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#421 Deedee

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Posted 23 May 2018 - 11:21 AM

Additions:

-> Script files are again repackaged with the qst file.

  :thumbsup: 

[c l a i m e d]



#422 Anthus

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Posted 23 May 2018 - 11:26 AM

Awesome. Level 1 seems okay, but I'm worried that no one can maneuver the overworld, or worse, that the quest will feel linear. Already there are some screens with tough enemies and then some screens that are completely empty. I guess that's the nature of the beast, but it should be considered for future screens (if that's how you want to do it).

Indeed. I think there will have to be minor tweaks and adjustments here and there as this grows. The overworld is fairly open from the start, and the flippers are supposed to be in the third dungeon which will open it up even more. I'm going to be glad when the OW is finished, then everyone will focus on interiors and flesh out side dungeons and main dungeons and stuff.

There is also a warp zone system, and various cave systems which can be used to further interconnect things, if we build ourselves into a corner, which is possible given the nature of this project.
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#423 klop422

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Posted 23 May 2018 - 12:32 PM

Even though so far it's looking like the dungeons have an intended order, that's not to say we can't have sidequest mini-dungeons or mini-dungeons that are mandatory and yet can be done at any time (after you've got whatever item it is you need).

If linearity is still an issue, we can open it out after level four, or let the player do more than one main dungeon at any point (maybe have a second dungeon gated by the flippers). So far Monster Carnival doesn't appear to use any outside items so if it stays on the same trajectory, it could probably be done at any point once you get over there (though the number of minigames we end up having in there may change that). [EDIT: forgot about Orithan's new screen.]

As for empty screens on the overworld, I'm not seeing that many. Most either appear to hold an item or cave entrance, and some of the actually empty ones are, I think, justified as they're transitional. Some are pretty much completely empty, but you can have one or two of those.


Edited by klop422, 23 May 2018 - 12:33 PM.


#424 Anthus

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Posted 23 May 2018 - 07:51 PM

Can someone overlay the items link acquires over the current overworld (a smaller image)? How reasonable is it to begin with 3 hearts and no sword, etc.?

 

Not quite a map overlay, but here is every OW warp so far. https://pastebin.com/sU4Q7RbH

 

D-Map and map list has also been moved to Pastebin for easier updating/ viewing. https://pastebin.com/FpKPR2cV. Bookmark it, it will always be current. :)


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#425 Deedee

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Posted 23 May 2018 - 11:54 PM

XTHc2de.png

Fixed bugs, added simple Solid FFCs.

https://www.dropbox....m2-s75.qst?dl=1


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#426 Lüt

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Posted 23 May 2018 - 11:54 PM

[CLAIM]



#427 Deedee

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Posted 23 May 2018 - 11:55 PM

Also, reposting link to the discord: https://discord.gg/WQeSTbF


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#428 Lüt

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Posted 24 May 2018 - 12:50 AM

1sm-lut-m1-s6a.png

 

Quest: https://drive.google...-nguPvw3Da_6EmD

 

Not as good as the last one, but eh.

 

Screen secret contains Heart Piece.

 

Also:

 

* Restored bridges to my S59 and added enemies.

* Push (Heavy/Very Heavy) rock combo type variations added below original rocks [combos 308-311 as of this build]

* New secondary-colored water/pit edges and ground to match secondary-colored rocks (only visible for CSets 7, 8, and 11) [combos 1872-1943 as of this build]

* Blue Ring shop (200 rupees) in blue cave on S69. Price and other contents can vary as decided.

 

Do note that this Blue Ring shop is blocked off by a hammer peg on S69's gray area, and should remain as such for screens continuing from here.


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#429 Shane

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Posted 24 May 2018 - 12:51 AM

[claim]



#430 Shane

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Posted 24 May 2018 - 01:52 AM

Download Link

 

mmUJako.png

Map 01, Screen 40

 

Notes:

  • Added tiles on page 151.
  • Added palette: 028 - Desert
  • Added DMap: 16 - Scorched Sand Sea
  • Added MIDI (LOZSS-LanayruSandSea.mid)

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#431 Lüt

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Posted 24 May 2018 - 01:54 AM

[CLAIM]



#432 Lüt

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Posted 24 May 2018 - 02:55 AM

Misery Ruins hits the western limit:

 

1sm-lut-m1-s6b.png

 

Quest: https://drive.google...LVL0IY5UZiwDDfc

 

Blue cave is bombable, but no decision for contents yet. Want to see how surrounding area develops first.


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#433 Shoshon the Elegant

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Posted 24 May 2018 - 03:40 AM

[CLAIM]

#434 Shoshon the Elegant

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Posted 24 May 2018 - 05:00 AM

Spoiler

 

Would have been quicker, but I made more layerable trees and had to find the torches.
Mini Dungeon entrance requires Din's Fire.

https://drive.google...geJyu8z-agua1TL


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#435 klop422

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Posted 24 May 2018 - 05:26 AM

[claim]

 

EDIT:

1ldtwz1hc0u9du74g.jpg

It was the best I could make it look, but oh well...

 

btw, the lower block is supposed to fall into the pit, but I couldn't make the animation look as good as I want. If anyone wants to fix/work on it, they can go ahead.

 

EDIT: forgot the download link: http://www.mediafire...op422-m2-65.qst


Edited by klop422, 24 May 2018 - 07:24 AM.

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