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HowHigh2.qst -- 5/2012 demo


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#76 trudatman

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Posted 21 June 2012 - 12:06 PM

ouch. mine isn't that bad... or, at least, I hope it won't be, eventually.

also, a big "hello" to Foxx, who joined the day after I did and is member 171. do you make quests? off to see your other posts....

oh, yeah. I remember you, now. you sure don't post much. thanks for participating in this thread!

Edited by trudatman, 21 June 2012 - 01:02 PM.


#77 Foxx

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Posted 21 June 2012 - 02:06 PM

That bad? Are you kidding? I played Peasant's Quest all the way through some years ago, I thought it was terrific. That is one book you can't judge by its cover...

Oh, about quests ---- my one and only: http://www.zeldaclas...wquest.php?q=23

#78 trudatman

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Posted 21 June 2012 - 03:45 PM

word. I'll try Microplex if I get 1.92 running. did it used to be a 1.90 quest? I feel like I've played it.

I definitely didn't try very hard to enjoy the Peasant game. I totally judged it on the first few seconds and decided it wasn't for me. well, I guess that makes it a lot like my quest(s), doesn't it?

Edited by trudatman, 21 June 2012 - 04:56 PM.


#79 trudatman

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Posted 23 August 2012 - 01:39 PM

I got some feedback today that indicates that this demo doesn't work correctly in 1.92 versions of the player. apparently leaving the boss screens doesn't work right and leads players to garbage screens. the scrolling warps seem to not work. if this was my mistake and leaving the level three bossroom (without beating the bosses) doesn't work in any other players, please let me know.

edit: later versions seem to be allowing the player to bypass the triggers stepping back of boss screens in parallel maps' extra room that feature walking-on-the-lower-half-only stair warp combos. such combos function as mandatory when blocking the path in 1.90. maybe I will try following that restricted path with an unwalkable tile copy in the second sidescreen entrance column of combos on the screen. it may be weird, but at least it should work. in the mean time, when you are leaving a boss screen, you should be able to make sure it takes you immediately back to the overwold by getting yourself squarely on the first tile of the room next to it and pressing up and down against the tops and bottoms of the first combos of the next screens.

Edited by trudatman, 28 August 2012 - 07:30 PM.


#80 trudatman

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Posted 05 September 2012 - 08:18 PM

alright. this thing is now a 2.5 quest. I'll get an update of the quest file out in the near future. I "fixed" the leaving-the-boss-room issue by putting unwalkable combos around the trigger. plenty more to work on before another demo, but the work is now being done in 2.50(4). lots more tiles to work with should make a lot of the screens into scenes, rather than assembled collections of tiles. big plans. this is the slow project, though.

edit: the Zora below should be added in the next update. she will face both ways.

IPB Image

Edited by trudatman, 18 September 2012 - 06:44 AM.


#81 trudatman

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Posted 22 April 2013 - 03:35 PM

there hasn't been an update in quite a while, but this is still an "active" project. I have moved away from a working partner who is even less involved than I am at this point and I'm not experienced with 2.5 at all, so if anybody wants to participate in the creation/development of this quest, I could use a partner. responses are welcomed.

#82 trudatman

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Posted 30 June 2013 - 11:47 AM

I fixed the broken link to the download page in the first post. I'm still seeking a new partner for this project. please reach out.

#83 Valientlink

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Posted 30 June 2013 - 01:42 PM

What would this partner be contributing to?



#84 trudatman

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Posted 30 June 2013 - 02:13 PM

great question. hopefully a partner would contirbute with a fairly strong working knowledge of 2.5 and the general ability to help get stuff done. I have a pretty good idea of what I'd like to do with this project, but there would be plenty of room for creative exploration by a partner. I figure I'd do lots of planning, tilework/spriting, screen assembly and a partner would assist with combos, music, special effects, scripting and, mostly, idea bouncing/consulting. the demo is a very basic starting point, as I plan to swap out many of the tiles to make them more realistic. stop reading right here if you don't want the "plot" revealed. the general concept is that the hero will climb an artificially volcanic mountain, go inside through the top, get into the depths, turn off or sabotage the enemy's machine, climb back out and either descend and explore or rush down the other side, depending on the action taken within. okay, plot skippers, read again. I have been using a program called Pixie that pixelizes photos to help me create more realistic tiles and sprites (my Zora cat avatar is an example). I plan to use it for trees, walls, mountains, water, paths, whole screens of forests and more. so far it has been a slow project and I expect it to progress over a period of two years or so, depending on the enthusiasm of a partner. it needs to be converted to 2.5 so more pages of tiles can be utilized. there is a lot to be done and I have a good idea of what I want the game to be, but there is a lot of room for teamwork and input.

Edited by trudatman, 30 June 2013 - 02:14 PM.


#85 trudatman

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Posted 13 July 2013 - 09:49 AM

DaviAwesome has joined this project to offer general and specific assistance with using 2.50. he is currently tasked with some customization of bosses.

I'm hoping to get more participation. we could use a partner to create sound effects and somebody that can script a timed event that checks for completion of goals and does an either/or to continue or end the game and change the landscape. if you feel quite capable of producing either sounds or scripts, we'd love to have you join the porject.

#86 trudatman

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Posted 03 August 2013 - 09:12 AM

here's a clickable link to the project page:  HowHigh2

 

download the demo to see if it's something in which you'd be interested in participating.  we could use a sound effects creator ASAFP and a scripting specialist eventually.  this is a active but slow project, so you wouldn't likely have to devote too much time too often to working on this quest.



#87 trudatman

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Posted 28 November 2013 - 05:16 PM

I'm somewhat ready to kick this thing back into gear. Sticks And Stones is still my main project for now, but...

I finally have ZQuest 2.5 running!

that means I can actually work on this thing. DaviAwesome is the other teammember, but we could use a larger crew. if you are interested in joining us, holler. we could use a scripts person (there will only be a few, but they will be complex event/timer types), a music person and especially a sound effects person.

DaviAwesome, you have the most recent file and I'm hoping you'll send it to me again.

thanks for reading this.

#88 trudatman

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Posted 23 June 2014 - 02:04 AM

this thing is now pretty much a free-for-all:

http://www.purezc.ne...showtopic=63865


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