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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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#391 vravelo

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Posted 04 September 2014 - 03:31 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.
I don't have the link to the new version up yet. I'm just making a list.

 

Yikess! I love ur work a lot,   :approve:   lease tell me when you put the link for all of this touch up you made, thanks


Edited by vravelo, 04 September 2014 - 03:33 PM.

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#392 pixcalibur

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Posted 04 September 2014 - 07:20 PM

Well, I suppose when it gets close to finished, I can try retesting the quest and seeing what stuff has changed in there and if the difficulty curve is reasonable or not.  Probably don't recognize much of the changes compared to what it was before, lol


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#393 ShadowTiger

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Posted 04 September 2014 - 08:13 PM

Heh, thank you very much. I'll be doing the same.

In terms of bug-fixes, it's less of "Whoops, there's a wrong undercombo here and a missing warp there," and more of updated and modernized things mechanically, better graphics, new signposts and other handy things that quests are expected to have these days, some more sounds and music here and there, and eventually, some new areas to explore. I'm the most apprehensive about those, since I tend to work with the tileset more than I actually do the building. But whatever.

I have also asked DarkFlameWolf to kindly draw up some dungeon layouts for these new areas, just to see how a dungeon logistical path would look like.

A brief review of the new areas I'm thinking of, in likely order of construction:
  • Actually creating a dungeon for the Master Sword. It feels like a cop-out, just having a three or four room dungeon for the Master Sword beneath its resting place, rather than a full blown master-dungeon. It's a shame, really. It should be balls-hard, too.
  • The Billowing Banes, north of Lon Lon Heights. Every tile is animated to exhibit vast quantities of wind. I also want to see if I can make Link's tiles invisible on every screen there and overlap a constant "Windy Cap Link" animation. It's a tiny little dream of mine for that area. The area will lead up to: ...
  • Monster Challenge - An idea I cooked up recently. Remember how one of the Gameboy Zelda games had that "Golden Monster" challenge? I'm thinking of doing something similar. Hidden around the nightmare lands are 5 Dark Creatures. The reward will be pretty decent, I'm sure.
  • The Windmill Keeper's Nightmare. The man is afraid of death itself, and his nightmare is touring his own hellish crypt.
  • "Space." Good god I have no idea why I'm even thinking of this. I probably won't even do it. But it will look pretty damn trippy. I already have one screen mocked up for it.




#394 dfalvim

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Posted 21 September 2014 - 04:10 PM

I did the upgrade this quest, I started playing the beginning, when I find the boss room of the dam, eliminate all enemies but does not appear the boss and I had already reset the game several times but with no avail so I can not get the flippers.



#395 ShadowTiger

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Posted 21 September 2014 - 07:14 PM

The boss tends to hide in the water. Fire arrows at all of the water in the room. Easier to do it firing horizontally.

#396 dfalvim

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Posted 21 September 2014 - 10:58 PM

I know this quest several times and I'm done, I'm just reporting a bug. I know that is hidden but the problem is that nothing appears. Shoot arrows in the water and nothing happens.



#397 vravelo

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Posted 21 September 2014 - 11:03 PM

I did the upgrade this quest, I started playing the beginning, when I find the boss room of the dam, eliminate all enemies but does not appear the boss and I had already reset the game several times but with no avail so I can not get the flippers.

you can also use your sword and hit the water all over the place,, need to kill him three times, then enter the room above and step on the switch to let go the water,,



#398 dfalvim

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Posted 22 September 2014 - 12:31 PM

you can also use your sword and hit the water all over the place,, need to kill him three times, then enter the room above and step on the switch to let go the water,,

I guess I did not explain right, in the first phase appears only Tektites to kill them, then the Zoras should appear but does not appear in the water you throw arrows or use the sword but does not appear anyone.



#399 ShadowTiger

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Posted 22 September 2014 - 07:26 PM

I went through it again and I did find a few bugs. Thanks very much for pointing them out.

Here's the bug-fixed version. Also made it so the King Zora doesn't always say "Here's the flippers," whenever you revisit him. Also put down some slightly better bush undercombos in northern Hyrule.

#400 dfalvim

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Posted 22 September 2014 - 10:20 PM

I went through it again and I did find a few bugs. Thanks very much for pointing them out.

Here's the bug-fixed version. Also made it so the King Zora doesn't always say "Here's the flippers," whenever you revisit him. Also put down some slightly better bush undercombos in northern Hyrule.

Thanks, I'll keep playing if you find some bugs I report you.


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#401 vravelo

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Posted 26 September 2014 - 11:48 AM

mmm....!~ there's any way to get the mirror shield  before going to marathon..??.. though I never been able to get the fire boomer on this game..... started a new game last night, after fixing up this machine (one more time)

game runing smooth .. so far , completed arrows mansion and the dawn, OK!!, now to get that flute and candle after that!



#402 ShadowTiger

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Posted 26 September 2014 - 12:23 PM

The mirror shield is actually the treasure of Marathon, so, no. :P There is no way to get the Mirror Shield before Marathon dungeon.
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#403 vravelo

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Posted 27 September 2014 - 10:59 AM

there is a hint that says, on the sout east part of the desert , some twigs on the fooor may ed me to some where. and I need to bring a super bomb , well I saw that impressions on the floor , and nothing,, went up ,, more of thes twigs on the floor, but othing,,,... any help on this...????  thanks



#404 ShadowTiger

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Posted 27 September 2014 - 11:03 AM

Basically, imagine a 3x3 grid around each twig, where the twig is in the central grid. Do not walk in any of the spaces in that 3x3 grid. When you reach the screen in the south-east of the desert, your goal is to head east. If you arrive in a dead-end, that's the screen where you'll need the super-bomb.

Note that the area isn't even remotely started yet, but it does look kinda flashy. Only the beginning of one screen is present.

That's the area where one of the golden beasts will reside. I'm making five super-hard enemies scattered around the world; one in each "area" of the nightmare zones. Desert, Crystalia, Devouring Forest, Ice area, and Death Mountain. Oddly, Capital Port counts as Crystalia for some reason. Probably because the Dojo is where I would have put the entrance to the super-enemy area.

#405 vravelo

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Posted 27 September 2014 - 05:42 PM

Basically, imagine a 3x3 grid around each twig, where the twig is in the central grid. Do not walk in any of the spaces in that 3x3 grid. When you reach the screen in the south-east of the desert, your goal is to head east. If you arrive in a dead-end, that's the screen where you'll need the super-bomb.

Note that the area isn't even remotely started yet, but it does look kinda flashy. Only the beginning of one screen is present.

That's the area where one of the golden beasts will reside. I'm making five super-hard enemies scattered around the world; one in each "area" of the nightmare zones. Desert, Crystalia, Devouring Forest, Ice area, and Death Mountain. Oddly, Capital Port counts as Crystalia for some reason. Probably because the Dojo is where I would have put the entrance to the super-enemy area.

mmm.. I made to that end wall at east side, but did back off,,, will try again to day,!! thanks




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