Maetora wrote:Okay. Well for now, I don't think I'm going to have magic in my first game anyway. Hmm, but since I won't have magic... How do I take away the part that says, "Magic", on the subscreen? This quest also involves no Triforce pieces, so how do I take away that as well? Hmm...
Quest -> Misc. Data -> Subscreens
Go to your passive subscreen, click on the magic elements, and press the 'Delete' key. Same goes for the Triforce in the active subscreen.
Maetora wrote:I'm having problems with the Bow and Arrows, too. I have the Rule checked to, "True Arrows", so that I can pick up ammunition and use it instead of Rupees, but whenever I get arrow ammunition, the arrow count doesn't go up,
Quest -> Misc. Data -> Subscreens
Select the Passive subscreen you're using with the arrows on it, click on the letter/number next to the arrow icon, then...
Edit -> Properties -> Attributes tab
Is "Item 1" set to Arrows?
Maetora wrote:and it doesn't let me use my Bow.
Did you give yourself the Bow and the Wooden Arrow item (not just ammo)? You need both in order to use the bow.
Maetora wrote:It's just the regular Bow, not the Long Bow. I don't know what the difference is anyway.
Arrows fired from the Long Bow fire faster.
Maetora wrote:What's with the silver and golden arrows?
If you have Ganon from the NES game in your quest, the player needs at least silver arrows to kill him (the arrows are also stronger). Golden arrows can be shot through multiple enemies (like the plasma beam from the Metroid series) as well as being stronger than silver arrows.
Aha, thanks a lot! I can't believe I forgot the actual Wooden Arrow thing in order to shoot the arrows. I'll try the subscreen stuff now and edit later to say if it worked or not.
Okay, I've come across another very annoying problem. I have completed my first dungeon, and then tested it. At the end of the dungeon, upon completing it, I go back to the Overworld, but when I press start, the Map, Compass, and Boss Key from the first dungeon is in my inventory, meaning I can use those items in ANY dungeon! What's up with that? And how do I fix it? 😞
Those items should only appear and be used for their corresponding dungeons...
Set the level number of each dmap to something different.
Joe123 wrote:Set the level number of each dmap to something different.
That's what I thought the problem was...
The Overworld and every other map is set to Level 0. While the dungeons are set to Level 1, 2, 3, and etc.
Should I change the Overworld Level to like 20 or something, and then everything else 21, 22, 23, and etc.? That seems real unnecessary, but I'll do whatever I have to do to get rid of this problem, 'cuz it's quite annoying. 😕
Okay, I have resolved this problem, so never mind.
I have a problem with the color sets in dungeons, though. I can choose any color I want, for a dungeon template, but when I place the doors onto the screen, then it gives me a list of only 6 color sets to choose from. What's the deal? :\
(I'm using 2.11 btw)
You can actually edit the door graphics from the Graphics menu. The Doors Menu simply lets you pick the ones you have set up.
From the actual editing menu, you can change the door colors and tiles as you see fit, or even make a new set.
If I'm not mistaken, it's Graphics ->Door Combo Sets
callitaday wrote:You can actually edit the door graphics from the Graphics menu. The Doors Menu simply lets you pick the ones you have set up.
From the actual editing menu, you can change the door colors and tiles as you see fit, or even make a new set.
If I'm not mistaken, it's Graphics ->Door Combo Sets
Seems like it will take awhile to set that all up, but as long as it works. Thanks.
I've gotten two dungeons done so far, and I'm almost done with the third. I'm trying to come up with some good puzzles, but I'm limited to only do the common "push block to open shutter", and, "kill enemies for items". Is there any other puzzles I'm missing, or is this pretty much our limit?
scroll further down the Flags screen, and you'll see a lot more options for pushing blocks.
You can push them in one or two directions only, silently or not, and use the Block Trigger flag where you want the block to end up. This, in conjunction with the "Blocks open Shutters" flag can make some good block puzzles. Also, if you have the "Freeform Dungeon" rule enabled, add more than one door to the wall(draw it on manually) and have multiple paths branch out. That way, you can have two or more ways through rooms. The possibilities are endless.
Ah, I see. Thanks!
I've come across ANOTHER problem, however...
I set up a locked door in a dungeon, and when I unlock it with a key, everything is fine. But when I enter the next room, the door behind me that I JUST went through, is LOCKED. It's supposed to REMAIN unlocked after UNLOCKING it from the other side. What's the deal now? >^<
Make sure, in your dMap, that your level is not set to zero.
Maetora wrote:I've gotten two dungeons done so far, and I'm almost done with the third. I'm trying to come up with some good puzzles, but I'm limited to only do the common "push block to open shutter", and, "kill enemies for items". Is there any other puzzles I'm missing, or is this pretty much our limit?
There are more ways than just the traditional "push a block, and the door opens" to use pushable blocks. For instance, you can have the player push blocks over damagable flooring, or pits (direct warp tiles). If you set the under combos properly, the block will create platforms behind it for the player to use.
Other puzzle favorites I have include:
Shooting magic through a series of mirrors which end in a switch. The switch makes a block that prevents the player from making it to an item or door move 2 or more spaces towards the player. The idea is that the player must make it next to the block's original spot before the magic reaches the switch. (You can combine this with a block puzzle by having the player move the mirrors into position.
Having a room filled with spikes, and have the player use the lens of truth to show a safe path.
Have the player on a sideways conveyor (compared to Link's direction), and use the hookshot. The player will continue to be moved by the conveyor as the hookshot moves across the screen. This will allow the player (if timed right) to hit a hookshot grab that is behind a solid tile. Link will be pulled all the way to the hookshot grab.
Finally, if all creativity fails, make a simple block puzzle, and add a time limit.
callitaday wrote:Make sure, in your dMap, that your level is not set to zero.
The level isn't set to 0. When I unlock a door in a room with another locked door, it triggers all of the locked doors in the same room, meaning I can have only one locked door in one room. Same goes if I have a lock block in a room. I had a room where there were 9 lock blocks, sort of like resembling the lock blocks in Key Cavern from Link's Awakening. But when I unlocked just one lock block, then ALL of them unlocked at once. I tried using combo flag 94 which is for single triggers, but that didn't work.
@ Banon: Thanks for the tips. Is there a way to set a time limit for one room only? If so, how? :\
It sounds to me like you have the doors set as lock blocks.
You can only have one lock block on a screen at a time.
There is one other possibility I can think of. Make sure your dMap type is set to "Dungeon" and not "Overworld" or "Cave".
For the timed room question
Go to screen data. At the bottom of the window that pops up, there should be an option called "Timed Warps" (Or something like that). In the box beside, type in the amount of time you want for the room (Keep in mind that the number that you type isn't in seconds. The number of seconds is shown just to the right of what you type). The time warp refers to the side warp you've set up on the screen (make sure you don't refer it to a direction, and that you put the warp style to an insta-warp of some sort). Finally, try to put something on the screen that at least tells the player that there is a time limit, as the game won't do it for you. I would recommend making from scratch a tile with the time limit written on it, and stick it somewhere that will never be used in any of your dungeons (ie: the top left corner).
Another common way to show a time limit, is to place an inaccesable item (usually a clock, so its more clear to the player what it means) on a conveyor belt, that at the end is an "X". The conveyor is usually a blank tile, which would show up as black in game. Time the warp so that the item reaches the "X" just as time runs out. (Put the conveyor on a side of the screen without doors, and a timer moving left to right on top looks more visually appealling, followed by top to bottom on the right.)
And now to catch my breathe... I winded myself typing...
Thanks! Sounds good. I'll try it out.
Random question: Does anyone know how to turn our quest qst files into a ROM to play on an emulator?
You can't.
Zelda Classic's architecture is completely different from any console system.
callitaday wrote:You can't.
Zelda Classic's architecture is completely different from any console system.
Ah, okay.
- - - - -
I don't think the search feature works very well... Because I tried doing a search on how to do the dry up lake with the recorder thing, but I didn't get any results. So how do you do it? How can you have 2 tiles on the same square? I want there to be a lake covering up a dungeon. (Not stairs.)
This is the simplest way I know of:
Draw your dungeon, then use Layer 2 for the lake.
On the screen that you've drawn Layer 2, set your secret combo flags on the lake tiles and pick your secret combos in the Data -> Secret Combos.
On the screen where you drew the dungeon, set Screen Flags -> Whistle>Secret.
When you blow the whistle, it will change the Layer 2 combos you've drawn.
callitaday wrote:This is the simplest way I know of:
Draw your dungeon, then use Layer 2 for the lake.
On the screen that you've drawn Layer 2, set your secret combo flags on the lake tiles and pick your secret combos in the Data -> Secret Combos.
On the screen where you drew the dungeon, set Screen Flags -> Whistle>Secret.
When you blow the whistle, it will change the Layer 2 combos you've drawn.
Ahh, that makes sense and sounds easy enough. But I've never done layers before... How would I do that?
Layers other than 0 (the regular tiles) are placed on a different screen. (If your overworld is full, or is going to be filled, place the lake on a different map. Make sure to take note of the map and screen number. Then, go back to the screen with the entrance to the dungeon on it. Go into the layers menu (It's just above pallete if memory serves), and choose whatever layer you want to put the lake on (keep in mind layers 3 and above will appear above Link), and enter the map and screen number. (You can use the layer screen for multiple areas, so if you want an area where it is raining, you only need to make one screen of rain.)
As for how to make that layer disappear with the whistle... Ask someone else, I'm still pretty new to ZQuest myself.😞
I'm not sure I understand... I know how to make the lake disappear, IF I could get the layer thing first. I'll try experimenting some more.
Screen > Layers > Then I'm quite lost. o-0
@ callitaday: I can't find anything that says Whistle>Secret. All I see is Whistle>Palette Change and Whistle>Dry Lake. Will Whistle>Dry Lake trigger my secret tile flag 16? 'Causing Layer 1 to be revealed?
My mistake. You don't use screen flags for this. Use Flag #3 (Whistle) on all the walkable tiles on the screen where you have the dungeon drawn.
The Layers screen is fairly straightforward. Don't worry about the X: Y: stuff.
Just fill in the Map number and Screen number. The checkbox is for whether or not you want it to show up transparent. In this case you don't.
Layer 1 and 2 are layers that you can walk over. Layer 3 and 4 are layers that you and walking enemies can walk under. Layer 5 and 6 cover everything, including flying enemies.
callitaday wrote:My mistake. You don't use screen flags for this. Use Flag #3 (Whistle) on all the walkable tiles on the screen where you have the dungeon drawn.
The Layers screen is fairly straightforward. Don't worry about the X: Y: stuff.
Just fill in the Map number and Screen number. The checkbox is for whether or not you want it to show up transparent. In this case you don't.
Layer 1 and 2 are layers that you can walk over. Layer 3 and 4 are layers that you and walking enemies can walk under. Layer 5 and 6 cover everything, including flying enemies.
Okay, I'll try again. I'll post later with exactly what I did in case it still doesn't work.
Okay, it's still not working. I'll write exactly what I did, so you can point out my mistake.
First I copied the original screen, and pasted it onto another map. The other map, I will use as the layer. We'll call the original map 1 and the layer map 2. So on map 1, I draw the dungeon, and in map 2, for the layer, I draw the lake in which would cover the dungeon. Then I go to map 1, and go to Screen>Layers, then I write the map and screen, which would be map 2 for the layer for map 1. Then on map 1 I set combo flag 3, "Whistle Trigger", onto the tile squares where the water is.
When I tested it, I blew the whistle, but the lake didn't disappear. Instead I was able to just walk on the water.
Right.
On Map 2, you draw only the lake, yes?
Okay. On Map 2, you need to use the secret combo flags on the lake (flags 16-31). Go to your Secret Combo editor, Data -> Secret Combos.
On one of the tabs, there are secret combos that correspond to flags 16-31. Pick whatever combos you wish for the lake to turn into, then set the flags on the lake you drew.
callitaday wrote:Right.
On Map 2, you draw only the lake, yes?
Okay. On Map 2, you need to use the secret combo flags on the lake (flags 16-31). Go to your Secret Combo editor, Data -> Secret Combos.
On one of the tabs, there are secret combos that correspond to flags 16-31. Pick whatever combos you wish for the lake to turn into, then set the flags on the lake you drew.
I was just about to edit my post. I got it working now. But I didn't set the under secret combos on 16 to anything. I left it black, since it's going to turn into whatever I have already on map 1, including the dungeon.
On a last note... Is there a way to animate the lake dry up, such as on the original LoZ? Because all I got is an instant disappear effect.
Thanks for the help again.
Best way is with combo cycling, but it's a pain in the soft parts.
You may want to consult the tutorials on combo cycling.
Argh! I thought I had it down!
EDIT: Nevermind. I do have it down. =P