's his quest, though he claims it's been relinquished to the public since its delivery to the community, though I don't necessarily believe in such a concept when it comes to massive pieces of work like this. Then sometime around then. I smashed a window and broke in around 2011 out of necessity, in what is essentially a reverse-robbery.

In terms of keys in the Crypt, I count 1 key on B-3, 0 keys on B-2, and 5 keys between F-1 and B-1.

I just counted six locked doors in the crypt. As of today, all keys in the Crypt are level-specific, after spending a few hours tinkering with the mechanic that makes those gemmed doors open after beating back Geist down a level.


Anyway, here's what I did today.
  • Recolored several enemies so they don't look like crap anymore. L3 Stalfos (Bird enemies) and Zoras. Added a new Wizzrobe with cool yellow tasseled shoulders.
  • Imported a new cave tileset to replace the current one. It'll probably be way too big of an operation, but we'll see.
  • Recolored the Storm Tower Ice Walls so they look a little better.
  • Changed all keys in The Crypt to Level-Specific Keys.
  • Broke apart and redid the way the Geist Tomb-hopping door unlocking method works. This was necessary to allow all level-specific keys in the above point to work. Previously, each floor had its own level-number, so level-specific keys wouldn't have been able to carry over through all floors of the crypt.
  • Numerous visual enhancements to floors and walls through out the quest.
  • Slightly rebalanced item droprates.
  • Made Ghinis weaker, because reasons. We can also now defeat L2 Ghinis; the ones spawned by graves... the ones that were formerly invincible? You're welcome.
  • Made a few Heart Container Pieces obtainable only after acquiring nearby dungeon items.
  • A few more enemies have more (and less!) vulnerabilities. Experiment with different items to see what works best on enemies. It's a lot more common sense. Don't bother using arrows on stalfos, for example.
  • There are Stalfos in the desert areas now. Seems to be a fitting area for the undead.
  • Super Bombs kill the kind of bubbles that temporarily remove your sword. This had already been in effect, but I'm just bringing it to peoples' attention. feels good man. feels good.
  • Made the Relic room in Mirage Temple slightly more common-sense to find once you're there. It was sitting all alone in a huge room. Now it's right as you walk in, and you hold it up to make it obvious what you got.
  • Added a shortcut from Kanavas' entrance to the Endless Desert entrance.
  • Reduced damage by Magic Octoroks by a tiny bit. No need to get crazy here.
  • Did a bit of work with water in a few places.
  • Replaced the shifting sands in the Endless Desert with some actual shifting sand. It looks way cooler. Also a little more dangerous.
  • ------ (Divider, after a post was made after posting this.)
  • Spiffied up Kanavas just a bit. Removed a few cacti from the Endless Desert.
  • Implemented LinktheMaster's "Shop Script v3" script into the script file. Looking into places that can be decked out with this. I know there are a few.
  • The southeast corner of the Endless Desert now holds a secret.
  • Created a new mini-house in Kanavas addressing it.
I don't have the link to the new version up yet. I'm just making a list.


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