Yes
No
Actually Example_4th is the only one that I'm missing. I don't know when they were available without password, but I do have the first three unlocked on my computer.
In fact, I was shocked that the 'example' versions of the quests were not bundled after 2.5 came out.
EDIT: What I mean to say is yes, it would be awesome if somebody could make those files available. Maybe we could put them on the quest database?
Last edited by CJC; 08-07-2013 at 01:31 AM.
OK. Quick and dirty:
http://imzogelmo.webs.com/news.htm
EDIT: Oh yea, if you see that Hitting Jello wav file on my site, its timing works perfectly for a Zol splitting into Gels. Feel free to use it. :)
Last edited by Imzogelmo; 08-08-2013 at 01:44 AM.
Thanks.
I actually had no idea there was even an example 3rd or 4th. I know we had proposed versions in the alpha builds (up to rev.1200 where they were finalized) for some years though.
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Wow... fourth only has two pages of tiles? How efficient.
Thank you Imzogelmo. It gives us the power to transfer maps to new 'classic tileset' quests, which is really important considering the Overworld needs to remain the same.
EDIT: I was thinking about what CAD said for accessing the quest (Type DarkNation or DN), and I have a few follow-up questions.
First, should you be able to reach this quest by beating Third OR Fourth (either one, but not both since they aren't sequential)?
Second, should we include a memorial room for DarkNation in the quest, and if so what should the string say?
SECOND EDIT: I notice one of the rules is to set the continue point to the dungeon entrance. If my dungeons have more than one entrance, does that break the rules? (I intended to set the continue point to the most obvious Overworld entrance)?
Last edited by CJC; 08-07-2013 at 05:15 PM.
Can someone post the example 3rd and 4th?
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Well you can get the unpassworded 'fourth' from Imzogelmo's site:
As for the others (1st through 3rd), you'll need to wait for somebody to give permission for them to be uploaded.
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I'd like an exception added to this: Bosses should be able to 'split' upon death into other bosses (albeit with the same graphic), to create bosses that have stages of combat (for example, an Aquamentus that shoots fireballs is defeated, 'dies', and splits into one Aquamentus that shoots swords instead).
EDIT: Bummer, it doesn't look like you can set death behavior for bosses. ARGH!
Spoiler: show
Last edited by CJC; 08-08-2013 at 02:13 AM.
Could said script prevent the boss from dropping its item until the chain of fights has been completed? (Actually, it probably could if an invisible intangible enemy was included on screen and only killed when the final boss is slain).
I did see LoadNPC in the documentation (it appears to function based on enemy ID), but I wasn't sure how I was going to check if the previous stage had been defeated yet. I'm also worried that if I script a boss swap the first one will drop the Big Triforce before the second one spawns (or is that something only the Ganon enemy type can do?)
My other thought was the classic boss stage trick, wherein the boss triggers secrets that turn the floor into pit warps that transport the player to the next phase of the boss. That probably falls under the umbrella of cutscene though.
But I'm getting ahead of myself. I suppose the first step I should take is plotting out the map layout of the dungeons with empty rooms. I guess I was focusing on enemies/bosses so early because I want to compress the tiles into as tight a space as possible (it's so elegant that fourth quest only uses two pages of tiles; it must really save on file space).
sup
I started the 4th quest contest and attempted to judge it but I wasn't up to the task. I *think* either _L_ or DarkDragon ultimately decided the winner of the contest, but my memory is hazy.
Actually thinking about it now I should still have all the entries archived somewhere on this PC...
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