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SticksAndStones.qst -- 3/2015 demo


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#106 Cereal Guy

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Posted 12 September 2012 - 04:45 PM

Excellent Quest icon_razz.gif

#107 trudatman

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Posted 15 September 2012 - 09:32 PM

I am showing the enemies and items featured in the September, 2012, demo here to make discussing them and referencing them easier for player, critic and questmaker, alike. the right way to do this is probably with animated gif images (or at least in a lossless image format). oh, well. please feel free to ignore the hidden contents of this post in hopes of leaving things unknown.

hero:
IPB Image Link - you

IF YOU WISH TO REVEAL MOST OF THE ENEMIES IN THIS QUEST, CLICK HERE ->

Edited by trudatman, 26 October 2012 - 02:08 PM.


#108 trudatman

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Posted 15 September 2012 - 09:40 PM

IF YOU WISH TO REVEAL MOST OF THE ITEMS IN THIS QUEST, CLICK HERE ->

Edited by trudatman, 26 October 2012 - 02:09 PM.


#109 Lightwulf

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Posted 16 September 2012 - 03:14 AM

Enemies:
- Well, a Zora enemy could be a scuba diver with a flamethrower or something.
- Leevers could be moles.
- Gohmas could be tanks, if you can find a way to make them look good moving sideways and forward & backward with the same sprites. An open eye could be a top hatch opening, maybe with someone sticking their head out or something... or maybe not; might not look good at this scale.
- Since your cractorok spits toxic waste, the magic wizzrobes (i.e. red, blue, mirror) could be toxic ghosts or toxic zombies or something; maybe even mutant lizards/other animals that were mutated by toxic waste.

Items:
- For the Amulet item, since it allows you to see invisible enemies, you could have it be night vision goggles (NVGs) or some other type of glasses.
- I agree that an apple would be a good idea for the heart item.

#110 trudatman

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Posted 17 September 2012 - 08:54 AM

thanks for the response. zora will likely be my cat, Zora, as usual. I haven't tried to line draw her, yet, though, so we'll see how that goes. leevers... I've definitely thought of doing that (in a different quest), but the way they animate (1.90 has no enemy editor) is fairly restrictive. ghomas have a similar issue; I don't see how I could get the tank to look right, but I do like the idea. the cracky is near the waste spill, so I would want to use those tiles again around the wizzrobes (1.90 has no mirror wizzies), so I could have them be a boss fight. the amulet as glasses I thought about (and haven't ruled out), but the night vision goggles... I dig it; here's hoping I can make sprites for that. I will try to make apple sprites, too. good stuff. much appreciated!

edit: the items and enemies are (generally) listed in the order in which you encounter them. I figure if you are expected to be able to light your joint, you will need to already possess the lighter. I shall add it.

Edited by trudatman, 17 September 2012 - 05:20 PM.


#111 trudatman

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Posted 25 October 2012 - 10:25 PM

today's demo has a bunch of added/altered stuff, like: Zora, apples, butterflies, edging for the big trees, a gleeok, dynamite, a cog thingy, a hammock.... some things are fixed, others are probably fucked up. I haven't attempted nightvision goggles, yet. I can't hear the [too loud] new peteandwally music, which is intended to loop seamlessly around eight minutes; that will need surely further tweaking. if you have encountered something else that isn't working as you suppose it should, please reply.

---

QUOTE(Lightwulf @ Oct 31 2012, 12:48 PM) View Post
....the music was louder than the sound SFX (e.g. slashing sword, etc.)...
thank you. I'll lower it significantly in the next update. the password is 723 if anybody wants to lower it before playing this demo.

QUOTE(Lightwulf @ Oct 31 2012, 12:48 PM) View Post
....Someone inexperienced at playing Zelda games might give up....
yeah. I hope I have a good balance. I'm fairly sure I do, as Zeldaman23 was able to get to the end screen having only died twice. I usually die once, but sometimes I make mistakes; this quest can be punishing when the player makes mistakes (and even in a few other places, like the invisible enemy rooms), but I think the difficulty is fair.

QUOTE(Lightwulf @ Oct 31 2012, 12:48 PM) View Post
....Did you purposefully put a dodongo turtle on the beginning screen and put a slow lanmola where the first dodongo turtle used to be?...
yes.

QUOTE(Lightwulf @ Oct 31 2012, 12:48 PM) View Post
....you did great on improving the base of your tree graphics....the apples are much better than what you had before, too....
thanks!

QUOTE(Lightwulf @ Oct 31 2012, 12:48 PM) View Post
....The difficulty past the cractorok has increased since the last demo I played, specifically with the enemies you placed. I've died on the screen to the east of the cractorok and the screen to the east of that one. Did you intend for the player to pass up those enemies until the player gets more hearts or better equipment or something?...
ah, yes... I did change some enemies around, but I don't know if it all that much harder, excepting the two cop/dog/flea rooms that must be traversed. there are a few rooms that be skipped or rushed through because...

QUOTE(Lightwulf @ Oct 31 2012, 12:48 PM) View Post
....I didn't beat the birds' nest (gleeok), the "300" screen, or any of the screens with darknuts....
...they don't offer any crucial rewards. the "300 bees" screen, however, may offer some bonus content to any player capable of dispatching the enemies.

QUOTE(Lightwulf @ Oct 31 2012, 12:48 PM) View Post
....you added more items!...
yep. the key cog(s) will be used in the final dozen or so screens. I am particularly enjoying the wand because it shows a bow in the hero's hand. (the original bow item was never shown in action for whatever reason). the dynamite will likely be given later, as will the cog. the cogs will probably be well hidden items, as they will be needed for progressing to the final boss battle(s).

QUOTE(Lightwulf @ Oct 31 2012, 12:48 PM) View Post
....I still would've liked to see some way to increase the life meter. This demo gets quite hard without either a longer life meter or protection items (magic shield, blue ring, etc.)...
I think I will give protection items in later areas, but I don't think I will use heart container items. (that will free up another inaccessible, animated decoration item; I don't yet have one in mind.)

QUOTE(Lightwulf @ Oct 31 2012, 12:48 PM) View Post
....I'm not sure you realize how much life some of those enemies take off per hit....
I do.

thanks for the questions and comments; this level of analyzation is very helpful.

Edited by trudatman, 31 October 2012 - 09:54 PM.


#112 trudatman

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Posted 04 November 2012 - 06:28 PM

I had failed to update the music correctly. assuming it worked this time, peteandwally's overworld theme should be newly added to this update: http://www.sendspace.com/file/9hfl8r

sorry about my error and any confusion it may have caused. please check out peteandwally's work.

#113 trudatman

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Posted 21 April 2013 - 08:02 PM

this is still a thing. I've had a busy few months off, but I promise it isn't dead. neither is my other project. feel free to respond.

#114 peteandwally

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Posted 22 April 2013 - 07:37 AM

Hey, Tru, I swear I haven't forgotten about this quest either. Summertime is soooo close. Things in life should be easier then.

#115 trudatman

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Posted 22 April 2013 - 02:51 PM

no worries, man! you've been on it like a bonnet. it's myself that has been slacking. in the next month or so I will likely being finishing up the 2013 update for my hockey game hack. I expect to have more time for this thing (and the other one) this Summer, too. many ideas are in place and most should work out assuming I put in a bit of actual work.

#116 trudatman

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Posted 30 June 2013 - 11:16 AM

I really do intend to get this thing done and still fully expect to accomplish quest completion.  if anybody has read through this thread and/or played the demo (I just fixed the link in the first post), please add any comments/questions/critiques.
 
also, would I need a featured pet project feeding schedule or do people still read threads?  if I need some sort of new thing, how is such content created?

Edited by trudatman, 30 June 2013 - 11:35 AM.


#117 peteandwally

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Posted 30 June 2013 - 12:24 PM

If you wanna start a quest project, use the quest projects tab at the top of the site, then choose 'new project' and follow the instructions.



#118 trudatman

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Posted 30 June 2013 - 12:56 PM

oh. that seems easy enough! is it somehow better than just having a thread?

#119 trudatman

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Posted 06 July 2013 - 02:08 PM

so, I made a mistake and uploaded an old file. the most current demo is from November. my apologies go out to the three people that downloaded the outdate file.

this is the newest one: http://www.sendspace.com/file/zqnzwg

Edited by trudatman, 06 July 2013 - 02:08 PM.


#120 trudatman

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Posted 09 July 2013 - 10:22 PM

having trouble with this game? are you relatively young? you probably aren't going to like the next demo, as I will likely be removing some of the slash->item combos and spacing the awarded weapons/utility items out further. this faked article relates:

http://hothardware.c...os/default.aspx
 

....It may come as a shock to some of you that most gamers today cannot finish the original Super Mario Brothers game....We have conducted this test over the past few years to see how difficult we should make our games and have found that the number of people unable to finish the first level is steadily increasing....a whopping 90% of participants couldn’t finish the level....About 70% died at the first enemy, and half of those died at that same spot twice....


Edited by trudatman, 09 July 2013 - 10:35 PM.



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