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Drawing dungeon rooms & a bonus question!


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#1 Guest_Killer GM (Guest)

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Posted 29 March 2005 - 11:53 PM

So I've decided to make my own small quest after playing my way thorugh a good chunk of the archives, and I ran into a problem with using the dugeon template on the example_bstst tileset.

I read in an earlier thread that you can draw the dungeon rooms by hand (which I figured I could), but what I'd like to know is how that affects things like shutters and bombable walls...if I hand-draw the room, what do I do about the doors? Do I just draw passageways? Are there special combos I need to use on the doors? Which ones? Do the combos go against the edge of the screen, or in the actual doorway like a regular cave entrance?

Thanks in advance for any help.

(Oh, and a bonus question: how do I set up a game so that the player only needs to get 4 triforce pieces, like in TinyQuest?)

#2 ShadowTiger

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Posted 31 March 2005 - 09:45 AM

It's a wonderful question, Killer GM. icon_smile.gif Here's how manually drawing them in works. Well, for one, you can completely ignore the screen template on all occasions. There's simply no use for it unless you're lazy. icon_razz.gif

Drawing in the doors manually straight off the combo page can cause the doors not to function as they should, but they can still be used. Let's take this one at a time, shall we?

• Passageways: You can place these babies pretty much anywhere you want, and it won't affect all that much. They're just open spaces connecting two rooms. No obstacles whatsoever. As long as it's walkable on both ends, (Hit "w" to see. The pink areas are unwalkable.) then you can easily walk through to the other side. You can hit F6 to put them in, or manually draw them in. It makes no difference.

• Locked Doors And Boss Doors: You -CAN- place these anywhere you want, but it's a little bit complex. Obviously, these are unwalkable until you unlock them. What you want to do, if you want to place these anywhere except the center of the wall like they would if you would hit F6, is create a new set of Locked doors on the combo page. Here's how.

Find a large blank area on your combo page, somewhere after your doors or other dungeon stuff. Right click on one in the upper left area, then find the locked door tile you want. Any part of the door is fine. Then, set it to be unwalkable, (Click on the left gray square until it's totally pink/red.) Then set it to "Lock Block" in the combo type list in the middle of the combo dialogue screen.

Now, make a new combo just to the right of that combo on the combo page, but make it look like an OPEN door. Make it walkable where it should be, (Make sure there's no pink in that open section of the door, but there IS pink where you shouldn't be able to walk through, like the door frame.) and set the combo type to normal, or unused. (It's the default if you just make a new combo.)

Now, do the same with the other parts of the door. The key requirement here is, that these are lock block combos. The way a lock block combo works is, that, when you unlock it, it becomes the combo to the right of that combo, .. i.e. the next combo on the combo page. So a locked door would become an unlocked and open door. Same with BOSS Lock Blocks. Also, you can only unlock one lock block per screen, as once you unlock one, they ALL unlock / open / become the next combo on the list. Note, that I think Boss Lock Blocks and Lock blocks trigger seperately from each other, so that's good.

• Shutters: Okay, these are MUCH more difficult, in that you really should just leave them in the center of the wall via the F6 dialogue, rather than trying to make your own. It's far too complex for a newcomer. Even I'm still struggling with the immense amount of combo cycling involved. icon_xd.gif icon_lol.gif

• Walk-Through Walls, are pretty easy, in that you can just place that segment of the wall on layer 3, and it'll pass right over the player. But if you want the player to "push through" the wall, you'll have to do the default F6 door combo thing.

Good luck man. icon_smile.gif



As for the Tiny Triforce thing, there are quest rules for that on the first page of the rules page, but I never really used them much.

#3 Snarwin

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Posted 31 March 2005 - 11:21 AM

Also, if you want to be able to draw doors yourself, you either need to use a Cave DMap or check the "Freeform Dungeons" quest rule.

#4 Zenith

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Posted 01 April 2005 - 10:56 PM

Or you could just use door combo sets, which are completely seperate from dungeon templates.

#5 Guest_Killer GM (Guest)

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Posted 01 April 2005 - 11:52 PM

Thanks for the help guys. I've only had time to poke around in the Combo editor a little, but I think I see where you're coming from.

I notice there's no combo for "bombable". Is there a way to do that with combos?

#6 Zenith

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Posted 02 April 2005 - 11:11 PM

If you're talking door combos, that is. There's also a "bomb" flag and a "superbomb" flag.

#7 Guest_Killer GM (Guest)

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Posted 04 April 2005 - 11:12 PM

QUOTE(zmaster @ Apr 2 2005, 10:11 PM)
If you're talking door combos, that is.  There's also a "bomb" flag and a "superbomb" flag.

Are these flags on the combo page? Cause I don't see them...

#8 nicklegends

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Posted 05 April 2005 - 12:43 AM

Flags are a bit different than combos. I suppose you could say they are extra properties on top of each combo. It's rather difficult to explain... icon_confused.gif

Say you want to make a wall that when bombed, becomes a cave. (I know this isn't exactly the use you're asking for, but it is easier to describe.) You would go to Tools->Flags, and scroll down to #6. Click it, and then place that flag on the bombable tile. In Data->Secret Combos, find the "Bomb" tab, and then next to the label "Bomb," locate and click on the cave tile you so desire.

Flags can be used in very VERY complex ways to make all sorts of different events happen. I realize that this explaination is not the best you could have asked for, so if you need some clarification, please ask. icon_wink.gif

#9 Guest_Killer GM (Guest)

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Posted 06 April 2005 - 05:20 PM

Okay, that seems pretty straightforward...

Thanks for the help, everyone.


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