Need testers for Dreams of Yesterday 2013.
#46
Posted 31 January 2013 - 07:09 PM
Sword beams I think can still hit the like likes, but the hole would block the player from getting the key. So no need to adjust any keys and locks anywhere in the level. Also no need for new holes anywhere else in the level given the one at the start blocks the main way in.
#47
Posted 31 January 2013 - 07:23 PM
#48
Posted 31 January 2013 - 07:25 PM
By the way ShadowTiger, do you know what C-Dawg is up to these days? He probably quit ZC 5 or so years ago but have you been in any communications with him, since after all you're working on his quest. You probably agree that Sabotage Dragoon was one of the most awesome things ever and it's a real shame the quest will never be finished...
Edited by Peteo, 31 January 2013 - 07:26 PM.
#49
Posted 31 January 2013 - 07:28 PM
Wow nice to see this quest being upgraded. Played it long time ago and loved it despite it being buggy and almost unplayable in parts. I will apply for a testing spot for sure if I can find some time in the coming weeks.
#50
Posted 31 January 2013 - 07:52 PM
... GAJ23j4trqjk34rkj Sword Beams. Right. Fixed. Okay, I think that's everything. Quest file updated with the change, though it's the only change. (And the Magic Boomerang now glows, as per Mister Snooze, apparently.)
Oh. Remind me why not, please? Your routes are products of legends and genius, and I feel guilty for not being privy to your masterwork. (Heaven help me if anything I say is perceived as sarcasm.)
Ok, will test to see if sword beams are blocked later on.
Haha, don't worry, I take some VERY weird routes through this quest. Note in the PM on the bug if you clear Volcano before Mirage, . No regular player would do that. So the changes don't affect the routine player.
Overall the changes only alter my rather odd route through the game slightly. Would already have L3 Boomerang. On the old versions, I use Enigma Castle's relic stone to help get the OTHER item from Excavation B-3 before going into the Crypt and tanking everything out . Just have to get the relic stone from the Crypt before going back to Excavation now. Not like Crypt is excessively difficult with Blue Mail
Edited by pixcalibur, 31 January 2013 - 07:57 PM.
#51
Posted 01 February 2013 - 01:58 AM
EDIT: Thanks pixcalibur I forgot to add that one 'Nightmere'. Was in a hurry to post. Getting a little late here, past my bedtime.
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The tile above where the enemy is in the top right corner is not right.
Edited by Artistic, 01 February 2013 - 02:58 AM.
#52
Posted 01 February 2013 - 02:14 AM
#53
Posted 01 February 2013 - 06:35 AM
Interesting visual bug in Excavation. I dunno what the heck that is or how it happened. O.o It was a regular tile, too, not even a secret or something.
#54
Posted 02 February 2013 - 04:01 PM
Mirrors
May want to keep access to the room with the guy in it because of the warp back to the start. Bombable wall or walk through wall maybe?
Statues
51:64 – ok to remove block and switch. To make other path more useful, can put a warp pad at 51:70 to connect to a warp pad at the top of 51:64. So now you have to go around the barrier to get in.
Map is a bit odd. A few rooms to the left of the start are unused. Just more maze rooms or something.
Rather useless map at 51:15 since you're already given it.
Deku Tree
52-55:03 – Need a key in that chest. Can't open the door at 52-55:12.
The space right below Link you can try to replace the "S" space with a hole to make a 2x3 grid hole there. That will prevent someone from using the hookshot to cross over on the W side.
#55
Posted 02 February 2013 - 06:03 PM
I just really hope nothing breaks.
Mirrors
May want to keep access to the room with the guy in it because of the warp back to the start. Bombable wall or walk through wall maybe?
Statues
51:64 – ok to remove block and switch. To make other path more useful, can put a warp pad at 51:70 to connect to a warp pad at the top of 51:64. So now you have to go around the barrier to get in.
Map is a bit odd. A few rooms to the left of the start are unused. Just more maze rooms or something.
Rather useless map at 51:15 since you're already given it.
The useless rooms, I'm not worried about. I don't want to mess with C's design too much.
I did remove the block trigger dispelling the force field in Statues though, and replace it with a neat push-button that enters a mini-cinematic of the field disappearing. Tested it, and it works wonderfully.
Deku Tree
52-55:03 – Need a key in that chest. Can't open the door at 52-55:12.
The space right below Link you can try to replace the "S" space with a hole to make a 2x3 grid hole there. That will prevent someone from using the hookshot to cross over on the W side.
Key re-added. Hole created. Dinner eaten. Peace acquired. Update Uploaded.
#56
Posted 03 February 2013 - 12:34 AM
When you bomb this wall, this combo appears instead of the normal left cave open door, check that.
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Enemies on ceiling.
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No boss???
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Don't know if this is important, but weird secret combo by stairs...
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Is it normal that after triggering the switch on the Train Station, the stairs that WERE here are supposed to be a pot undercombo or was that on purpose?
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Weird pot undercombos under block that has no purpose...
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Yet again, another weird secret combo seen by lens, normal?
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After swimming here from the northern screen, you can't go back, since the path to return turns solid. Might be an accidental NES dungeon room...
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Another secret combo seen by lens...
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Are these undercombos supposed to be there or is that normal?
That would be it, until next time ShadowTiger and PureZC!
#57
Posted 03 February 2013 - 02:53 AM
Going down from screen below Wind Fish leads to this. I think a problem is from the game shuffling from 33:10 to 33:17 upon standing at the cave exit and base of stairs (where bushes are). So I go down, I may be actually going down on 33:17, which leads to nothing. Any way to keep the screen at 33:10 and not have that automatic transition to 33:17?
- I'm on the right side of the mountain now
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Are any rocks pushable at 33:20? If not, you can make the one directly left of the stake pushable, as it would be a one way path to the start.
You can remove the rocks at 33:21. Otherwise to make the return, you'd have to go through Volcano and beat the boss each time.
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52-55:26 - will need a block in the lower right corner of the room to block access going down on the S side. Didn't realize that in 52-55:36, adding the hole to block W side access now allows S side access and a bit of level cutting (early magic key, skipping boss 1)
Hmm, in Deku Tree, bombing walls leaves some black square under combo next to the broken wall. Can be seen in ZQuest.
- This is what I meant by locks carrying over to different sides.. Used my key on the S end to reach the W switch. Key doesn't duplicate, which is ok, but the lock DOES duplicate on different sides, meaning in this case, I can't open this door on the W side. The locks should not carry over if the keys don't.
Man, it is not fun trying to figure out the Deku Tree, as you have to keep track of all 4 sides.
Edited by pixcalibur, 03 February 2013 - 09:14 AM.
#58
Posted 03 February 2013 - 10:34 PM
Thanks again everyone for the bugs. Fixed 'em all, hopefully. Tested out the Mines Boss; should work nicely this time. (Spiffied it up a tad too. Added more screens and enemies.) A little too exhausted to reply to everything. Store is selling grills this month and I don't know why. It's February. It's snowing. Right now. In February. Naturally. ... and people are deciding whether or not to grill.
Updated Quest File with snow on it.
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.. bleh, no, can't leave it alone. This one's important:
What I wanted to do was to force Link to continue from that point without any ability to enter the cave again to go back to wherever, so he'd have to slash the bush to get up to talk to the Wind Fish Egg, then he could go back down the ladder to a different screen that has the new path to the south open. Wish that were easy to do.
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Question for everyone and anyone:
I've actually managed to somehow, through completely batshit insane alchemy, create an event that only triggers the room's secrets if you have greater than or equal to (x) Heart Containers.
This means that we are now able to have an entrance to the Dojo (Where you learn Slash, and other new player skills brought forth in 2.5) that actually checks if you have enough health to enter. It works. Wonderfully. Tested it out a bunch just now.
So we have to decide, how many Hearts should the player have before they're allowed to train in the Dojo?
This doesn't mean that it'll be free, of course. The skill might be highly expensive. I plan on the rupee cost being around 1,200. What does everyone think about this?
Each subsequent skill will cost about 300 rupees, with their upgrade costing 400. I don't think the upgrades are that worth it.
They also might have a gift shop that lets you buy a lot of good stuff. I might use the shop script for that, actually. Just because.
#59
Posted 09 February 2013 - 08:34 PM
Check the bottom left corner, there is a tile thats wrong placed.
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Secret combos as seen by lens, check please.
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Enemies on ceiling...
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Wrong tiles in front of Link. Should be open bombed wall.
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Maybe not so important, but check here where Link is standing, since there is no statue that causes the wind to blow (I hope you understand what I meant.)
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Check the pits on the next floor of Storm Tower, since if you fall from the wrong edge, you may end up getting stuck here trying to fall unto the heart piece on the north screen from here.
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Check the top right tiles, looks weird.
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Enemies on ceiling, (sorry, I killed them before taking the shot).
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Check the solid combos on the left from Link, since you can go west from this screen to this screen as shown:
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Again, enemies on ceiling.
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Check the statue like things, since they're missing the top circle thingie (you know what I mean).
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Possible empty guy room?
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Same here.
Well, that's pretty much it... Till next time guys.
#60
Posted 10 February 2013 - 01:28 AM
Check the bottom left corner, there is a tile thats wrong placed.
Nice find. Can't believe nobody ever noticed that. Takes some real diligence.
Secret combos as seen by lens, check please.
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Enemies on ceiling...
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Wrong tiles in front of Link. Should be open bombed wall.
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Maybe not so important, but check here where Link is standing, since there is no statue that causes the wind to blow (I hope you understand what I meant.)
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Check the pits on the next floor of Storm Tower, since if you fall from the wrong edge, you may end up getting stuck here trying to fall unto the heart piece on the north screen from here.
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Check the top right tiles, looks weird.
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Enemies on ceiling, (sorry, I killed them before taking the shot).
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Check the solid combos on the left from Link, since you can go west from this screen to this screen as shown:
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Again, enemies on ceiling.
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Check the statue like things, since they're missing the top circle thingie (you know what I mean).
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Possible empty guy room?
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Same here.
Well, that's pretty much it... Till next time guys.
Oddly enough, they do have Guys and Strings, and were documented in MeleeWizard's Let's Plays just fine. If the bug is on your end, .. well that's just weird. But the Dmap flag "Guys appear in caves only" was on. I unchecked it. Can you test them again in a new revision?
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