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#91 LinktheMaster

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Posted 09 April 2012 - 08:33 PM

Sorry about the late reply to this, ST. I got side tracked. icon_frown.gif

QUOTE(ShadowTiger @ Apr 2 2012, 04:13 PM) View Post

Oh it was pretty impressive, actually. The only thing is the up and down arrows are reversed. Up has to be where down is, and vice-versa. I'm an avid Stepmania player, and that messed me up to no end. I got a 1410 (or something) the first time around, then a 1490 the next time around when I got used to it.

How did you do that, anyway? Is there any level of automation there?

Ah, sorry about the arrows being reversed. icon_frown.gif As you've noticed, this has been fixed.

As far as how it’s done, I’m actually quite embarrassed by it, and I’m honestly kind of surprised it works. icon_blah.gif As far as automation… I guess? I mean, you have to figure out and enter the arrows manually, but you actually input them into a huge array.

For each song (of which there is currently only the one), you simply set the speed at which arrows fly up and the delay between arrows appearing on the screen. There’s a big array to house the sequence of arrows, and you can enter in 0 for there not being any arrows, or 1, 2, 3, and 4 for the different arrows. So I guess the main flaw is that you can only have one arrow at a time. This as is doesn’t allow for multiple ones.

As far as the actual setup… that’s a bit embarrassing. icon_frown.gif This was actually written by me around 3-4 years ago. So what it actually does is create FFCs for each of the arrows, which it then assigns a negative y velocity to have it move up. Once the FFC is on top of the arrow markers, it then does its magic to determine whether you get hit it right or not. It’s a very archaic way of doing it, but I don’t see the need to fix it up at this point. icon_razz.gif

So yeah, it's not a hard system to work with, but it is time consuming getting the time down. It took me a long time when I first created it years ago.

Thanks for the comments on the trailer, everyone. icon_smile.gif

#92 Jared

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Posted 09 April 2012 - 08:42 PM

Wow, that was an amazing trailer! I wanna watch it again...no comment on the gameplay though. icon_wink.gif

#93 trucky5

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Posted 10 April 2012 - 06:55 PM

Wait, so about the trailer... Are you sure you don't work for Nintendo?... This quest seems a little too good to be true... icon_wink.gif

Amazing. I can't wait to play. Literally, CAN'T WAIT. GIVE IT TO MEEEEEEEE. D:

#94 Avaro

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Posted 11 April 2012 - 08:13 AM

How can it be that I have never posted in this thread? This quest is far too great for ZC. It's my dream to make a quest like this. It looks so official, the use of scripts is excellent and the ideas are great! This will be one of the best the best quest in ZC history, so I really hope it gets finished! Can't wait to play this

#95 ShadowTiger

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Posted 21 April 2012 - 07:31 PM

Ick. So I'm playing the demo, and I seem to have forgotten where to go. I have a key, but I have no lock. I was told to get the prize back from the Moblins in the northwest of the forest, and when the Birds drop the Moblins and I defeat them, they drop another key. I haven't the foggiest idea as to what this key unlocks. D: No villager is telling me where to go.

Any aid, please?

#96 Russ

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Posted 21 April 2012 - 07:41 PM

The cave with the giant trap. You can walk through the hole in the wall on the right. Admittedly, I didn't do that on purpose; I tried hiding from the trap and stumbled into the room by a complete fluke. But yeah.

#97 Dawnlight

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Posted 21 April 2012 - 07:54 PM

I just reached the Moon Cave boss. I think I'm almost done right? My review will be up as soon as I'm done.

#98 Moon

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Posted 21 April 2012 - 08:03 PM

You are only starting, Dawnlight icon_wink.gif

#99 Kite

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Posted 21 April 2012 - 08:36 PM

@ShadowTiger: Russ already said as much, but look around in the cave again. icon_wink.gif

@Dawnlight: You are not even remotely finished yet. icon_blah.gif The demo contains two minidungeons and one larger dungeon. A few people that have played it have mentioned taking up to 5 hours to beat it, granted they did pretty much everything instead of taking a straight path. icon_shrug.gif

@Everyone: While we do appreciate the feedback and questions about the demo, we'd like it if people would do it in the expo topic. icon_smile.gif We mainly don't want the development thread to end up as a confusing mix of quest help and development updates. As it is, we will be posting a Fairy Dream status update in here tomorrow.

Of course, unless we make a demo topic after the expo closes, that discussion will probably be coming back in here anyway... but... uh... we'll think about that next week. icon_razz.gif

#100 ShadowTiger

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Posted 21 April 2012 - 09:43 PM

Sorry about that. It felt like the Expo topic was mostly meant for reviews, rather than help. icon_shrug.gif

Thanks for the tip though. I'm absolutely amazed I didn't pay more attention to the room with the giant trap. I'll head over there as soon as the Diablo III beta is done. It's sweeet. /)^.^(\

#101 LinktheMaster

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Posted 22 April 2012 - 12:01 AM

Update 8: The Demo and the Future


The Demo:

For those of you all who haven’t been keeping up with the expo, Nick and I released the demo for Fairy Dream in the Zelda Classic Expo. If you haven’t taken a look at it, you should definitely go and check it out.

The response to it has been a bit overwhelming and honestly has left me a bit speechless. Thank you so much everyone for your comments and support of Fairy Dream. It’s honestly made both Nick and myself really happy to hear that people have been enjoying the demo. We’ve worked on the quest for a long time, so it’s nice to know that people are appreciating it. icon_smile.gif So really, thank you so much everyone.

That being said, Nick and I have a lot of work to do. icon_blah.gif There’s been a lot of helpful comments, complaints, and suggestions from the expo thread, and Nick and I will be taking everything everyone has said into consideration. The quest is only around 1/6th finished, so there’s a lot more to look forward to. icon_thumbsup.gif

Future Updates:

With all of that out of the way, Nick and I would like to make an announcement: we’ll be forgoing working on Fairy Dream for a while to work on other things. Unfortunately, we’re not sure how long these things will take and how long it’ll take before we can start working on Fairy Dream again. Unfortunately, I wouldn’t expect for us to even start working on Fairy Dream in a serious manner for at least 2-3 months from now, and we’ll want to have a bit in production before posting our first update. icon_razz.gif

Also, when we do get to a point where we’re doing updates again, we’ll probably be doing them less often. We’ll be starting off attempting at making them around once a month, though they may be even less often than that depending on how often we can get enough content out to make the updates. We also probably won’t be making as many video updates. They’re really just too time consuming to keep up with, unfortunately. icon_frown.gif

For anyone interested in what we’ll be doing in our break from Fairy Dream, Nick and I have several different plans for that time. We’ll be working on a comprehensive Zelda Classic 2.5 tutorial, advertising ZC (and Fairy Dream) more, making some side ZC quests, and more. icon_smile.gif So we definitely have a lot in store for the future. However, rest assured that we have every intention of finishing Fairy Dream. We just feel like there’s some other stuff we need to do, and honestly, we need a bit of a break from working on trying to finish up the demo for the expo. icon_razz.gif

So, again, thank you everyone for the support. We hope to back with updates with Fairy Dream as soon as possible. icon_smile.gif

#102 Saffith

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Posted 23 April 2012 - 10:34 PM

I ran into a pretty serious bug. After an attempt in the colosseum, the "try again" text can simply disappear, leaving no way to proceed. That happens as soon as it finishes printing the string, right when the "yes" and "no" should appear. I think this is caused by having a large number of enemies on the screen; I was able to reproduce it several times by making Link invincible and just standing there for two or three minutes.

QUOTE(LinktheMaster @ Apr 9 2012, 09:33 PM) View Post
For each song (of which there is currently only the one), you simply set the speed at which arrows fly up and the delay between arrows appearing on the screen. There’s a big array to house the sequence of arrows, and you can enter in 0 for there not being any arrows, or 1, 2, 3, and 4 for the different arrows. So I guess the main flaw is that you can only have one arrow at a time. This as is doesn’t allow for multiple ones.

Y'know, that could be fixed pretty easily by using a separate bit for each arrow.

#103 LinktheMaster

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Posted 23 April 2012 - 11:04 PM

QUOTE(Saffith @ Apr 23 2012, 10:34 PM) View Post

I ran into a pretty serious bug. After an attempt in the colosseum, the "try again" text can simply disappear, leaving no way to proceed. That happens as soon as it finishes printing the string, right when the "yes" and "no" should appear. I think this is caused by having a large number of enemies on the screen; I was able to reproduce it several times by making Link invincible and just standing there for two or three minutes.

Ah, interesting. Poke ran into the same bug, but I had no clue what caused it. This isolates the issue and gives us several ways to fix it probably. I'll definitely take a look into it.

QUOTE(Saffith @ Apr 23 2012, 10:34 PM) View Post

Y'know, that could be fixed pretty easily by using a separate bit for each arrow.

Yeah, that's definitely true. But the code for it was made 4 years ago before I even know what dbits were. icon_blah.gif Of course, I may try to recode it, but my attempts at doing so before unfortunately broke the current song that we already had made, so I opted against updating the code. I may give it another shot some time, but not in the near future. icon_shrug.gif

#104 Nathaniel

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Posted 23 April 2012 - 11:53 PM

Started playing this. It is truly awesome, and to say any less would not do it justice. Got as far as the second level so far (the hello world side quest thing below the guild). Very sound design added with script elements added with humor. To ask for more would be rude. 5 all the way guys. This will be the bee's knees when it's done.

But I am selling it short. We need a song to describe this:



Okay, I will shutup now.

#105 Gleeok

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Posted 24 May 2012 - 02:17 AM

Hey guys. Just finished the demo (I know, it took a while). Great job! icon_biggrin.gif And.. that's pretty much it really, don't have too much else to say other than awesome demo. :-P The details are off the charts with this one. I know how long it takes to get those little things right.

Thanks for releasing the demo you two.




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