Skipper
06-04-2006, 04:43 PM
~<QUEST DEVELOPMENT FOR NEWBIES!>~
Lots to see and do here...
Well...shall we begin?
Here, you can post tips for wannabe quest developers. Here are a couple of mine:
Step one: Developing your quest!
~Using the tiles.~
Tip #1: Always use the tiles in the right way. Like, for example, do NOT mix mountain tiles with house tiles.
Tip #2: Colors wrong? This may be because of the current pallette. Go to Data-pallette, and choose a pallette. This allows you to view a pallette. Now, go to quest-Dmaps, and set up a Dmap. Somewhere, it should say what pallette you want to use for the Dmap. Choose your pallette.
Or, if you did that, and still no success, you can always change Csets. To do this, while making a screen, on the right side of your keyboard, are the + and - sign. Press these to toggle Csets.
Tip #3: Want your tile to animate? Go to Quest-Graphis-tiles, and look for the tile you want to animate. Now, count the number of tiles that comes after. Now, remember that number, and exit the tile page. Now, in the combos page (Right side of screen), Right-click on one of those red squares, and look for the tile. Now, a screen should pop up. Under Animation frames, type the # of tiles in the animation you want. Below it, is the animation speed. If you want to show someone walking in place, I reccomend typing 35 or so.
Tip #4: Put some detail into your screens. If it is an overworld, you should put some trees in the screen, preferrably Link to the Past trees. Put some sprites in the screen. Hide items in the screen. Add those little "grassy" tiles: Not the tall grass, but the squiggly-line grass. In my opinion, I think having tall grass everywhere makes me think that the quest maker is too lazy to puit some work into it.
Master these, and you will be on the way to making GREAT screens!
~Beta Testing.~
Tip #1: Always have an experienced quest maker test your games, not a newbie or someone new to ZeldaClassic.
Tip #2: If YOU are the one testing, always look for the bugs first. From typos to misplaced tiles, or even misused layers, remember it.
Step 2: Giving your quest that extra flare.
~Layering~
Tip #1: Suppose you want Link to walk under something, but not ALL of it. Take a tree for example. Now, in order to do this, you must use layering. How do you do this, you say?
Easy, once you get the hang of it.
Now, make your screen. Place ONLY the stumps of the trees, not the top part of it. Remember where the top part of the tree would go if you were to put it on the screen.
Now, this time, go to a seperate screen. Place the top part of the tree EXACTLY where you would think it would go on the other screen. Now, remember this screen number, and the map number.
Go back to the previouse screen with the tree stumps. Go to Data-layers, and under 3, type in the map # of the screen, and the actual screen # of the screen with the top part of the trees. Now, click done.
If successfull, the top part of the trees should show up.
Here is a quick run-through of each layer #:
1-2: Appears under Link. In other words, if not solid, Link can walk over it.
3-4: Appears over Link. In other words, Link walks under the combo. Keese and bats can still fly over it, though. And, if the object is solid, Link can still go under it.
5-6: Appears above Link and above flying enemies. Good for:
1: Message boxes.
2: Rain/weather effects.
Tip #2: You might have noticed the transparent check-box. Check it if you want the layer to be transparent, or "see-through".
Lots to see and do here...
Well...shall we begin?
Here, you can post tips for wannabe quest developers. Here are a couple of mine:
Step one: Developing your quest!
~Using the tiles.~
Tip #1: Always use the tiles in the right way. Like, for example, do NOT mix mountain tiles with house tiles.
Tip #2: Colors wrong? This may be because of the current pallette. Go to Data-pallette, and choose a pallette. This allows you to view a pallette. Now, go to quest-Dmaps, and set up a Dmap. Somewhere, it should say what pallette you want to use for the Dmap. Choose your pallette.
Or, if you did that, and still no success, you can always change Csets. To do this, while making a screen, on the right side of your keyboard, are the + and - sign. Press these to toggle Csets.
Tip #3: Want your tile to animate? Go to Quest-Graphis-tiles, and look for the tile you want to animate. Now, count the number of tiles that comes after. Now, remember that number, and exit the tile page. Now, in the combos page (Right side of screen), Right-click on one of those red squares, and look for the tile. Now, a screen should pop up. Under Animation frames, type the # of tiles in the animation you want. Below it, is the animation speed. If you want to show someone walking in place, I reccomend typing 35 or so.
Tip #4: Put some detail into your screens. If it is an overworld, you should put some trees in the screen, preferrably Link to the Past trees. Put some sprites in the screen. Hide items in the screen. Add those little "grassy" tiles: Not the tall grass, but the squiggly-line grass. In my opinion, I think having tall grass everywhere makes me think that the quest maker is too lazy to puit some work into it.
Master these, and you will be on the way to making GREAT screens!
~Beta Testing.~
Tip #1: Always have an experienced quest maker test your games, not a newbie or someone new to ZeldaClassic.
Tip #2: If YOU are the one testing, always look for the bugs first. From typos to misplaced tiles, or even misused layers, remember it.
Step 2: Giving your quest that extra flare.
~Layering~
Tip #1: Suppose you want Link to walk under something, but not ALL of it. Take a tree for example. Now, in order to do this, you must use layering. How do you do this, you say?
Easy, once you get the hang of it.
Now, make your screen. Place ONLY the stumps of the trees, not the top part of it. Remember where the top part of the tree would go if you were to put it on the screen.
Now, this time, go to a seperate screen. Place the top part of the tree EXACTLY where you would think it would go on the other screen. Now, remember this screen number, and the map number.
Go back to the previouse screen with the tree stumps. Go to Data-layers, and under 3, type in the map # of the screen, and the actual screen # of the screen with the top part of the trees. Now, click done.
If successfull, the top part of the trees should show up.
Here is a quick run-through of each layer #:
1-2: Appears under Link. In other words, if not solid, Link can walk over it.
3-4: Appears over Link. In other words, Link walks under the combo. Keese and bats can still fly over it, though. And, if the object is solid, Link can still go under it.
5-6: Appears above Link and above flying enemies. Good for:
1: Message boxes.
2: Rain/weather effects.
Tip #2: You might have noticed the transparent check-box. Check it if you want the layer to be transparent, or "see-through".