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bobrocks95
02-10-2008, 10:17 PM
This is a quest that I've been working on in my spare time for a little while now in 2.10.

-----------------
Story
-----------------
Ganon has been a relatively small threat for a short time now in Hyrule since Link last defeated him. But recently him and his minions have been on an uprise. The local wildlife notices this recent uprising and begins to stir. Eventually the local creatures, once kind and even sophisticated, began to turn into ravaging beasts. With creatures attacking the town and Ganon's army as well, the villagers of Kakariko need a hero's help. Ganon knows of the power of the Hero's bloodline, and has fled to the summit of Death Mountain to escape danger, sending his army to defend the hillside. Now Link embarks on his longest journey yet, climbing the highest mountain in Hyrule to reach the ultimate evil...


The quest itself is not very far along, though I have some ideas straight and planned. As this is my first quest, I began it in the Classic tileset, though have already started a concurring version using the BS tileset.

I'm looking for people to design the dungeons for this game for me, as I've discovered that I have both problems and am not very skilled at, designing and drawing dungeons. Please post here or PM me if you are interested.


The idea revolves around climbing Death Mountain, with a basic design of a winding path, moving left and right along the length of the entire overworld, much like and elongated S shape.

Here are some comparison screenshots:


http://img.photobucket.com/albums/v125/PokeMaster/deathm1.png BS | Original http://img.photobucket.com/albums/v125/PokeMaster/deathm4.png

http://img.photobucket.com/albums/v125/PokeMaster/deathm2.png BS | Original http://img.photobucket.com/albums/v125/PokeMaster/deathm6.png

http://img.photobucket.com/albums/v125/PokeMaster/deathm3.png BS | Original http://img.photobucket.com/albums/v125/PokeMaster/deathm5.png


Like I said, this is my first quest, and is not very far along and I am not the best with the BS graphics yet.


*Known Bugs*
NONE

If anyone can provide me with help on this, it would be greatly appreciated.

EDIT: The development of this quest has indefinitely been moved to the latest 2.5 beta (which is 737 at the time of this writing). If any major problems occur or are discovered in the quest, development will most likely be switched back to 2.10, depending on the severity of the issue.

Russ
02-10-2008, 10:47 PM
Hm, it looks good. I think you might be using the BS mountains wrong, but other than that, it looks good. Nice job. :thumbsup:

Edit: Pineconn, do you enjoy being able to edit other people's posts in this forum?

Edit: Yes, as a matter of fact, I do. :D ~Pineconn

Pineconn
02-10-2008, 11:11 PM
Answer is in your post. ;) Hey, I decided to do a nice thing and fix the http://www.HAHAYESSSSZELDAISKOOLMAN!.com/YOMYMANWHATUPHOMES?.bmp's.

A little bit of ground detail would go a long way, in my opinion. I'm not sure if the BS tileset has ground texture for the brown-colored ground, but if it does, try adding a little. And I like the idea of scaling a mountain; if done right, it could prove to be an interesting gameplay element.

bobrocks95
02-11-2008, 06:01 PM
...I think you might be using the BS mountains wrong...

As I believe you yourself has said before, it is a hard switch from Classic mountains to pretty much any other tileset's mountains. With classic, you pretty much have 4 corners, a bottom, top, and middle.
I'm sure my mountain error is most obvious in the first BS picture.

Oh, thanks Pineconn for the picture fix:D. I'll go for some ground detail. There weren't really any good, important screens that I had done yet, though I thought that anything is better than nothing.

:EDIT: Detail such as this, Pineconn?

http://www.2shared.com/download/2833454/7822e1dd/zelda008.bmp?tsid=20080211-201428-458f042b

Yay, I got the picture to work!!!!

Pineconn
02-11-2008, 10:20 PM
...It doesn't work for me.

http://img.photobucket.com/albums/v125/PokeMaster/deathm7.png

Yes, that does look better. Are there any waves for the water? :D

Russ
02-11-2008, 10:21 PM
But why doesn't it work in his post?

Pineconn
02-11-2008, 10:23 PM
He tried 'stealing' the image from the website, which apparently doesn't work. I tracked the image down, downloaded it, and uploaded it myself to Photobucket.

Russ
02-11-2008, 10:38 PM
He tried 'stealing' the image from the website, which apparently doesn't work. I tracked the image down, downloaded it, and uploaded it myself to Photobucket.
Oh. Thief! :D

bobrocks95
02-11-2008, 10:58 PM
Accusing me of thievery, eh? I uploaded it to the site, then used "copy image location", then put it around IMG tags. It worked for a while, but now for some reason it doesn't. I drew it myself, so I wouldn't call it thievery:tongue:

Waves? I'll look into it, but I'm pretty sure there isn't any waves. You mean in the water, right?

I also added a list of current bugs so far in my quest. If anyone can provide any help with these(particularly the first one), it would be greatly appreciated.

Pineconn
02-12-2008, 11:22 PM
(I overuse my powers. :p)

I'll be sure to do that.

1) Seems to me you're setting up the wrong tile. Try placing both the green and blue tiles at the bottom of the screen.

2 and 3) I'll have to check these out tomorrow.

bobrocks95
02-13-2008, 09:57 AM
For some reason #2 is fixed, but #1 is still there. I moved both the green and the blue tiles into the bottom wall slightly, so that the top half of is the only part visible. Link still appeared up and to the left in the wall of the door.

Russ
02-13-2008, 12:12 PM
Make sure those squares are right in front of the cave. Directly in front.

bobrocks95
02-13-2008, 12:17 PM
You mean outside? All those are one square away from the door, so right in front of it.

OO
OO
XX
XX
O=door
X=blue square

Russ
02-13-2008, 12:40 PM
The door is two tiles wide? Then put the blue square in between the two outside like:

O O
X

O=Door
X=Square.

It's not the best drawing, but hopefully you will be able to understand it.

bobrocks95
02-13-2008, 12:52 PM
I was just making a square, the doors aren't 2 squares wide. It's set up just like this:

O
X
one square away from the door is the square. Like I said, it's set up the same on every door, but there's only an animation when walking out of a 'walk down' doorway.

Russ
02-13-2008, 02:23 PM
Oh, you mean walk up doorways. There is no animation for walking out of walk up doorways. Sorry.

bobrocks95
02-13-2008, 02:24 PM
Oh, that's good to know. I'll take it off the bug list.

bobrocks95
02-19-2008, 06:43 PM
Quest development has been moved to 2.5b737 for the time being. If any big problems are found, development will switch back to 2.10. BTW, 2.5 looks like it's going to be amazing. I spent an hour just looking at all the new stuff in the beta:tongue:. New features have recently been implemented into the 2.10 version that were broken and didn't work/messed up the game, and after switching to the latest beta, all problems were fixed, with the exception of the one previous bug where Link appeared in the wall when entering a house. I believe this may be caused by the house being treated as a cave, because in the original Legend of Zelda, Link appeared to the left when entering a cave, which always had a 2-square-wide doorway, as opposed to the house's one-block doorway.

Russ
02-19-2008, 08:35 PM
Isn't 2.5 amazing? I remember spending a whole week just looking over all the new features it had to offer.

bobrocks95
03-05-2008, 06:33 PM
A bunch of small fixes and additions have been added, most notably multiple-room houses(which in turn solved the only current known bug) and some simple sign-post scripts. Amaster has signed on to create at least one dungeon, and hopefully more, though I have another member to fall back on just in case. Details have been refined, as well as ground detail on the beach(for Pineconn :tongue:) among other things. Betas have been working fine, no big problems yet. The BS version is actually the farthest along, though I do still plan to release both versions.

Russ
03-05-2008, 07:04 PM
If the BS version is farthest along, why continue with the classic version, when most people will probably rather play the BS version anyways?

bobrocks95
03-05-2008, 08:54 PM
Well, fine. Completely disregard the classic one then.

Master Maniac
03-06-2008, 10:34 PM
do you know how many dungeons amaster is building? how many will there be in the quest total? lol sorry im nosy but it took a really long time to finish that first one so yeah.

ooh... actually... i haves an idea. ill PM you bobrocks95

heh...(sorry your screen name reminded me of pop-rocks XD)

bobrocks95
03-06-2008, 11:01 PM
At the moment, Amaster is planning on making 2-3 dungeons in total, and the first should be complete no later then Sunday, if everything goes according to plan. PM reply sent.

bobrocks95
03-19-2008, 09:04 PM
http://i274.photobucket.com/albums/jj257/bobrocks95/zelda001-1.jpg

Just a small screenshot showing off the new map and some added detail. More to come once Amaster finishes the first dungeon.

bluedeath
03-20-2008, 10:00 PM
This is pretty good for your first quest! I myself am working on my first quest, I have been using zc for around 3 years getting to know the program and how to use it. I have clearly thought out most of my quest, I have deleted my quest and started over many times. My new demo im making is coming in a few days :D

Russ
03-22-2008, 01:23 PM
http://i274.photobucket.com/albums/jj257/bobrocks95/zelda001-1.jpg

Just a small screenshot showing off the new map and some added detail. More to come once Amaster finishes the first dungeon.
Nice. The triforce in the sand is a nice touch too. And that map looks good.

bobrocks95
03-22-2008, 09:44 PM
Nice. The triforce in the sand is a nice touch too. And that map looks good.

I was planning on setting up a warp system with the triforces, though for some reason the whistle doesn't make a whirlwind when blown.

Russ
03-23-2008, 12:09 AM
I was planning on setting up a warp system with the triforces, though for some reason the whistle doesn't make a whirlwind when blown.
Open the dmap. Go to the "rules" tab. Make sure that the rule "Disable Wistle Whirlwinds" is turned off.

bobrocks95
03-23-2008, 01:22 PM
I'm guessing you mean the "flags" tab, and yes, I have the specific flag "Allow Whistle Whirlwinds" checked. Do I need to set the tiles for the whirlwinds themselves, or what?