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Dreams of Tomorrow
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:
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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.
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I can't find the thread for your demo. Would very much like to try it out.
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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 :)
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So, how about the thread for the demo?
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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.
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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?
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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.
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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.
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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: