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Zelda III: The Return of Link


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#61 Cukeman

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    "Tra la la, look for Sahasrahla. ... ... ..."

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Posted 10 May 2012 - 02:02 PM

QUOTE(Shane @ May 10 2012, 03:39 AM) View Post

"second on-screen item"? Do you mean 2.5 now allow multiple items?

Take your time Cukeman, slow production is better then having a rushed product! icon_smile.gif


I have one screen item and one enemy dropped item.
Previously in my quest, picking up one item, made the other
disappear if it both were on the screen at the same time.
You had to leave the room and come back, but no more icon_biggrin.gif !

Edited by Cukeman, 20 May 2012 - 04:12 PM.


#62 Cukeman

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    "Tra la la, look for Sahasrahla. ... ... ..."

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Posted 20 May 2012 - 04:11 PM

I use a lot of warps to identical screens in my quest, but the problem was that the
player could tell that Link had gone to a new room based on the Link Marker that
you see in the Passive Subscreen Map - but I found a fix for that icon_biggrin.gif .

Basically I give and take an item that looks like the Link Marker, while hiding the real Link Marker.

I'm also going to try and make the first bomb objective more obvious.

#63 )-( Marchland Malady )-(

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Posted 21 May 2012 - 06:50 PM

Will one of the dungeons be the interior of some gigantic monster that is dead and rotting? There is a level like that in the fan-made game Mushroom Kingdom Fusion. The level is called Corpse Of The Behemoth.

#64 Cukeman

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Posted 21 May 2012 - 11:31 PM

Nope. Not a bad idea for some other quest though. Reminds me of Inside Jabu-Jabu.

#65 )-( Marchland Malady )-(

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Posted 22 May 2012 - 11:07 AM

Will your dungeons have any specific themes? Since this game takes place in the underworld, there are many possibilities.

#66 Cukeman

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Posted 22 May 2012 - 02:52 PM

You'll find that out when the second area is released icon_wink.gif
Any particular reason you wanted to know?

#67 Jared

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Posted 22 May 2012 - 02:54 PM

Nolornbon, I'm kind of annoyed about how you push your ideas onto everyone. Like, come on man. icon_sweat.gif

How's progress on the second area, Cukeman?

#68 Cukeman

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Posted 22 May 2012 - 02:58 PM

There is a stretch of land and some events before the second dungeon.
I'd say I've done 40% of the land, and 0% of the events. Honestly I've
been delayed by working on another project, but I'm gonna stop that for
now because I miss working on RoL.

#69 Russ

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Posted 22 May 2012 - 04:01 PM

QUOTE(Jared @ May 22 2012, 12:54 PM) View Post

Nolornbon, I'm kind of annoyed about how you push your ideas onto everyone. Like, come on man. icon_sweat.gif

Oh no, heaven forbid people have suggestions for a game. People have opinions Jared, and they're allowed to express them. It's nothing to get real worked up about, and it's especially not something to call Nolornbon out on. Would you like me shooting you down every time you mentioned an opinion? Cuz I can do that for you. Er I mean, back on point: People can have opinions; don't get upset about it.

#70 )-( Marchland Malady )-(

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Posted 22 May 2012 - 05:51 PM

I see. Just remember to give this quest everything you have. The skull entrance you made proves you can.

#71 Cukeman

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    "Tra la la, look for Sahasrahla. ... ... ..."

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Posted 22 May 2012 - 06:00 PM

QUOTE(Nolornbon @ May 22 2012, 03:51 PM) View Post

I see. Just remember to give this quest everything you have. The skull entrance you made proves you can.


Thanks

I recently found out that the W and H boxes in the enemy editor determine how many tiles and tile rows
an enemy uses, so I went through and deleted some duplicate tiles that wasted space. Now I find out
that some enemies can NOT have their W and H settings edited, if you edit them they will still use their
defaults. This is true for the Armos enemy (and perhaps others as well). I opened up my quest and
my Armos enemies became invisible. Time to fix this problem. Lesson learned, DON'T mess with default
W and H icon_sweat.gif

Hopefully in future versions of ZC/ZQ these options will be grayed out and unaccessible if the settings
are just going to be ignored in the final analysis. Something similar is true for the Keese - changing their
animation framerate does nothing. And a Keese's shadow uses more than one frame no matter what your
shadow sprite settings are...

Well, here's to learning things the hard way...

EDIT: Fixing the lightning bug thanks to the "no ground enemies" combo type.
Fixed the bug where walking into a guard makes Link appear to vibrate.
Fixed all the map bugs.

Edited by Cukeman, 23 May 2012 - 01:32 PM.


#72 Cukeman

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Posted 29 May 2012 - 02:14 AM

Well I was really on a roll making progress. After I brought my RC2.5 Quest into RC3, I
completed the first dungeon and boss and made a lot of progress in my second area.

But I only recently learned that bringing my RC2.5 Quest into RC3 has resulted in
all of my global scripts being ignored. Recompiling my script file has had no effect,
and at this point I am unsure what to do. I'm not about to start over when I've done
so much, but I'm not about to continue if I can't get my global scripts back up later
on, that would just be a waste of work. I can't bring my RC3 Quest file back into 2.5
without corrupting the data, and I want to use RC3 since it fixed some bugs that
were really hindering me...

I don't know what to do, I don't even know if I could export everything from my quest
file and import it into a new one, one part at a time, what about quest rules, enemy + item settings etc.?

I have no clue what to do next. I was led to believe that a RC2.5 Quest would work fine in RC3,
then I find out about this whole global script thing...
icon_confused.gif icon_confused.gif


#73 Cukeman

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Posted 29 May 2012 - 05:58 PM

Problem fixed thanks to SUCCESSOR.
It turns out it was my fault for incorrectly combining global scripts, WHEW!
That's a load off of my shoulders! icon_biggrin.gif

#74 Shane

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Posted 29 May 2012 - 07:48 PM

Hooray! icon_biggrin.gif

Glad to hear such great news!

#75 )-( Marchland Malady )-(

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Posted 31 May 2012 - 10:23 PM

QUOTE(Cukeman @ May 29 2012, 06:58 PM) View Post

Problem fixed thanks to SUCCESSOR.
It turns out it was my fault for incorrectly combining global scripts, WHEW!
That's a load off of my shoulders! icon_biggrin.gif


Some things (like scripts) are best done once and only once per project. Epic fails are not fun.


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