Well, I was thinking of different things to make my quest not so broing ,and I thoguht of a way I could make the Gerudo Vally B&A Minigame to work. It's not exactly the best, but that's why I'm posting it here. If there's any more ways to make it run smoother, tell me.
Okay, first you set up the screen. Put a weak enemy where you want the targets to be, and then box them in so they can't move. Use Layer 3 or above to put the target tiles over the Octoroks. Then set up your screen the way you want it. You can do it over multiple screens, or just one if you want. Set up the path you want Link to go with conveyors. Make sure the path doesn't come within 2 tiles of itself. To keep Link from roaming off,, make combo cycling blocks that follow Link's movement. Try to make it a tile above and below him, just in case. (If you want to take the easy weay out, use fast conveyors all around the path so it just pushes him back)
Next, you'll have to use combo cycling, because you can't put blocks on conveyors. What you want to do is always have a block behind and in front of Link to make sure he doesn't run off on us. Now for the horse. The only thing this requires is huge amounts of combo cycling and animation. All this requires is time. Make the animation and combo cylcing be right under Link, so it looks like he's on the horse. (If you're really ambitious, you can figure out a way to make it look like he's sitting on the horse.)
Now you should set up the time limit. Make timed tics so that after your set amount of time, you lose and get sent back to the normal screen. Then you want to make it so once you hit all the targets (Kill all enemies) warps you to a new screen where you win your reward.
I haven't thoguht it through completely, but in theory it would work. Any comments, suggestions or anything that is flawed, plase tell me. Thanks. (And a big thanks to PolygonX8 for helping with some of the technical things.)
Gerudo Valley Bow & Arrow Minigame
Started by
IaN
, Nov 27 2004 04:17 PM
6 replies to this topic
#1
Posted 27 November 2004 - 04:17 PM
#2
Posted 29 November 2004 - 02:58 PM
Well, if someone wants to take on such an ambitious task, I'm sure they'll come here to chat it out.
Personally, I would force the player to shoot each target within a specific amount of time, and if they missed it, they would just have to start over again. Yes, each target would have its own screen. Each time you hit one, a piece of the fence would swing open to allow you access to a position where you can shoot the target. It'd work fine, I suppose. I wouldn't dare try it with Epona. (Unless you'd mount Epona, then just have him stand on a conveyor belt for the whole game. )
Personally, I would force the player to shoot each target within a specific amount of time, and if they missed it, they would just have to start over again. Yes, each target would have its own screen. Each time you hit one, a piece of the fence would swing open to allow you access to a position where you can shoot the target. It'd work fine, I suppose. I wouldn't dare try it with Epona. (Unless you'd mount Epona, then just have him stand on a conveyor belt for the whole game. )
#3
Posted 29 November 2004 - 03:56 PM
QUOTE(BH4 @ Nov 29 2004, 04:28 PM)
I suppose. I wouldn't dare try it with Epona. (Unless you'd mount Epona, then just have him stand on a conveyor belt for the whole game. )
ACtually, yeah, that's baically my plan animate the horse to follow that path Link will and then just shove Link onto a conveyor Though, that'd be a real ***** to animate.
#4
Posted 29 November 2004 - 05:49 PM
Do you need to borrow my "blocks on a conveyor" combo cycling sequence?
#5
Posted 29 November 2004 - 06:51 PM
Good luck. I'm gonna try my own way. Just, without Epona...
#6
Posted 16 December 2004 - 04:22 PM
id suggest for the sitting sprites, try to rip them from the original nintendo version of Ultima: exodus, they have horse sprites with characters on them, just replace the crappy character image with one of link, or design some, which shouldnt be hard, if i can get to my sprites, ill edit my post with a link to them or actual sprites of link on eponia for anyone who still hasnt devised a set of tiles for link on a horse for a minigame or whatever ^_^
#7
Posted 16 December 2004 - 06:45 PM
The only problem being that you cannot set the actual tiles into Zquest, so unless you make it an animated layer over Link's path, there's not a whole lot you can dosprite-wise with Link.
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