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#526 klop422

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Posted 06 August 2018 - 07:13 AM

[claim]

 

EDIT:

2lftck6bb0mm4ox4g.jpg

Mentioned it on Discord as well, but the whistle is in a non-existent cave in screen 07. The cave on that screen goes somewhere else. Also, the cave in 17 leads to 07, which doesn't lead back. I'm not sure what to do about this.

In other news, I added a new dmap for the snow mountain. Not sure if 14 is supposed to be part of it or not. Also, I couldn't think of a better name than Mount Snow, so I guess that's what we're calling it for now. If anyone has a better suggestion, go ahead.

Also, we currently have 14 heart pieces and 1 heart container (with at least another 7 full ones to come - one for each level). That brings us up to 11.5 extra hearts, assuming we go with 4 pieces to a heart. Add 3 for the standard opening number, and we're at 14.5 hearts. Just so we know.

 

http://www.mediafire...m1-s72.qst/file


Edited by klop422, 06 August 2018 - 08:54 AM.

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#527 Orithan

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Posted 07 August 2018 - 05:28 AM

[CLAIM]



#528 Orithan

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Posted 07 August 2018 - 11:09 AM

zelda011.png

Quest File

 

Updates:

  • A bunch of things were changed in surrounding screens to improve their design (of course following the 2 combo high/width rule) and to stop players from using the Flippers to pass by the Goryia on the overworld entrance.
  • The script file is updated with optimizations that make it less taxing on the system.
  • Two new scripts are added: ItemPickupScreenD (item script) which lets item pickups change screen D and ChangeScreenTypeAttribute (ffc script) which lets you change the room attributes of the current screen. Look in the buffer for usage instructions.
  • Wisp Ring L1 no longer makes permanent jinxes temporary. Instead, it halves jinx duration.
  • There is now a duplicate Magic Container item specifically for the Monstro Carnival shop.
  • Shop types 12-14 and 16 are set.

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#529 klop422

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Posted 07 August 2018 - 04:18 PM

[claim]

 

EDIT:

i14r1rhjphlqqu84g.jpg

Maybe a little monochrome, but I think the swanmolas and the rain kind of help.

It's also a bit further out from the other Misery Ruins screens, just to give some direction. I'm also liking the idea of having multiple entrances (if any, the one at the bottom left of the outside area), but we'll see where it goes.

 

http://www.mediafire...16-s3A.qst/file


Edited by klop422, 07 August 2018 - 04:59 PM.


#530 jerome

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Posted 07 August 2018 - 10:13 PM

BigJoe, are the flashing snowflakes are supposed to be solid?  I used them as screen flair, and just caught it on a walkability check.  Asking you since you used them in your screen (that I messed up).

 

EDIT:  CLAIM

 

EDIT:

https://www.dropbox....44 s55.jpg?dl=0

 

https://www.dropbox....44-s55.qst?dl=0

 

 

Have to work on my image sharing.

 

EDIT take 42:

Added screen on m44 s55, continues from my previous one.  Some more new frozen water edge tiles.  Flashing snowflake now walkable.  Created snowmounds (hookshot spots).  Resisted urge to put Olaf on screen.


Edited by jerome, 08 August 2018 - 12:25 AM.


#531 Orithan

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Posted 08 August 2018 - 01:31 AM

[CLAIM]



#532 Orithan

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Posted 08 August 2018 - 08:57 AM

zelda012.png

 

The Magic Container and Wisp Ring are only buyable once - when brought out, they are replaced by other stuff.

 

File Link

 

Updates/changes:

  • Map 1 Screen 76 has had a warp set to this screen.

  • Added in UpdateShop, a script that lets you change the type of shop a shop screen has. This method is rather rudimentary and cumbersome, but put it down to the internal shop screens being unable to be edited directly. If you want to use it, look into the buffer and look for the script.

  • Added in a cameo of myself into the screen with all the cameos (Map 1 Screen 0C)



#533 klop422

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Posted 08 August 2018 - 12:33 PM

[claim]



#534 bigjoe

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Posted 08 August 2018 - 02:06 PM

BigJoe, are the flashing snowflakes are supposed to be solid?

 

In my mind the solidity didn't matter because I was using them in the background portion of the screen. It can go either way I guess.



#535 klop422

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Posted 08 August 2018 - 02:29 PM

0bq7qtplh0h01hc4g.jpg

Level 7 - Arid Cave. Feel free to make the name a little better.

I was toying with the idea of adding a Z4 key to the entrance (m1s43) and putting the key in the tower in m1s51, or somewhere else in the town. Because otherwise you might be able to just ignore the town.

Also, I thought the green might be a little bluer than I wanted, but I feel like the palette works as a darker version of the overworld desert.

 

In dmap news, I changed the Underlit Cavern theme to a better MIDI of Barrel Volcano. Also, Arid Cave uses the Battle Pyramid theme from Pokémon Emerald.

 

http://www.mediafire...58-s33.qst/file


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#536 Anthus

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Posted 08 August 2018 - 03:02 PM

I'll update the Maps list when I can. :)
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#537 Orithan

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Posted 13 August 2018 - 05:25 AM

It's been a while so...

[CLAIM]



#538 Deedee

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Posted 13 August 2018 - 09:56 AM

0bq7qtplh0h01hc4g.jpg

Level 7 - Arid Cave. Feel free to make the name a little better.

I really like how the later dungeons don't feel like your standard semifinal/endgame themed dungeons and actually feel unique.  :thumbsup:


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#539 klop422

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Posted 13 August 2018 - 10:28 AM

I really like how the later dungeons don't feel like your standard semifinal/endgame themed dungeons and actually feel unique.  :thumbsup:

I mean, we've still got level 9 to do. We'll see what whoever makes of that.



#540 Orithan

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Posted 15 August 2018 - 03:22 AM

zelda041.png

Quest Link

Map 2 Screen 2D

 

The main change so far was the addition of switches to the top of the combo table (inserted after the lower walls?) and now each of the Zol halves can hold down switches.


Edited by Orithan, 15 August 2018 - 05:01 AM.

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