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idontknow
07-08-2003, 05:39 PM
Not quite sure about this, but i'm thinking of making a quest called "Dreams of Tomorrow". It has nothing to do with "Dreams of Yesterday" or whatever--i plan on it being a short quest, with only 4 dungeons--the story unfolds via dreams (which are breif "cut scenes") that you see after entering certain houses & going to sleep. After doing so, link wakes up 12 hours later, thus switching between night & day. The major focus of this quest will be overworld & story, instead of the dungeons...what does everyone think of this? i won't start it until my current quest is finished though, which still has a fairly long way to go :shakeno:

Nick
07-08-2003, 06:57 PM
Yay... and now finally... a new breed of wrong names will emerge for Days of Tomo-- err... I mean Days of Yes-- uh... Days of Eternity.

Ok. Seriously, the name was the only thing that caught my eye, but I did read the topic. :blah:

The quest itself sounds interesting... though it does seem a bit too short. Then again... I could be wrong since you have night/day stuff planned.

Crackers
07-08-2003, 09:19 PM
I can't find the thread for your demo. Would very much like to try it out.

idontknow
07-08-2003, 09:20 PM
exactly--the quest will cover two overworlds--maybe 4 levels consisting of multiple dmaps or 8 levels each only one dmap--not sure--i don't want it to be as time-consuming as my current quest--but yes, hopefully it turns out to be a decent quest :)

Crackers
07-08-2003, 09:21 PM
So, how about the thread for the demo?

Freedom
07-08-2003, 10:59 PM
IDK,

I meant to mention that your demo leaves link stuck in walls when he dies off the 1st dmap in a level.
That's why I shelved my current quest, because the 00 bug cannot be controled, and even though there's been dozens of people say they can, when it comes down to the rubber meeting the road, they can never show how they did it.

In my quest it leaves him on screen 73 if I use a dmap level number, and will only take him to screen 00 IF I use level 0 in which case the overworld characteristics then screw up everything else in the dungeon.

anyway, yours is doing the same thing, which makes it unplayable.

idontknow
07-09-2003, 12:31 PM
ok, first of all, crakers, there is no demo for this quest i'm talking about in this thread--i haven't even started it--i'm just sharing my ideas.

and freedom, i didn't even think about that! hmm...i think the level 4 cheat is simply the letter "e" but i'm not sure..also, try playing the quest with the player beta 183, where that bug should've been fixed--hmm..i wonder how hidden duality was able to avoid this problem?

Freedom
07-09-2003, 05:14 PM
It's not fixed in the player 183, how could it be, it's not a "player" problem?

Since you don't have your quest password protected and it was just a demo, I didn't worry about the playability, I was just letting you know that it won't ever work right.

I spent a solid 2 weeks trying different ways to get the go-around on the 00 bug.
I tried different type warps, different level numbers, different everything, and using more then one map for a dungeon just is not going to work right with the current release period.
When you die, who knows where you will end up.

IF it is working on Hidden duality, then I'd love to see why.
Maybe I'll start working on my quest again.

DarkFlameWolf
07-09-2003, 07:49 PM
well, it does semi-work with Hidden Duality. The continue bug still strikes now and then in weird dungeon setups where I didn't adhere to the strict guidelines for fixing the bug, but for the most part 95% of the continue bugs have been eliminated using manual techniques in HD.

System Error
07-09-2003, 07:57 PM
I think I have a decent temporary escape route for El-Continué. Make ANY area of the area where you cannot normally walk on a tile warp to the start of the dungeon. Place a green start flag there. That way, when the player appears onscreen, he/she will be instantly warped to the start, effectively escaping. Alternatively, just place them on every screen in a walkable location where you can never be stuck so the player can escape manually. :shrug:

Freedom
07-09-2003, 08:14 PM
Darkflame,

What are the "strict guidelines" ?

Like I've stated before, I can only get a "dead" link to go to screen 00 when the level # is set to 0, if it's set to any other # he goes to screen 73.

(this of course only applies to the second map dmaps for extended dungeons, normal dungeons work fine)

DarkFlameWolf
07-09-2003, 11:42 PM
well, what I did was, for EACH floor of the dungeon, I would put a psuedo dungeon entrance screen in screen 00 of that map (or screen 08 if it was on the right side of the map) with a fake pit warp that puts you back to the 'real' entrance of the dungeon. Furthermore, on multiple floor dungeons with multiple entrances, I leave the screen that the entrance is completely void except for the psuedo entrance. For instance, any floor of the dungeon that has screen 73 as its main dungeon entrance, I make damn sure I don't use that screen on other floors of the dungeon except for using it as a psuedo entrance. Just in case the player shows up at that spot during dying and continuing. Furthermore, each floor must be on a separate map if there is an entrance/exit warp on that floor. Otherwise, you can combine two floors on one map if there are no entrance/exit warps. Otherwise, separate maps. That's why I get the level 4 and level 7 continue glitches in HD, I didn't bother to make the multiple entrance floors on separate maps. And it would take me a good hour or so to fix this, but even then, its not guaranteed to fix it totally. But with this technique, you're bound to get rid of most of this bug.

Freedom
07-10-2003, 12:42 AM
ok, so far I only have 2 dungeons completed that are "extended" dungeons, dungeons 3 & 4.

Dungeon 3 is on map 4 and dungeon 3 subfloor is on map 29.
I used insta-warp w/ blackout when going from the upper to the lower floor, both have a seperate dmap.

when the dmap for subfloor (map 29) has level 3 inserted it goes to screen 73 even though the dmap is set to go to 00.
when level 0 is inserted it goes to screen 00 where it then warps back to the dungeon enterance on map 4.

any type of warp, any level # and the continue here option still send him to screen 73 unless level 0 is put in.
In addition, the main floor doesn't even start on screen 73, it starts on 71, so it is sending him there because of the way something is written in the program, not because it's trying to copycat the main level 3 dmap or starting position.


I can of course, still build a quest, but it won't be right, it will be buggy like you say yours is, and like everyone elses has to be.


What really messes me up here is level 4, it has 13 stairways to the subfloor, which means IF I use a level # on the subfloor dmap dying in 12 of the 13 stairwells will take link back to one of the stairwells which happens to be on screen 73, which means the player has to come out of there and go clear back up to the furthest point of the dungeon to get back where he was and died once he gets up to a certain point in the level.

OR

I can put in level 0 which then starts him at the enterance after being warped from 00 but that then changes the dungeon to overworld characteristics because of the level 0 number on the dmap.
then the bombable walls, walkthrough walls, screen transfer, triforce room, etc don't work.

C-Dawg
07-10-2003, 08:42 AM
"Dreams of Tomorrow"?

Helloooooooo trademark infringement.

-C

idontknow
07-10-2003, 11:45 AM
WHAATTT???!!! is there already really a game called that?

Dart Zaidyer
07-10-2003, 11:59 AM
Yes. It's called "Dreams of Yesterday". What you plan to do will no doubt confuse and aggravate people, therefore even possibly sullying the reputation of DoY.

C-Dawg
07-10-2003, 02:09 PM
Well yes, except that DoY doesn't have such an unsullied reputation to begin with, AND I never registered the trademark, AND I'm not profiting from it, AND we're all ripping off Nintendo anyway...

Still. "Dreams of Tomorrow"? Come on.

-C

System Error
07-10-2003, 02:17 PM
Originally posted by DarkFlameWolf
well, what I did was, for EACH floor of the dungeon, I would put a psuedo dungeon entrance screen in screen 00 of that map (or screen 08 if it was on the right side of the map) with a fake pit warp that puts you back to the 'real' entrance of the dungeon. Furthermore, on multiple floor dungeons with multiple entrances, I leave the screen that the entrance is completely void except for the psuedo entrance. For instance, any floor of the dungeon that has screen 73 as its main dungeon entrance, I make damn sure I don't use that screen on other floors of the dungeon except for using it as a psuedo entrance. Just in case the player shows up at that spot during dying and continuing. Furthermore, each floor must be on a separate map if there is an entrance/exit warp on that floor. Otherwise, you can combine two floors on one map if there are no entrance/exit warps. Otherwise, separate maps. That's why I get the level 4 and level 7 continue glitches in HD, I didn't bother to make the multiple entrance floors on separate maps. And it would take me a good hour or so to fix this, but even then, its not guaranteed to fix it totally. But with this technique, you're bound to get rid of most of this bug.

Nice idea. Although my idea ALWAYS insures you can never get stuck, yours is excellent too. As a side note the continue bug in HD ALWAYS seems to occur on that damn Gnarled Root Dungeon, no matter what. In Tungsten it only happened when I was at the boss. We REALLY need a newer player release (but not ZQuest), just to fix this crap.

DarkFlameWolf
07-10-2003, 03:46 PM
yeah, esp. since its been fixed anyway in the latest beta. But anyhoo, yes, the bug at gnarled root has been fixed since I changed them into entrance/exit warps in Director's Cut. It seems that has fixed it for some reason.