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Free form dungeons.


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#1 Relm

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Posted 23 June 2007 - 01:27 PM

Hello,

I actually on my 6th custom quest and I'm feed up with the normal dongeons creation. I want to try the free form type to change the style of my new quest.

So, I have a lot of questions, because it seems a lot different, and I do not have any clue.

First, is there a tutorial on the free form dongeons somewhere ? (Something more complex than juste the bases).

Second, I've read that shutters, locked are working differently (Secret and Lock block). But, I want to know what is the point with bombable walls. Can I put 2 or more bombable walls in free form dongeons like in the normal ones ? If, yes, how ?

I'm puzzled about the one way shutter (or shutter) that close itself after link passage and do not allow him to return. Is it possible to do this again ? How ?

Is it possible to hear the sound effect of the shutter closing or opening ? (I don't think so...)

What are the levels for the free form dongeons ? Like the normal ones ? => 1 to 8 for triforces ?

Finaly, what is the basic error newbies make in free form dongeon I can avoid ? Which advices can you give me for this ? Is there any known bugs about this ?

I think it's all... for now... ^^"
Thanks for you help.

(Ps : I'm working on 2.11)

#2 CastChaos

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Posted 23 June 2007 - 02:00 PM

With 2.11, you can place more bombable walls: you need to use inherent singular flags. So, there is a flag inside the combo and placed on the combo. One is Bomb(any) other is Singular. This way only that wall will blow that the player bombs.

One way shutters are like this: the player gets teleported with a side warp from the neighbor screen near the shutter which is closed, always. So, the player can't go back.

You can't have sounds for shutters.

Newbies often make these mistakes:
1. They don't check the "freeform dungeon" rule. (It allows the player to walk freely even at the border of the screen.)
2. They use "dungeon" for DMap type. (It makes secrets (like shutters) temporary.)

The level numbers are the same no matter how your dungeon looks like. 0 for overworlds, 1-8 for the Triforce pieces and above 8 is for additional caves, dungeon, dialogues.

I can't think of more, I hope it helped.

#3 Relm

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Posted 23 June 2007 - 06:52 PM

Thanks ! But, I think it's a little confusing for me still...

The bombable thing for example. If I anderstand, I have to put a flag bomb any in the combo proprieties, right ? And I have to put a second flag bomb any on it with the flag command manualy too ?

I don't get what is the real difference of the normal flags and the flags combos.

For the shutter which close itself after Link passage, I do not anderstand how it's working. If I put this shutter door, when Link enter, he will get through it, right ? (So, it seems a little weird, I mean graphicaly).

Or, maybe it's whith an "after combo" command that the door close itself.

Can you explain more please about this ?
It's quite hard for me... ^^"

And, so, there is no tutorials made for this ?

I do check the free form dongeon rule, that was easy ! icon_smile.gif
But, if it's a mistake to put "dongeon" for the dmap, what is the right type ? Overworld ? Or can I use the BS overworld ?

And, I have another questions : How can I make MAP and COMPASS ?

#4 CastChaos

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Posted 24 June 2007 - 04:42 AM

I don't think there isa tutorial on freeform dungeons...

You just place down MAP and COMPASS just like any other item. For example, if you place the compass into a room which is part of a level 1 DMap, then all DMap with level 1 gets it's shape revealed.
If you want to specify what these items do... Go to DMap, choose your DMap, at the bottom right corner, there are two numbers. One tells where you continue after dying, other tells which room the compass points to (both are '00' by default). Above these 2 numbers, there is a big grid. Clicking on its parts creates the map.

About the one way shutters... if you check the 'freeform dungeons' rule, then Link won't go through side walls, as I explained. But it won't even attempt, since I advised you using WARPS. Not sidescrolling sidewarp, insta warp side warp. This way Link appears near the shutter. Touches the neighboring screen's edge then gets teleported near the shutter.

As for bombs... if you use 2.10 you can't do it, but you said you use 2.11. So, there are the Tools=>Flags which lets you to place a flag on a combo. However, in the combo editor (where you specify its walkability, combo type, etc. "Edit combo" after rightclick) you can specify an inbuilt flag which is always on the combo. So, altogether there can be 2 flags on a combo. The Singular flag does that triggering a secret in that combo changes only that combo and leaves other secrets alone. So, if you put Bomb and Singular flag on three different combos, then blowing up one of them leaves the others alone.

Use Cave type DMaps. Cave type lets you use the same things that the Dungeon type, except that secrets are permanent and door combo sets doesn't work. (but you don't even need door combo sets with freeform dungeons) So, Cave type needs, because using Dungeon type makes secrets temporary, so bombed walls will restore themselves after going back to the same screen.

DMap types:
Overworld: activates whirlwind when whistling, has permanent secrets, uses whole map in the upper left corner, doesn't allow strings (dialogues).
BS overworld: same as overworld, but, uses only half of a full map and you can make a specific map just like at caves and dungeons.
Dungeon: allows strings, has temporary secrets, uses big key, map, compass.
Cave: same as dungeon, but secrets are permanent.

You will learn this well in no time. There were many people whos started with just simply good, or bad or even horrible quests then made memorable hyperquests and became superfamous.

#5 Relm

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Posted 24 June 2007 - 08:13 AM

Ok, so the compass and map are working just like normal, I do not think it was so simple. ^^"

I a little hard to anderstand all of this but I think I got a lot of informations there, thanks a lot for helping me.



#6 Red Phazon

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Posted 24 June 2007 - 07:13 PM

For the shutters, instead of using warps, just put a temporary trigger on the edge of the screen so when Link walks onto the screen he will walk over the trigger and open the shutter. This way it wont look weird when going onto the screen. Use secret combos to do this. Does that make since?

Edited by Link75, 24 June 2007 - 07:14 PM.


#7 CastChaos

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Posted 25 June 2007 - 06:47 AM

QUOTE(Link75 @ Jun 25 2007, 02:13 AM) View Post

For the shutters, instead of using warps, just put a temporary trigger on the edge of the screen so when Link walks onto the screen he will walk over the trigger and open the shutter. This way it wont look weird when going onto the screen. Use secret combos to do this. Does that make since?

But what if Link goes in from other direction, or turns immediately away after entering the screen through the one way shutter? I thought about combo cycling, but would be complicated and needs the player to refrain from stopping before Link actually passes the door frame.
Prohibiting the way back is also can be used via a 'cancel warp' sidewarp.

#8 Relm

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Posted 25 June 2007 - 08:41 AM

I do not know what a trigger is. Are you speaking about some tiles or combos ?

The only trigger thing I know is the dummy enemy.


In fact this solution is good for one way shutters I think.

Edited by Relm, 25 June 2007 - 08:42 AM.


#9 Majora

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Posted 25 June 2007 - 11:05 AM

Trigger combo type.

In A Link to the past, there were some floor switches that you had to walk over to activate. Like a floor button.

#10 Moonbread

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Posted 25 June 2007 - 12:55 PM

Ahh yes, to solve the shutter door problem, well, this can work in most cases, but you can make it slightly more complicated.

Step 1. Place down the tiles for the shutter door where you need them.

Step 2. Get a tile (preferably a switch-looking tile), and if it isn't labeled as Temp. Trigger, do so.

Step 3. Go under secret combos and go to flags 16-31. Click on their spaces to set the open door tiles. Then place those flags over the shutter door tiles.

-Now, as you step on those temp. trigger tiles, it should open the shutter door. But now we have a problem. If we try to enter back, it will be shut again. So, we have to fix this.

Step 4. Go to a different screen (off where your dungeon layout is, I.E., use a screen you wouldn't be using on the map), and put 2 black tiles down where the top of the door is on the other screen (I hope you get that ^^') and then go back to the original screen. Go under "Layers" and label that as either layer 3 or 4. Now, that should ensure that you won't get stuck.

I think I have another idea, of how to make it so that once you've left the door, it shuts again... I think I can better explain this with an example quest, though. So, just a quick question, which beta/build are you using?

Edit: Ahh yes, something that might help you with that layering part, would be to press ` as it will create a grid for you.

Edited by Moonwhisper, 25 June 2007 - 02:11 PM.


#11 Red Phazon

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Posted 26 June 2007 - 06:00 PM

QUOTE(CastChaos @ Jun 25 2007, 04:47 AM) View Post

But what if Link goes in from other direction, or turns immediately away after entering the screen through the one way shutter?


If you wanted to have the door shut after entering the room, then instead of placing the trigger on the edge of the screen to open the door(s), just place them inside the doors and other entries. It wouldn't matter if Link turned around though (You mean going back to the other screen right) if the trigger is temporary.

Edited by Link75, 26 June 2007 - 06:02 PM.



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