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AZCT: A Zelda Classic Thing - Basic Planning Thread

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Nabe wrote:
jayScribble wrote:I got the Haunted Shipwreck recorded, and honestly, besides the boss music cutting halfway through the boss fight, there's only minor gameplay problems with it, so I don't know it's worth it to upload.
That's a new one! Seeing when it happens in the video would give me a much better indication of what went wrong.
I think that the music cutting out is maybe because of the MIDI not being looped at all.

Do you still want me to upload?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

jayScribble wrote:
Nabe wrote:
jayScribble wrote:I got the Haunted Shipwreck recorded, and honestly, besides the boss music cutting halfway through the boss fight, there's only minor gameplay problems with it, so I don't know it's worth it to upload.
That's a new one! Seeing when it happens in the video would give me a much better indication of what went wrong.
I think that the music cutting out is maybe because of the MIDI not being looped at all.

Do you still want me to upload?
Yeah, if it's not too much trouble. That MIDI is definitely set up to loop.

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Nabe wrote:
jayScribble wrote:I think that the music cutting out is maybe because of the MIDI not being looped at all.

Do you still want me to upload?
Yeah, if it's not too much trouble. That MIDI is definitely set up to loop.
Well, it's uploading for me now.

Now, the 5th dungeon I've just recorded on the other hand... Let's say progress was made, and then suddenly stopped because of a few walls.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

https://www.youtube.com/watch?v=YPV7I-7Z7WY
The Haunted Shipwreck, which in reviewing my footage, might have a few more problems than I realized.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Lejes » 11 months ago

Watching jayScribble's video reminded me of a couple things. First, wow, I really hadn't thought about doing animations for attacks/movement back then. Even a few simple water splash effects might have made the boss/minisquids seem less lifeless. There also should have been some kind of delay between killing the second tentacle and the mini-squids spawning, so the player doesn't get unfairly hurt by one. Maybe even spawn just one, if that power of sword is what the player is expected to have at that point. Second, I remember what I was thinking for the underwater portions now. The idea was that the lower levels of the temple had been flooded, and a cave in revealed some not-man-made caverns even deeper underground. There's a squid temple there for some reason, and I imagined that's where the squids initially got in from. Deep dark cavern squids invading a holy place, or something like that. I don't know if that helps with a name (Temple of Torrents isn't a bad name, really), but there it is.

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

I feel like I should comment based on these videos -- the garbled dungeon subscreen is the very next thing on the list, I just wanted to finalize the overworld one first.
jayScribble wrote:https://www.youtube.com/watch?v=YPV7I-7Z7WY
The Haunted Shipwreck, which in reviewing my footage, might have a few more problems than I realized.
All fixed. (Unless there's something with the Gleeok I didn't notice?) The music WAS getting clipped in ZC right at the end, even though it looped nicely in ZQ.
Lejes wrote:Watching jayScribble's video reminded me of a couple things. First, wow, I really hadn't thought about doing animations for attacks/movement back then. Even a few simple water splash effects might have made the boss/minisquids seem less lifeless. There also should have been some kind of delay between killing the second tentacle and the mini-squids spawning, so the player doesn't get unfairly hurt by one. Maybe even spawn just one, if that power of sword is what the player is expected to have at that point. Second, I remember what I was thinking for the underwater portions now. The idea was that the lower levels of the temple had been flooded, and a cave in revealed some not-man-made caverns even deeper underground. There's a squid temple there for some reason, and I imagined that's where the squids initially got in from. Deep dark cavern squids invading a holy place, or something like that. I don't know if that helps with a name (Temple of Torrents isn't a bad name, really), but there it is.
The second sword is a freebie near the start of the second overworld, actually. Jay is just a masochistic tester, which is quite useful. I'll work on a bit of polish -- although there's something amusingly terrifying about them just appearing out of nothing.

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Nabe wrote:
jayScribble wrote:https://www.youtube.com/watch?v=YPV7I-7Z7WY
The Haunted Shipwreck, which in reviewing my footage, might have a few more problems than I realized.
All fixed. (Unless there's something with the Gleeok I didn't notice?)
No, it's just Gleook being Gleook while I still have my toy sword.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Got something, and got... Something.

The best to report now:
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Thanks to this shop format, I can't buy the rightmost item.


And the worst: https://www.youtube.com/watch?v=u1ruU5XRFWA
Editing would have made this easier to watch. Or using the timestamps in the description.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

jayScribble wrote:Got something, and got... Something.

The best to report now:
Image
Thanks to this shop format, I can't buy the rightmost item.


And the worst: https://www.youtube.com/watch?v=u1ruU5XRFWA
Editing would have made this easier to watch. Or using the timestamps in the description.
Thanks for what looks like a comprehensive video. I'm pretty confident that this dungeon needs enemy adjustments as well. I probably won't get to this debug session until the 11th, but the boss is in

lakitu_test.qst

in the Dungeon 5 folder on Dropbox if you want to play it.

Nimono wasn't sure if he wanted to have shields be edible or not (leaning no) but if they are edible in the final, there will be a shield refreshment thing available. And I think we can all agree that an invisible target game is pretty silly, especially when the blocks break on solids! I also can't help but notice that you keep trying to use the sword button to lift stones -- something global like that would be pretty convenient! One day.

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Nabe wrote:I also can't help but notice that you keep trying to use the sword button to lift stones -- something global like that would be pretty convenient! One day.
Nah, it was just me not used to the controls of the gloves yet, especially with the button combinations on how to lift them.

Also, looking in ZQ, I think the targets we supposed to be visible (and obvious).
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

jayScribble wrote:
Nabe wrote:I also can't help but notice that you keep trying to use the sword button to lift stones -- something global like that would be pretty convenient! One day.
Nah, it was just me not used to the controls of the gloves yet, especially with the button combinations on how to lift them.

Also, looking in ZQ, I think the targets we supposed to be visible (and obvious).
CodeGorilla's original version had a very basic screen where you destroy 4 visible static targets and get a key that you need on the screen above. When I first did the revamp of Level 5, I thought I'd make them invisible to make the screen at least challenging. In retrospect, I should have just removed the lock and the key. (And anticipated that I'd script the blocks to break on solids. :D ) Instead, I'll make it some sort of healing screen.

The next update will have some fixes for Level 7 as well.

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Two videos in one update! :^)

When did this game became a platformer now?



https://www.youtube.com/watch?v=Xj91TzGWe74
First is the actual dungeon 5 boss.

https://www.youtube.com/watch?v=wRP6SsTCAYA
Second is the 6th dungeon. Be warned: short term memory skills were bad here. Timestamps in the description is very useful here.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby raekuul » 11 months ago

Yeah in Promin Cliffs Patra was supposed to be a placeholder for an actual boss vulnerable to arrows, then was supposed to be a special Patra vulnerable to arrows (because you can't normally fire sword beams when injured), then I lost all my drive to actually work on Promin Cliffs. :/

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Is there anything before the 7th dungeon that I need to tackle, beside the hookshot demi-dungeon? Because when I was playing through that dungeon for scouting, it was bad, and in more than the bugs.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

jayScribble wrote:

When did this game became a platformer now?

About three years ago!

I don't think there's anything other than the Hookshot mini left for you prior to Level 7. You could do Level 8? (But the whole thing is getting an overhaul, including the boss which is missing a couple scripted attacks.) I should say, the guy in the town there also has new lines depending on Shards.

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Two things after playing through the game a bit before I got stuck:
1. Where is the boomerang dungeon?
2. Can you make the sidescrolling screens in the 7th dungeon easier? I keep falling through the moving platforms way too many times.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

jayScribble wrote:Two things after playing through the game a bit before I got stuck:
1. Where is the boomerang dungeon?
2. Can you make the sidescrolling screens in the 7th dungeon easier? I keep falling through the moving platforms way too many times.

The Boomerang mini is on the first overworld, in the southwest. Screen 74. But it needs some changes coming sometime today. Same with Level 7, including the sideview section.

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Nabe wrote:
jayScribble wrote:Two things after playing through the game a bit before I got stuck:
1. Where is the boomerang dungeon?
2. Can you make the sidescrolling screens in the 7th dungeon easier? I keep falling through the moving platforms way too many times.

The Boomerang mini is on the first overworld, in the southwest. Screen 74. But it needs some changes coming sometime today. Same with Level 7, including the sideview section.

Then do I wait for the update, or just skip over to the 8th dungeon?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

I just played the "Concrete Jungle" up until I got stuck within the 3rd section of it. Should I record it all up to the point I got stuck or just give you the list of the problems I'd encountered?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

jayScribble wrote:I just played the "Concrete Jungle" up until I got stuck within the 3rd section of it. Should I record it all up to the point I got stuck or just give you the list of the problems I'd encountered?
A list is fine. I'm sure I know some of it.

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Nabe wrote:
jayScribble wrote:I just played the "Concrete Jungle" up until I got stuck within the 3rd section of it. Should I record it all up to the point I got stuck or just give you the list of the problems I'd encountered?
A list is fine. I'm sure I know some of it.
Alright, but I forgot screencaps, so the list so far as I remember:
  • The arrow shooting room barring off the access to the rest of the second part is sort of broken: The door is left open, and the half-tile blocks that are supposed to disappear are black squares instead.
  • The second boomerang puzzle room can be cheesed with the boomerang hitting the top switch with the return trip on the walkway, ignoring the projectile blockers.
  • Might not be a problem, but there is a tile with a Gorma/the cyclops crab in one of the rooms (I don't remember where)
  • The stairway to the boss key in the second section might not really obvious that it needs a block to move (It might just be me). The lack of compass emphasize the problem.
  • The moving platform in the room with the entrance to the third section has a vacuum effect (easy to get to but hard to get out) specifically on the left tile. Same with the one with the compass except on the top tiles.
  • Again, I keep falling through the moving platform on the sideview section, except 100% of the time. This part is what stopped my progress.
  • A nitpick, but sometimes, the chakram flying sound keeps on going indefinitely after it just return to me until I throw it again on a shorter throw. It might be related to how long it's been out.
[/spoiler]
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

"Today" looking more like Tuesday.

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Did you start doing any changes since your last post?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

Holidays turned out to be more of a thing than I anticipated, but before the new year for sure.

EDIT: hahaha so before february hopefully?

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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 9 months ago

Just a heads-up that I still exist and will get back to this before too much longer.


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