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#46 LTTP

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Posted 04 October 2012 - 07:40 PM

its NP.
I'll play around with it to see what I can do :3

Think ill start my quest tomorrow, we will see!

BTW I am looking for a script to have multi sword swing sounds icon_smile.gif
TY

Edited by LTTP, 04 October 2012 - 11:27 PM.


#47 Lightwulf

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Posted 05 October 2012 - 01:37 PM

Wow. A lot of posts happened since I checked this last! Let me see... For the most part I like all of your screens. Quite nice! icon_smile.gif However, here's some advice:
QUOTE(LTTP @ Oct 4 2012, 10:54 AM) View Post
...
ALSO made a change:
IPB Image
from
IPB Image

I think it looks pretty neat, makes it have a depths feel, a good example to compare it to would be water at a beat I guess.
Beater or should I still cover it in water?
Okay, first of all, you were asking about the cliffs. The problem that I see with the cliffs is that the waterfall shouldn't start where it's starting in your screen(s). The water flowing between the two cliffs should be flat; the waterfall shouldn't start until it's reached the other side of the cliffs.
If you really wanted the waterfall to start there, it probably wouldn't work out because you need to add diagonal cliff combos (you know, where two cliffs meet and the joint forms a diagonal-downward line) to accurately portray the drop in elevation. I don't think there are transparent water tiles/combos for flowing over those kinds of walls; I think they're all straight down.

Now, about the difference between your two versions of the screen, personally I liked the first one better. Since you don't have elevation right next to the transparent water (which, by the way, is pre-made to show a reflection of such elevation), I think the transition from grass to stony ground serves as a good illusion of height difference.
When you changed that and made stony ground not under water, it kind of took away that illusion and is perspectively confusing. It's hard to tell that there's any change in elevation at all. Because you're using tiles for flat ground (grass tiles are slightly higher, but generally grass and stony ground tiles are considered flat ground), it doesn't make sense as to why the water is staying where it is and not flowin over the rest of it.
I agree that it's a good idea to not have the grassy area as straight as it was before. However, it would look better if you just adjusted your transparent water so that it flows over all the stony ground areas that you added.
...So, to answer your question, yes, still cover it with water.
QUOTE(LTTP @ Oct 4 2012, 05:18 PM) View Post
IPB Image
...
Hey, neat idea! icon_smile.gif It looks like you used sideview tree tiles for those trunks. Not bad, except for the issue you bring up.

However, if someone made sprites with the tree trunk ending (with perspective) with a circular bottom, that wouldn't be correct. Trees don't stick out of leaves like they do out of water.
My advice is to use the end-of-tree-branch tiles (meaning the ones that look like leaf clusters) that you're currently using. Just extend the tree trunks down further, then layer the end-of-tree-branch tiles over the trunk. Just like you used them on the lower-left of the screen to curve around the group of trees on the lower level, do the exact same thing but upside down (meaning, how the lower-left shows left and right sides and the top, use the left and right sides and the bottom).


#48 LTTP

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Posted 05 October 2012 - 04:29 PM

Really good help there as always!
I knew something were wrong with the cliffs and water fall, thanks for pointing that out!
Water fall not being on the screen just gave me an idea,
I was thinking of using this screen as a starting point possibly, so just adds more :3
NOT sure yet tho.

Also ur right about the water thing, it don't really show as good as I though it did. Actually looks better being covered.

IPB Image
IPB Image

SO screen 1 redone, looks good now!
screen 2 continues to the water fall..

NOW a new issue I ran into.
Wanted a bridge, BUT the layers 1 and 2 are in use.

This is an issue having walkable/swimable transparent water :\
The bridge would have to be on layer 2 and layer 1 would have to have the water for this to work, but water is on layer 2 to cover the ground on layer 2 :\

will have to find another solution...

So any idea's o.0

Edited by LTTP, 05 October 2012 - 04:44 PM.


#49 Lightwulf

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Posted 05 October 2012 - 05:39 PM

About the bridge, are you trying to make a bridge that you can walk over only, or that you can walk over and under?

If Link's only going to walk over the bridge, it's simple. Don't worry about layering under the bridge, unless you have some bridge tiles where the edges aren't full tiles (I couldn't find any in DoR scratch that; I hadn't got to section 5.0 for "suspended objects"). So, make the walkable part of the bridge on layer 0, and don't layer anything over it when you do the rest. Easy as pie.
If you just want to walk under the bridge, then the bridge goes on layer 3 or higher. Also easy as pie.

However, if you want to go over AND under, there's more to it. Do a search in the ZQuest Editor Help forum for "over-under bridge" (or something like that) on how to implement a bridge you can walk over and under; it's been discussed and diagrammed before. It isn't really easy, but it's possible.
- Basically, you would be using temporary triggers to change layer 3 to 2 and back.

Edit: What the ... ? I didn't see that bridge in the lower picture before. Not sure if I just passed over it because it was camouflaged, or if you updated the screenshot before I finished posting. icon_blink.gif
Anyway, are you just trying to have the bridge over the water? Just put the back mountain wall (a walkable combo of it, keep in mind) on layer 0, transparent water on layer 1, and bridge tiles on layer 2.

Edited by Lightwulf, 05 October 2012 - 08:19 PM.


#50 LTTP

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Posted 05 October 2012 - 09:03 PM

ahaha no didnt edit the post icon_razz.gif

Point of bridge is to walk over it.

Tho keep in mind, layer 0 I put walk water titles to show the effect of walking in water, later 1 is the background layer of the water (the ground)
and layer 2 is the transparent water.
This won't work if i want the water on top of the waterfall to be walkable with the water effect :\
UNLESS I am over looking something?
To give a better example I guess..
Layer 1
IPB Image
Layer 2
Wish there was an extra layer for each category >_<

Edited by LTTP, 05 October 2012 - 09:03 PM.


#51 Lightwulf

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Posted 06 October 2012 - 03:30 PM

QUOTE(LTTP @ Oct 5 2012, 07:03 PM) View Post
ahaha no didnt edit the post icon_razz.gif

Point of bridge is to walk over it.

Tho keep in mind, layer 0 I put walk water titles to show the effect of walking in water, later 1 is the background layer of the water (the ground)
and layer 2 is the transparent water.
This won't work if i want the water on top of the waterfall to be walkable with the water effect :\
...
Yeah, I figured I'd overlooked it, probably 'cause I saw the top of the waterfall and scrolled down too quickly. icon_doh.gif Oh well.

Are you saying the point of having the bridge is to walk over the water or to walk over the bridge itself? (The word "it" could refer to both in this case.)
If you meant the water, well... right now you have the water layered over the bridge. Looks like you have the rock wall on layer 0, the bridge on layer 1, and the water on layer 2. Just switch the layers of the bridge and the water - put the transparent water on layer 1 and the bridge on layer 2. When walking over the bridge, you don't need the water effect, so the water doesn't need to be on layer 0.

... You know what, I just realized your dilemma; you can't have part of the layer transparent and part not, so that's why it's not so easy to do this screen. You can't have transparent water at the top of the waterfall on layer 2 and transparent water under the bridge on layer 1; each whole layer would have to be transparent.

- So, after much thinking, I realized what you'll have to do which is something that will save you a lot of headache: make a separate combo (or combos, if you're going to use another pattern) using the ground tile that's under the water at the top of the waterfall and assign it the "Shallow Water" combo type. Problem solved. Now, for that screen, you can use the transparent water on layer 1 so that the bridge will be on layer 2.

#52 Avaro

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Posted 07 October 2012 - 06:37 AM

Shouldn't the water go behind the bridge anyway?

#53 Jenny

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Posted 07 October 2012 - 08:43 AM

Unless it is underwater or something.

#54 LTTP

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Posted 09 October 2012 - 02:03 AM

The bridge should go over the water fall, issue was what I said above.

Going to look into Lightwolfs suggestions for now.
Which WORKED!
Thanks alot u rock!!

Kinda been playing around on a mini project to learn dungeon design, so haven't been playing with these types of screen for a bit icon_razz.gif

Edited by LTTP, 10 October 2012 - 09:12 AM.



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