Uhh...
Everyone says it is good and all, but my screen still stays messed up:
http://images.cjb.net/33bf1.bmp
and
http://images.cjb.net/2835d.bmp
When I open it in ZQ, the same screen appears, and the combo pages are all loaded with garbage combos.
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Uhh...
Everyone says it is good and all, but my screen still stays messed up:
http://images.cjb.net/33bf1.bmp
and
http://images.cjb.net/2835d.bmp
When I open it in ZQ, the same screen appears, and the combo pages are all loaded with garbage combos.
That's what happened to me when I tried to open this quest on my Celeron D machine after working on it on my PII 300 MHZ 256 Mb Ram machine for so long. It still works just fine on my PII machine, only when I open it in the same build on the other machine, it looks like that.Quote:
Originally Posted by Sir_Johnamus
You're using Beta 10b, right? It needs 10b to work.
The screenshots are showing what happens when the combos get jumbled. Since the combos you see on the screen are referring to one of the combos that got jumbled in the combo page, naturally, all combos tied to that jumbled combo will get messed up too. That's why it looks like that. It doesn't look like that at all on my PII. ;)
Quote:
Originally Posted by Britannianhero4
It loaded fine for me, but I didn't see a "few" screens, I saw 1 completed screen, a lttp style house screen.
Personally I think you're taking way too much time on combo/tile layout and not focusing on the purpose of the quest, and that's to demonstrate ZC and it's new features, and give new builders an example to go by when learning how to use the editor.
Rest assured, that's what's going on in my head as well. The Garbage Combo bug has really been messing with it though. I mean, sheesh, I'm on this thing every single Friday afternoon/Saturday for how many months now, and this is all I have to show for it? ... ... I can't say I'm "tired of it," though I am, ... it's just something that needs to be plowed through until a more stable version can be released.Quote:
It loaded fine for me, but I didn't see a "few" screens, I saw 1 completed screen, a lttp style house screen. Personally I think you're taking way too much time on combo/tile layout and not focusing on the purpose of the quest, and that's to demonstrate ZC and it's new features, and give new builders an example to go by when learning how to use the editor.
I'm thinking of exporting this graphics pack and importing it into a previous version to try to avoid this bug. Think it'll work in 2.10?
I'm not getting any garbage combos in b10b and I've done a bunch of combo/tile work.
Before, in whatever version it was... it seemed to be caused by making tiles and then moving them to another tile position or page in the tile pages, so perhaps doing your editing in another qst file and then just loading them in the final version will cure your problem.
Another "trick" seemed to be to place a combo near the end on the combo pages, this seemed to not allow any garbage combos to be added from that point back to the beginning of the combo pages, since I had done that, and am still using that quest now, maybe that's why I haven't had even one garbage combo since I upgraded to the 10b.
I've only had an issue once, and it was with one of my flower combos, in which the last frame flipped and showed a transparent tile across it, even though it was fine in the combo page, but I had to replace the combo. This happened just once for me...
Um, okay, it's time for another small Status Update.
5/21/06
Shoelace Has The Quest Now
Indeed, at the moment, Shoelace now has NeoFirstb.qst and is constructing Level 1 (The Forest Temple.) with what I was able to save of the combo pages.
While he works, I'll be drawing, importing and recoloring various graphics for use in the set, whether we need them or not. I figure they'd be nice to have. They're mostly things useful in questbuilding, such as interface graphics, heart indicators, magic meters, etc etc.
It's been a little while. :p Thought It'd add to the progress so far. So, right now, Shoelace has completed Level 1, and now it's up to me to design the boss for Level 1.
Read up on Shoelace's immense success here.
Okay Josh. When you have completed what you have done for the Level boss and the overworld, who has been assigned to the creation of L2? Or hasn't that been decided yet?
1) This is one potential layout of L1's Boss Screen. I don't have any boss tiles at all yet, though I'm imagining that I'll be using quite a few of those already-present waving tentacle tiles. -quite- a few of them. ;) I might also be interested in those Super Metroid Vine Miniboss wall borders to form a vine tanglement between the three areas you see in there.
2) Rakki is supposed to be looking into L2, planning it, etc ... Haven't heard much from him lately. That's okay though. I'm really working hard on the overworld. I have my map, so I'm working on constructing it.
BTW: Whoever wants to see what I've done with it since Shoelace finished: See the following paragraph. Again, it's for 10b.
7-17-06's version. Some bugfixes. Mostly working in the Mysterious Forest now.