Dreams of Yesterday Revival - This is the most modern topic.
#541
Posted 13 December 2014 - 08:51 PM
(EDIT: Link taken down because you have it.)
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EDIT2: Okay, I have the first two minibosses down and working just fine. I need to test it on a fresh version, of course, but the level numbers (for events like boss-secret triggering) should be fine. Just have to work out bugs in the last two Deku Tree boss rooms to start the events.
#543
Posted 23 December 2014 - 06:16 PM
Hey ShadowTiger, how’s the Deku Tree coming along?
I’ve got some more scripts for you to play with:
1. Make all chests stay open permanently after getting the item.
2. Shatter animation and sound for pots. My example is weak, so it’s up to you to make it good!
3. Have up to 2 chests with 2 items on the same screen.
4. A more convenient way to spawn a chest after clearing a room.
5. A fix for the volcano scrolling bug!
6. Some random utility scripts and functions.
The setups and notes are outlined with the code. But a rule of thumb, all FFCs are changer and run on screen init.
As usual, here’s the scripts:
https://www.dropbox..../chest.z.z?dl=0
And the example:
https://www.dropbox....nDirty.qst?dl=0
All that ask for in return is that DoY gets the polished version that it deserves.
Oh, and Happy Holladay’s!
#544
Posted 23 December 2014 - 06:37 PM
That volcano scrolling fix is the most important, though. That bug really wracked my mind mercilessly for a while. I had to do the cop-out fix for it. Hell of a band-aid, that. So that's extra-exciting.
#545
Posted 26 December 2014 - 12:50 PM
This is all the code again with an updated pot script.
I fixed a few bugs added support for shatter sprites larger than 1 tile.
https://www.dropbox....5/chest2.z?dl=0
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#546
Posted 26 December 2014 - 02:03 PM
Truly. Nay, the pleasure be mine, to be surrounded by such willing and generous people; people who spend hours and hours of their day to work on a thing for free.
No small thing. Not at all.
So, thanks to the generous script, I have the Deku Tree flattened! It's gone from four maps to one. Sort of. Well, at least in terms of the cross-traps. A tiny bit of testing reveals that it does indeed work. Flawlessly, in fact. There's a ton of warps that need to be moved around, and the boss encounters need to be reworked in terms of being able to finish one and then unlock the next, and keeping the ones that haven't been handled yet fully locked. But that should be easier, in a way, than before, at least in terms of lack of confusion between the four maps. I believe I already have (and had made) the script that powers the secrets. Simple, but efficient.
I'm golf-clapping for you over here. Scripting makes so many of the complicated parts of DOY simple to do, but translating the original complexity into a simpler format is no easy task. Thanks for continuing to mess around with this file! If you want to give Sabotage Dragoon the same treatment, then maybe I'd be tempted to go back and finish that quest, too!
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#547
Posted 26 December 2014 - 03:57 PM
I'm happy to help with anything that you'd need. Actually I think that there was a version of Sabotage Dragoon floating around that is at least one iteration in advance of the one that's floating around, which is the 1.92 Build 187 version.
I hope the holidays have been treating you well. Health, wealth, and happiness. Yep yep.
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Thanks very much, Ranagus! That'll be really helpful. There are a ton of pot combos in the quest though, which will be really interesting to handle. I'll take a look and see how it works over the weekend.
Have you played any of Sabotage Dragoon though, Ranagus? If you thought DoY was amazing, that will blow you away. That's not even saying anything of ZODIAC. I'm not trying to make anyone blush here, really. Not that I actually have to try very hard to do it. The work speaks for itself. It's why these really need to be finished, in whatever form they are.
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In terms of progress, I implemented a few semi-self-made scripts (With thanks to Lejes and Saffith for the reminders) to ensure that the Deku Tree minibosses are tackled in the right order. They're pretty darn useful. I kinda had to force the issue with scripts that actually turn off secrets on a screen AND keep a shutter closed unless a global variable was <#> or higher, in which case it forces secrets on and forces a door open. For a scripting newbie like myself, I'm pretty proud of myself. In the grand scheme of things, it's like a kid that just learned to tie his friggin shoes, but damn it, it leads to such wonderful jogs through the park...
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But yeah, happy assorted December-related holidays, everyone. Absolutely.
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#548
Posted 26 December 2014 - 05:38 PM
Have you played any of Sabotage Dragoon though, Ranagus? If you thought DoY was amazing, that will blow you away.
No, I'm afraid not, I haven't played that many quests actually. But I'll be sure to look into it!
As for having different animations and sounds for different kinds of pots, that's easy enough. Just add the commented sections.
For for only one type per room do this.
If you want multiple types per room, then the computer has to work harder but, I think it's something like this.
Note that this runs into problems when 2 types are hit at the same time.. but it's still doable and I dont think you need this version anyway.
Let me know how it works out for you.
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#549
Posted 26 December 2014 - 09:33 PM
Nice you mentioned "sabotage dragon" hope one of these days some good warrior bring that quest back to life..!!!
#550
Posted 27 December 2014 - 03:55 PM
I believe my latest version of Sabotage Dragoon is on an old laptop I have kicking around the house. Tomorrow, after the holiday festivities calm down, I will take a look and see if I cannot dig it up. If you want it, it's yours to tinker with, ShadowTiger. However, it was only about half done and that half needs a major rework to update the quest with scripting. Some of the tricks are fine to stay, but the custom bosses are horribly, unforgiveably clunky in a world that runs on scripting.
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#551
Posted 27 December 2014 - 04:06 PM
If there were to be anything that I'd be doing with the file, is just seeing if I can get what exists up to snuff. As it's not finished yet, it will, at best, be fit to be operated on by its true master.
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#552
Posted 27 December 2014 - 06:32 PM
They were, sure, and for some bizarre reason that modern science cannot yet explain, without changing the file at all, time itself warped some of the combos into bizarre garbage entities evident during some of the minibosses. They used to function fine before. Skeleton Zombie, Lamp & Shade, and Turtle Tank were affected by this.
Could it be related to combo cycling? (Did 2.10 HAVE combo cycling? I thought it did)
When I was building a quest in 2.50 using more classic secret techniques, I found that the "Combo resets on screen entry" caused my whole combo page to explode into garbage. I was forced not to use that setting, which made some of the animation choppy (but saved me from exploded combo pages).
Perhaps that quest has fallen victim to the same glitch?
Edited by Cjc, 27 December 2014 - 06:32 PM.
#553
Posted 27 December 2014 - 06:38 PM
To see what I'm referring to, go to 0:16 and 0:40. Stalfos Den Miniboss.
#554
Posted 27 December 2014 - 11:36 PM
I'm golf-clapping for you over here. Scripting makes so many of the complicated parts of DOY simple to do, but translating the original complexity into a simpler format is no easy task. Thanks for continuing to mess around with this file! If you want to give Sabotage Dragoon the same treatment, then maybe I'd be tempted to go back and finish that quest, too!
MY god!! this is an incredible post from C-Dawg, I know my bloody TS" will do anything for this sabotage dragon" so go ahead and finish it of ......praise to C-Dawg
.....................................................prise to shadow tiger....though
back to edit..... love DOY .. love sabotage-dragon, for ever!!
....
Edited by vravelo, 27 December 2014 - 11:39 PM.
#555
Posted 28 December 2014 - 07:15 AM
And so here we are.
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Anyway, a tiny update: Progress on the Deku Tree continues! I've spruced up the Hunter/Prince battle quite a bit. Prince now casts invulnerable (but slightly weaker) illusions of himself to fight you while the Hunter blasts you with his fireballs as usual, though the bushes you've already bombed aren't just flat now, but brown, so it's easier to see where you can walk. I also implemented a weak script to ensure that you start each phase with a Super Bomb, in case you run out. I don't want to see the action stopped due to a lack of a Super Bomb. I'm thinking that I should really just make the bushes bombable with normal bombs, rather than just Super Bombs. But we'll see.
The intro is a little cooler now that I've powered them not with layering, but with moving FFCs. Prince leaps up and out of the scene, leaving us with a transparent illusion of himself, and the Hunter slowly sneaks into the middle of the bush closest to him. Then, in two mid-points of the battle, we see Prince split himself into more and more illusions to fight you. Then, layer, when Hunter's final bush has been bombed, Prince will remove all the bushes, and leap into his own illusion, canceling it, and threaten you while brandishing his sword.
There's this really weird bug where if he's alone, he'll vanish instantly, (But doesn't have any of the enemy flags that would do such a thing, like "Is a Boss room" or "Doesn't count as beatable enemy") so I had to include a bunch of other high-level Darknuts in the room with him.
Now I just have a few bugs left to go. It's all still pretty convoluted, but manageable. Expect a demo of the tree to test soon enough. No ETA at all, but I will, however, let us start fresh with a fully souped-up character so we can test the tree directly from a fresh save. Probably not a good idea, all things considered, but whatever. One thing at a time. At least it's not powered by Boss Event triggers which are dependent on level numbers anymore. Those get messy quickly.
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Oh I should mention that I still don't know what fun stuff to do with the Diviner Golem. It's an odd spot that stands apart from the rest of the ferocity of the other bosses, whether in the Deku Tree or not. I might add reflectors. It doesn't feel like they have enough "oomph" for a final'ish battle. Gohma/Snake was cake compared to later bosses, after all.
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EDIT: Okay, I got the "Power-up the player so you can test the tree" room going, (A brief but lovely homage to Megaman, actually.) and I've got the first three minibosses working. Having some odd issues with the Golem battle room, where secrets trigger instantly no matter what, even when I script it to disable them if a requirement isn't met. I had to reintroduce the Boss-event type things due to being unable to use shutters in Interior style rooms. Non-ZQuesters will likely have no idea what any of this means, but those who do dabble will feel my pain.
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