AZCT: A Zelda Classic Thing - Basic Planning Thread
- raekuul
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
My idea for 1 and whatever-other-number-I-have is to drop an invisible aquamentus in a sideview kill room. Straightforward and covers both gimmicks nicely. If you have better ideas please use those instead.
- Nabe
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
You could combine 4 and 5 quite easily and do a Castlevania-ish motif. :DCodeGorilla wrote:I could see working with 6 or 3 pretty easily, although maybe it's best to pair 6 and 8 together as the two dungeons that seem to take the most advantage of sideview screens?
My segment is probably going to be sideview, as I've got the basis for a sideview segment that never made it into 7.
The idea for these floors is moreso to have little playable dungeon segments, so that might be a bit out-of-place on its own. Please do let us know if you want to claim 1 and 6 though, since that takes numbers out of the running for the other three dungeon floors.raekuul wrote:My idea for 1 and whatever-other-number-I-have is to drop an invisible aquamentus in a sideview kill room. Straightforward and covers both gimmicks nicely. If you have better ideas please use those instead.
On the topic of 6, also, is it functionally complete? I wanted to wait for that before I started any serious visual work.
Last edited by Nabe 8 years ago, edited 1 time in total.
- raekuul
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I don't have any plans to change it, so whatever you feel need to do.
As far as playable dungeon segments, the "gimmick" as it were of 1 is that... you get the feather and it's full of dragons, some of which you don't have to fight. The "gimmick" of 6 is that there's not much that's more frightening than one's own imagination (read: I didn't want to fill it full of monsters so the dungeon's fairly empty).
So just throw an invisible sideview aquamentus in somewhere and you've got 1 and 6 covered. It doesn't have to be it's own segment.
As far as playable dungeon segments, the "gimmick" as it were of 1 is that... you get the feather and it's full of dragons, some of which you don't have to fight. The "gimmick" of 6 is that there's not much that's more frightening than one's own imagination (read: I didn't want to fill it full of monsters so the dungeon's fairly empty).
So just throw an invisible sideview aquamentus in somewhere and you've got 1 and 6 covered. It doesn't have to be it's own segment.
- Nabe
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
But for the mixed floors to work, there need to be four of them. I could make a 1-6 floor if you like, or we could use the two numbers in other floors.raekuul wrote:I don't have any plans to change it, so whatever you feel need to do.
As far as playable dungeon segments, the "gimmick" as it were of 1 is that... you get the feather and it's full of dragons, some of which you don't have to fight. The "gimmick" of 6 is that there's not much that's more frightening than one's own imagination (read: I didn't want to fill it full of monsters so the dungeon's fairly empty).
So just throw an invisible sideview aquamentus in somewhere and you've got 1 and 6 covered. It doesn't have to be it's own segment.
@CodeGorilla, it's looking like Nimono wants to use 3. I really do think 4 and 5 has potential to be cool, though.
- CodeGorilla
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Sure. I didn't realize anyone else had responded to this yet. I'll see what I can do with four and five.Nabe wrote:@CodeGorilla, it's looking like Nimono wants to use 3. I really do think 4 and 5 has potential to be cool, though.
- Kukironosuke
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
are you guys still working on this? im really looking forward to it O:
-uses fairy on development team-
-uses fairy on development team-
- Nabe
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Definitely still being developed! :DKukironosuke wrote:are you guys still working on this? im really looking forward to it O:
-uses fairy on development team-
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Absolutely still being developed! All the talk just tends to go on behind-the-scenes, so it gives the impression nothing's going on...
- Nabe
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Moving the final dungeon list up, we could use one more person on this still.
1. Nabe [7, _]
2. CodeGorilla [5, 4]
3. Nimono [3, 2] (I think that's right?)
4. You?!
Remaining dungeon numbers: 1, 6, 8
I think I'm looking at 8, but if someone wants it I could still happily take 1 or 6.
I haven't heard back on these, but I assume an extra week would be helpful. So let's look at September 22nd instead of tomorrow for these.
1. Nabe [7, _]
2. CodeGorilla [5, 4]
3. Nimono [3, 2] (I think that's right?)
4. You?!
Remaining dungeon numbers: 1, 6, 8
I think I'm looking at 8, but if someone wants it I could still happily take 1 or 6.
I haven't heard back on these, but I assume an extra week would be helpful. So let's look at September 22nd instead of tomorrow for these.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I...actually don't remember what the gimmicks for dungeons 1, 2, 6, and 8 are... Mind refreshing my memory, Nabe?
- Nabe
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
On a basic level:
1 - Dragons / wyverns / Aquamentus / very typical Zelda 1-style dungeon
2 - Bombs / bombchus / cave / crystal walls possibly (if KTS follows the style of the overworld entrance)
6 - Darkness / hidden secret things
8 - Clouds / high places
I'm planning on doing a Mario 3 sort of thing with shoes, so I'd like 8, but could work with 1 or 2.
1 - Dragons / wyverns / Aquamentus / very typical Zelda 1-style dungeon
2 - Bombs / bombchus / cave / crystal walls possibly (if KTS follows the style of the overworld entrance)
6 - Darkness / hidden secret things
8 - Clouds / high places
I'm planning on doing a Mario 3 sort of thing with shoes, so I'd like 8, but could work with 1 or 2.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I'll definitely take 2, then. Thanks, Nabe
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Oh yeah, one thing I just remembered. The "Disable Link Marker in Minimap" option doesn't work like expected. It does EXACTLY what it says, disables it- but only in the minimap, not the Large Map. So screens that have that option marked will still have the link position marker on the large map when you pause the game. We need to fix this. Apparently, the only solution right now is to make an entirely new dmap for the sideview screens with an entirely new subscreen where the only difference from the normal one is that the large map has the link marker turned off. I know this is an extremely minor thing, but it seriously bugs me, so can we maybe perhaps please try to fix it?
...please? :(
...please? :(
- Nabe
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Where specifically is this an issue? Scripts can't affect the active subscreen, so if there are any screens where you don't want Link's position to appear on the map, it needs to be solved manually as you've described.Nimono wrote:Oh yeah, one thing I just remembered. The "Disable Link Marker in Minimap" option doesn't work like expected. It does EXACTLY what it says, disables it- but only in the minimap, not the Large Map. So screens that have that option marked will still have the link position marker on the large map when you pause the game. We need to fix this. Apparently, the only solution right now is to make an entirely new dmap for the sideview screens with an entirely new subscreen where the only difference from the normal one is that the large map has the link marker turned off. I know this is an extremely minor thing, but it seriously bugs me, so can we maybe perhaps please try to fix it?
...please? :(
In the final there are going to be mapless subscreens for these situations as well as any caves on the overworld etc. so make sure I'm aware of any screens like that.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Will each floor of the final dungeon have their own level number (thus needing a new map, compass, and boss key for each floor), or will they all share the same one?
- Nabe
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I'd been thinking that the tower would be a linear climb through unrelated floors, so if your submission has a map/compass/boss key, then I'll be sure to assign it a unique level number on import. (Although I would anyway; for isolated non-Triforce DMaps I've consistently used the DMap number as the level number for completeness.) That said, if someone planned their floor in a way that it uses the previous floor's map/compass/boss key, we'll sort out the order of the floors when they're complete to make that work.Nimono wrote:Will each floor of the final dungeon have their own level number (thus needing a new map, compass, and boss key for each floor), or will they all share the same one?
Regarding your previous post, were you talking about the sideview segments in Level 3 and the shield mini?
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Okay, thanks! And yeah, I was. I know most people aren't bothered by it, but I am, for some reason. Especially since you'd think disabling the Link marker for one map would turn it off for the other, too... It also doesn't help how I positioned the sideview rooms in Level 3...Nabe wrote:I'd been thinking that the tower would be a linear climb through unrelated floors, so if your submission has a map/compass/boss key, then I'll be sure to assign it a unique level number on import. (Although I would anyway; for isolated non-Triforce DMaps I've consistently used the DMap number as the level number for completeness.) That said, if someone planned their floor in a way that it uses the previous floor's map/compass/boss key, we'll sort out the order of the floors when they're complete to make that work.
Regarding your previous post, were you talking about the sideview segments in Level 3 and the shield mini?
- Nabe
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Any update on this?raekuul wrote:Oh man I forgot that Voldemort did my level's music. I'll comb through VGM and see if I can't find anything that I like for my stuff. I might arrange something from Darksun.
- raekuul
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I'm thinking something starting from Sky Tower (PMD Blue Rescue Team) as arranged by PsytroniX for Wyvern's Cavern. Still not sure what to do for Promin Cliffs.Nabe wrote:Any update on this?raekuul wrote:Oh man I forgot that Voldemort did my level's music. I'll comb through VGM and see if I can't find anything that I like for my stuff. I might arrange something from Darksun.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I seriously never view this forum. In hopes that I can push this project to completion, what has to be done?
- Nabe
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I don't think there's too much else to be done, unless you want to just do a small cave segment (sideview). The big remaining stuff is boss coding, and some visual and audio stuff that I'm working on.Nin wrote:I seriously never view this forum. In hopes that I can push this project to completion, what has to be done?
Have you used the engine before? If not, a handful of cave screens would not be too hard. But like, we're okay at this point otherwise. :)
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I've never created a sideview area, but I'll try my best! I'll get it done by Friday. All I ask is for a sideview tutorial if one is avaible.Nabe wrote:I don't think there's too much else to be done, unless you want to just do a small cave segment (sideview). The big remaining stuff is boss coding, and some visual and audio stuff that I'm working on.Nin wrote:I seriously never view this forum. In hopes that I can push this project to completion, what has to be done?
Have you used the engine before? If not, a handful of cave screens would not be too hard. But like, we're okay at this point otherwise. :)