Isle of Rebirth is highly recommended. Unlike Lost Isle, Isle of Rebirth quite deftly shows off what ZC is capable of doing while retaining a "classic" structure, and would be a good showcase. It's very structured, as the others have said, though indeed can be lengthy and difficult if you're not careful, but you're guaranteed to have a lot of fun with it. ![]()
Isle of Rebirth Help/Bug Thread (UPDATED 5-13-14)
#841
Posted 29 April 2014 - 02:39 PM
#842
Posted 29 April 2014 - 02:40 PM
CAN'T LET HIM BREATH NOPE
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#843
Posted 29 April 2014 - 03:16 PM
Oh my, Mases does not know what he's signed up for. Especially if he's going straight for Hero Mode. Much sanity will be lost.
Isle of Rebirth is highly recommended. Unlike Lost Isle, Isle of Rebirth quite deftly shows off what ZC is capable of doing while retaining a "classic" structure, and would be a good showcase. It's very structured, as the others have said, though indeed can be lengthy and difficult if you're not careful, but you're guaranteed to have a lot of fun with it.
Now now, Lost Isle did show what ZC was capable of when it was made. It just doesn't look like much now compared to all the scripting and stuff that exists in 2.5.
#844
Posted 29 April 2014 - 03:46 PM
To be entirely fair, Lost Isle really didn't show what ZC could do. It was made in a modified 2.5 build 254, but had no scripting, minimal custom enemies, only default Z1 items, etc. It's a great game, don't get me wrong, but aside from a few custom enemies (like the deathbos) and a few scattered uses of FFCs (like the sparks in caves), it really didn't do anything 1.90 wouldn't be able to handle. There were a lot of times in Mases's LP where he'd comment that a boss was creative given the limitations they were working with and I'd want to scream that no, they could have done so much more and the limitations were so much less restricting than they looked. So in that regard, IoR is perfect for showing off what ZC is capable of.
#845
Posted 29 April 2014 - 03:52 PM
To be entirely fair, Lost Isle really didn't show what ZC could do. It was made in a modified 2.5 build 254, but had no scripting, minimal custom enemies, only default Z1 items, etc. It's a great game, don't get me wrong, but aside from a few custom enemies (like the deathbos) and a few scattered uses of FFCs (like the sparks in caves), it really didn't do anything 1.90 wouldn't be able to handle. There were a lot of times in Mases's LP where he'd comment that a boss was creative given the limitations they were working with and I'd want to scream that no, they could have done so much more and the limitations were so much less restricting than they looked. So in that regard, IoR is perfect for showing off what ZC is capable of.
Uh... to be fair again, Lost Isle was released in 2007.
This was well before a lot of the things like scripting, the item editor, and things like that were fleshed out. They were pretty much just starting to crop up and be added, so those features were very fragile and buggy (if all of them were even added by build 254). If Lost Isle had a lot of those things, it probably wouldn't have been playable today in the current version of ZC just because of how much changed to ZC. So I do think that the argument still stands that Lost Isle showed what ZC could reasonably do at the time.
Today, though... yeah. IoR is a good testament for showing what ZC is capable of doing today.
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#846
Posted 29 April 2014 - 04:40 PM
Hi
I wonder about one thing , is any of those boss scripts gonna be released in the script database?
#847
Posted 29 April 2014 - 04:58 PM
#848
Posted 29 April 2014 - 05:14 PM
No. They're almost all hardcoded or at the least not very user friendly. Other scripts from the game will likely be added at some point, but don't count on the bosses being released.
Thanks for the reply.
I just belived the bosses was made with autoghost.
#849
Posted 29 April 2014 - 05:22 PM
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#850
Posted 29 April 2014 - 05:29 PM
They are; they just are not coded in a way that's anything near user friendly and a lot of them are coded in ways that makes a lot of assuptions about the arena you fight them in that can cause bugs if used outside of a screen like that. (For example, the final boss can very easily crash the game if he doesn't have his support scripts running.)
Thanks again for reply. I cant script myself so this helps me to understand things.
#851
Posted 29 April 2014 - 05:38 PM
Thanks again for reply. I cant script myself so this helps me to understand things.
Yeah. It's honestly really hard to make grand things like bosses and make them easily portable. Trust me, I've tried to make some of my bosses easily exportable, but with the way ZScript is, it just doesn't work out well. Oftentimes weird quirks will come up that your to specifically code around. Sometimes things that should be easy and simple will end up into something absurdly complex. ![]()
Edit: Apparently it's honestly really hard for me to construct sentences that make sense.
(I had a typo.)
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#852
Posted 29 April 2014 - 06:01 PM
If a quest designer decides to share his boss on the database, it's fine to use, but it'll be very unlikely that many custom bosses will be shared, because:
a- it's what makes their quest stand out and
b- most custom bosses would look awkward in multiple quests anyways.
In conclusion, you won't use another person's signature in your job application, don't use their personal scripts in your quest. Your quest will only look foolish for doing so.
#853
Posted 29 April 2014 - 06:14 PM
Now i feel that i am very sorry . i only asked if the bosses are gonna be released in script database.
#854
Posted 29 April 2014 - 06:19 PM
Masses, it's really cool that you might do another Let's Play! I would personally suggest not doing hero mode but it's your death wish.
-Strike
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#855
Posted 29 April 2014 - 11:08 PM
I've been meaning to get around to it, but I'll do it right now tonight. My review of this quest:
Isle of Rebirth: Review
The Good:
- Well Structured Overworld
- Masterly Crafted Dungeons
- Built for Expert and Novice Players
- Perfect Blend of Modern and Classic Elements
The Bad
- Can get exhausting at times, too overly thorough (an example where its strength can also be its weakness)
- Can sometimes get unfair.
- Some areas or dungeons lack a good variety of enemies.
Graphics (4/5)
The reason I select 4 out of 5 is due to my preference against the Gameboy tile set, a tile set however I am beginning to warm up to. So I'm gonna go out on a limb and admit I am a little biased here. But despite my bias, I must admit that this is one of the most professional overworlds I ever seen. The structure of this overworld while more a design thing can also be noted on his this game appeals on its visuals, while this game isn't stunningly beautiful, it's convincing, and sometimes that's all you really need. Nearly every screen in this game proves to convince that it can and should be designed for a real game and even Nintendo could learn a thing or two.
Design (5/5)
The best way I can compliment on the design of this quest, it has changed my entire outlook on how quests should be designed. As a person who is more comfortable in designing overworlds than I am at designing dungeons, it's by playing through these dungeons and observing how they are designed is something I discovered to be helpful to me, in the way that I understand how amazing these dungeons are design.
In other words, there is a powerful blend of complexity and simplicity in these dungeons that seems to me to have been powerfully planned. These dungeons can not be created on a whim, and if they were created on a whim, we certainly have a quest designer who is purely gifted beyond that of an average designer. These dungeons are huge, complex, but correct! That's the thing that amazes me, that despite how complex these dungeons are, I can not see them as breakable at this time.
Evan understands the quality of being conscious towards the player's experience. With every new challenge, his dungeons provides a shortcut (almost like a checkpoint) that is much more elaborate than something basic like a portal. These checkpoints can take a form as a bridge back to the beginning, to a ladder to a higher section. In short, it feels like you're opening these dungeons piece by piece, and that is something I really like seeing, and it is a design philosophy that I not only appreciate, but am learning to adapt into my own quests.
Gameplay (5/5)
Masochists unite!!! The bells are ringing and the confetti is falling, the sounds of trumpets near and far prepared to play at your arrival, prepare to have your insides torn inside out because if you play this quest on any setting but Very Easy, you're in for a challenge.
This game is described that even "Easy" is challenging for the faint of heart. I played this game on "Normal" setting because I am myself a bit masochistic when it comes to playing games, and I must say, the experience with an utterly delightful visit to hell and back, I even got to meet Satan, but he really turned out to be a difficult person to really get along with.
Don't let that frighten you if you're new to Zelda Classic or if you're a more casual player, this game is designed with difficulty levels, so there is a difficulty setting for you.
This game serves challenge and gameplay right (while sometimes tends to get unfair). Evan has successfully crafted a perfect blend of action and puzzle solving, and there is a huge variety of challenges that this quest offers in each of its many dungeons. This game will certainly guarantee you many hours of gameplay, so get prepared to be sitting in a chair while your parents start becoming concerned about your choice in activities and leisure time.
Warning: This game will cause everybody around you to wonder why you're sitting in front of the computer so much!!!!
Modern vs. Classic (5/5)
I got this as a review thing because with all the changes in Zelda Classic, we've created a definition of what is now modern and what is classic, and it is easy to distinguish those quests from each other. This quest I believe blends modern and classic very well. Much of the modern aspects you'll find in this quest are the bosses, but there are many functionality scripts added to this quest, and even a few custom items added towards the end.
In an era where nearly everything is becoming scripted, this quests does a fantastic job at feeling fresh using your traditional items. Yes, for most of this quest, the items you obtain are the very same items that you use in every other Zelda Classic quest, but Evan has yet still been able to create a very engaging and epic quest on modern proportions while for the most part limiting him to the classic items. I feel he done this by how he averaged out the usefulness of many of these classic items. Items that were overpowered has had a slight power reduction, and items that were pretty much useless was given more positive adjustments. In conclusion, even though all the items were the same, it simply just didn't feel the same, and that itself is very impressive.
Conclusion (5/5)
Oh wait, do I even need a conclusion? Naaaaaah! A big fat Number 5 should say it all.
Edited by NewJourneysFire, 29 April 2014 - 11:14 PM.
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