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#376 Deedee

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Posted 18 May 2018 - 02:29 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

Uh, that's a dead-end. How are people supposed to get back there? I even specifically included that walkthrough wall on the east side to eventually reach that backside.



#377 klop422

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Posted 18 May 2018 - 02:39 PM

Oh, I thought you were supposed to get there from the left screen... I guess you're supposed to come down from 55. Oops.

I don't have time now to do anything, so if someone claims now, move/delete my screen. I'll do something else when I next can.



#378 Anthus

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Posted 18 May 2018 - 03:11 PM

I like the bait sprites. The doughnut might need some work, but the others are fine. I can tell what they are, so it's a success. Also, klop (and peteandwally) do you use discord? We end up talking about 1sm a lot on there sometimes.

Edit: re-walkthru walls. As the designers, we know they're there, but maybe there should be some subtle cue, since players who didn't build this might not expect walk thru walls in Level 1.

#379 klop422

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Posted 18 May 2018 - 03:59 PM

I don't use discord as of right now, but I've been considering joining. Not sure how often I'd be on, but we'll see.

Also, I realised the doughnut is less round than it should be, but I'll fix that when I work out how. Not sure if we'll need it, though, because, personally, I think the ice cream or popcorn is much better for the purpose, but I might need a doughnut sprite later, so I might as well.

 

EDIT: as for the walkthrough walls, I feel like the one between 52 and 53 is probably ok, since you're going to get to screen 53 and think "how do I get to that key?". The other one, though, I agree needs something to help the players. Perhaps the dungeon map is enough of a clue, but I'm not sure you can count on it.


Edited by klop422, 18 May 2018 - 04:02 PM.

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#380 Deedee

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Posted 18 May 2018 - 04:17 PM

I think maybe a custom dungeon map graphic that hints at it would do.

The left screen is just a one way exit up. There's no way to open the wall from the other side.


Edited by Dimentio, 18 May 2018 - 04:18 PM.

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#381 Formidable

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Posted 18 May 2018 - 04:46 PM

[Claim]



#382 Anthus

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Posted 18 May 2018 - 04:47 PM

I also think the popcorn, and ice cream are the best.

Mmmm, popcorn flavored ice cream...
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#383 klop422

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Posted 18 May 2018 - 05:40 PM

What I was considering as well is that you can buy a selection and they all serve the same purpose. Just a bit of scene-setting. Maybe with scripting, we could make someone specifically want popcorn and someone else wants a doughnut, or whatever. Could be done with string control codes as well, but it doesn't work for feed the goriya rooms.
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#384 Formidable

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Posted 18 May 2018 - 05:47 PM

https://www.dropbox....M1-S48.qst?dl=0

Another Overworld Screen.

NS4NbV2.png

 

I just wanted to show off as much of this amazing green Cset as possible. Also threw in a gambling room because I don't think we've had one yet. Enjoy.


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#385 Deedee

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Posted 18 May 2018 - 05:56 PM

[claim]



#386 Lüt

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Posted 18 May 2018 - 06:00 PM

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

Bananarang: is there any way this could be limited to the player?

Because I'm sure it could fit the carnival theme perfectly fine, but...

1sm-bananarang-goriyas.png

...Goriyas throwing bananas around the rest of the game just doesn't work for me.

Carnival NPCs disappearing: When certain NPCs on the first carnival screen are struck with most weapons, they disappear completely.

However, their dialogue icons still show up...

1sm-carnival-npcdisappear.png

...and you can still talk to these now-nonexistent NPCs.

Are their dialogue options supposed to disappear with them, or should they not be disappearing in the first place?

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.

Heart Total: Since we're using heart pieces rather than full hearts, I think the standard 16 should work for now.

Unless the quest grows to very large proportions, a 24-heart total means these things are going to be littered absolutely everywhere.

16 will be fine as long as there's no massive difficulty spikes, and even then, there's always the red ring.

and the second half is a starship accessed from the tower top, which could be Zax's tower,

But Zax's tower can only be 1 floor  :derp:

Anyway, thoughts on my palette?

Lit Landing undercave palette: Looks good.

Typically there's more contrast between multi-colored rocks, but given that the primary light source is going to be lava, the rocks all glowing a similar shade works well here.

someone might want to block off the boss door in level 1 with another lock block, seeing how there's another key on the screen right below the entrance (presumably accessed through the hidden wall on the east side of the dungeon).

Fourth Level 1 lock: Given the key's obscure location, I'm not sure it should be required for the standard progression.

I mean, we already have one essential key hidden behind a bombable wall. Another hidden key behind a walk-through wall might be too much this early on.

I still think a good idea would be to have a double-shutter boss room. After beating the boss, one shutter can open to the Triforce, and the other can lead to another item behind a lock, indicating that there's a further key to discover if you want to get that item.

Here we are, now:

Spoiler
I feel like it's maybe a little too bright for a cavern, but it is full of burning lava and rocks that shine from heat, so that probably justifies it. Otherwise, I quite like it.

Dude, this is one of these best screens I've seen for the project. Nice work.

It's a screen.

Spoiler
Just a little something to link the "Dev Room" screen to the rest of the map.

Another nice screen.

It's these little transitional areas that can make or break a project a lot of the time, and this one definitely makes it.

Map 23, Screen 26.

Spoiler

So these tiles finally make their way into an active project :D

Given all the variety going into this, these should be a good compliment to the pack.

I'd like to try working with these soon.

>> Moved the Warp Zone located on map 1, screen 17 to 06. Dimentio's 17 below my 07 was intended to connect via the caves.

Warp Zone screen locations: I've been thinking that the screens on the warp zone map should align with their entry screens on the overworld. That way, Link's location on the minimap could be enabled, and you could see exactly where all these warps will eventually take you. (And more to the point, give you a reminder of where the ones you've already opened up will return you to.)

Lava is solid. I'm open to making this "real lava" but I don't know how. The 'pits' are "No Ground Enemy pits".

Fall-in lava: Flag 101.

Otherwise, just the "Damage (x hearts)" combo type for lava that bumps you back when you walk on it.

Yeah, don't know what I was thinking, putting down the corner of that thing in the first place.

It's throwing a bone. The thing about using sprite CSets rather than level CSets is that any who's worked with the classic set will recognize them as such. I was genuinely worried about the usage of CSet 1 at the beginning of the sky area, but it eventually led to one of the best looking areas of the project so far, so there's no reason a CSet 5 segment couldn't build to the same conclusion.


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#387 Anthus

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Posted 18 May 2018 - 06:20 PM

 

But Zax's tower can only be 1 floor

 

You can still make multiple floors if they are small (2x2, 3x3, maybe 4x4). 

 

 

I still think a good idea would be to have a double-shutter boss room. After beating the boss, one shutter can open to the Triforce, and the other can lead to another item behind a lock, indicating that there's a further key to discover if you want to get that item.

 

I like this idea.

 

 

So these tiles finally make their way into an active project :D

 
Given all the variety going into this, these should be a good compliment to the pack.

 

Thanks. :) They're not perfect, but I do like them, and I'm glad others seem to generally like them.

 

 

Warp Zone screen locations: I've been thinking that the screens on the warp zone map should align with their entry screens on the overworld. That way, Link's location on the minimap could be enabled, and you could see exactly where all these warps will eventually take you. (And more to the point, give you a reminder of where the ones you've already opened up will return you to.)

 

This is another sound idea. I'm sure HeroOfFire would be cool with it too. When/ if somebody moves them, we should also move the layer screens too so they all "stack". It'll just keep things neater.

 

 

Fall-in lava: Flag 101.

 

D' oh. Yep, it is Moosh's Pits & Lava. I almost like the solid lava though, from a playing perspective, but, I also get rustled when games have lava that isn't interactive. The conundrum.


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#388 Deedee

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Posted 18 May 2018 - 06:31 PM

On the issue of the extra key, I don't really agree with having a locked door behind a Triforce room. The dungeon already teaches the player about walkthrough walls with the one required key, and the dungeon kind of ends once you get the bow and arrow, cause there's a key and the boss key right nearby, so you just rush straight to the boss with no detours. The dungeon starts off with a bang but ends with a whimper.

 

By requiring the player to make the detour to get the one last key, not only do you open up the opportunity to allow for some good puzzles requiring the bow before the boss, but it adds one last memorable thing to the dungeon by making sure the player goes through it, which is something that might be good for the dungeon as asides from the twisty up and down nature of the place and the one walkthrough wall, there's not much memorable about it.

Also, what would you reward the player with for their troubles? The Triforce piece justifies the trouble, but not something like a power bracelet or something (plus having a door right after the Triforce removes the oomph from "you've cleared he dungeon! Congrats!")


Edited by Dimentio, 18 May 2018 - 06:31 PM.

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#389 Lüt

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Posted 18 May 2018 - 06:46 PM

Well I didn't mean a door after the Triforce room, I mean 2 doors that open when you beat the boss. So 3 doors total - the entry door, and 2 others that are shuttered at first. The Triforce would still be by itself in its own dead end.

 

And I don't know about the item. Something nice but non-essential. Maybe you can get for free an item you'd normally have to buy later in a shop? Magic Shield? Originally suggested Wooden Boomerang, but people want to save that for later so that's out.

 

I'm just anticipating a lot of wandering and backtracking for first time players, but suppose a custom minimap with hints could help out there. I could make some of those when the areas are done.



#390 Orithan

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Posted 18 May 2018 - 07:25 PM

Bananarang: is there any way this could be limited to the player?

Because I'm sure it could fit the carnival theme perfectly fine, but...

1sm-bananarang-goriyas.png

...Goriyas throwing bananas around the rest of the game just doesn't work for me.

Carnival NPCs disappearing: When certain NPCs on the first carnival screen are struck with most weapons, they disappear completely.

However, their dialogue icons still show up...

1sm-carnival-npcdisappear.png

...and you can still talk to these now-nonexistent NPCs.

Are their dialogue options supposed to disappear with them, or should they not be disappearing in the first place?

Heart Total: Since we're using heart pieces rather than full hearts, I think the standard 16 should work for now.

 

The bananarangs can be limited to the player through a pretty big workaround.

-> Make the Banarang Level 2 and put whatever Boomerang the Goryias get to use as a Level 1 boomerang.

-> Edit the Boomerang slot on the subscreen to have the Bananarang override the item slot. Use the item bundle script to give Link a Level 3 Boomerang upon picking up the Bananarang. In theory; the result should be that the player gains both the Level 2 and 3 Boomerangs at the same time; but Link can only use the Level 2 Boomerang and the Goryia uses the sprites for the Level 3 Boomerang.

 

I must have forgotten to strip the flags off some of the NPCs after working off an idea that fell through. I thought I had stripped the flags off them, but appears I must fix them.


Edited by Orithan, 18 May 2018 - 07:26 PM.

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