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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 28 Apr 2013, 18:19
by AlexanderXCIII
The Hookshot, I believe, only fires in four directions (compared to the Boomerang's eight) but it can stun enemies that the Boomerang cannot, such as Darknuts.
Given the Hammer's ability to de-shield Darknuts, I think it should be included as a late-game item, if at all.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 28 Apr 2013, 20:06
by Aposke
Riolu180 wrote:Hookshot:
-Cross gaps
-Stun enemies/grabs items
This would probably only really get used in its own dungeon and on the overworld since it's primarily a mobility item, and the boomerang probably does the stunning better.
Emmm, why do people say the Hookshot will only get used in its own dungeon???
If we give it to the player in a later dungeon, it can be great for reaching bonuses that in the past (due to large gaps) weren't reachable. For example, it could be a great "flag" for getting the third shield upgrade in my dungeon if we give the hookshot to the player in dungeon 6 or 7.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Apr 2013, 03:46
by Goriya
This is the reason I joined the Talkhaus

Anyways, I've had quite a bit of experience with Zelda Classic(And by a bit, I mean a lot, no scripting skills though ;-;), but yeah, I'm pretty good at finding bugs, so yeah, that.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Apr 2013, 06:16
by Doctor Shemp
Goriya wrote:This is the reason I joined the Talkhaus

Anyways, I've had quite a bit of experience with Zelda Classic(And by a bit, I mean a lot, o scripting skills though ;-;), but yeah, I'm pretty good at finding bugs, so yeah, that.
Welcome to the Talkhaus Goriya! I hope you don't grumble much!
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Apr 2013, 19:47
by LunarNeedle
I thought I'd join the club. I'm an amazing mapper in ZClassic and not really good with anything else. I'll get myself refamiliarized with this engine and I wouldn't mind mapping out some of the plains for you guys. ;3
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Apr 2013, 21:53
by Sturg
I'd like to help with testing if there's any room left for testers.
I might look at the engine for a bit, but I won't make any promises.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Apr 2013, 22:11
by raekuul
Okay, so we're going to handle testing a little differently than how I originally envisioned.
Since all the dungeons (and I mean all the dungeons - including the little three-room thingy that I'm planning on making just to annoy those players who have to explore every little nook and cranny) are going to have their own threads, there's no point in assigning testers.
So go crazy and test, test, test!
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Apr 2013, 22:18
by Sturg
oh boy oh boy oh boy oh boy oh boy
Are you assigning designers in each dungeon thread?
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 01:13
by raekuul
The designers are assigning themselves by starting the thread for their dungeon. It's their responsibility to keep us informed on how their dungeon is progressing.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 01:20
by Nimono
Speaking of which, I may have stuff to show soon, but I'm kinda still worried about the desert theme. It's pretty much decided my enemy list and dungeon shape, but I'm not sure that would make it different enough in theme from level 1, even with all the sand.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 02:00
by LunarNeedle
I'm pretty dead set on putting my all into this project. You can mark me down for whatever is remaining. I'm a bit better with fields then dungeons I should warn you.
Also, what graphics does it use? Default NES style, LttP?
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 03:01
by KingTwelveSixteen
I've been looking at this project for a bit and I think I'm gonna sign up for creating a dungeon. Seeing as how it's been mentioned and I have a pretty good idea for it I think, may I claim dungeon 0, the one that contains the sword?
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 04:59
by Doctor Shemp
Riolu180 wrote:Speaking of which, I may have stuff to show soon, but I'm kinda still worried about the desert theme. It's pretty much decided my enemy list and dungeon shape, but I'm not sure that would make it different enough in theme from level 1, even with all the sand.
You're in luck because Level 1 is no longer desert themed so there's no conflict. I have to confess I have some self-interest in yours being desert themed as I now have a finished desert track going unused.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 05:21
by LunarNeedle
I'm far late to the project, and at this rate I'm wondering if there is anything left or available for me to do. I'm deadset on helping this project god damnit!
Can anyone post a list or something of the like of all available areas.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 06:27
by darkychao
LunarNeedle wrote:I'm far late to the project, and at this rate I'm wondering if there is anything left or available for me to do. I'm deadset on helping this project god damnit!
Can anyone post a list or something of the like of all available areas.
You could try and do the level supple/complementary to Doctor Shemp's cave of ordeals level; "The Hero's Tomb"(working title); a level with increasingly difficult and more item intensive puzzle rooms to collect one half of the sword scrolls.
I've given up the idea of making this level as, like my level in ASMBXT, I remembered that I'm terrible at level design.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 08:05
by LunarNeedle
darkychao wrote:LunarNeedle wrote:I'm far late to the project, and at this rate I'm wondering if there is anything left or available for me to do. I'm deadset on helping this project god damnit!
Can anyone post a list or something of the like of all available areas.
You could try and do the level supple/complementary to Doctor Shemp's cave of ordeals level; "The Hero's Tomb"(working title); a level with increasingly difficult and more item intensive puzzle rooms to collect one half of the sword scrolls.
I've given up the idea of making this level as, like my level in ASMBXT, I remembered that I'm terrible at level design.
Ah, well. I'm getting refamiliarized with how this version works so I can learn how to actually collaborate. Is there an official tileset used for the hack or is it plain NES standard?
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 08:12
by darkychao
LunarNeedle wrote:darkychao wrote:LunarNeedle wrote:I'm far late to the project, and at this rate I'm wondering if there is anything left or available for me to do. I'm deadset on helping this project god damnit!
Can anyone post a list or something of the like of all available areas.
You could try and do the level supple/complementary to Doctor Shemp's cave of ordeals level; "The Hero's Tomb"(working title); a level with increasingly difficult and more item intensive puzzle rooms to collect one half of the sword scrolls.
I've given up the idea of making this level as, like my level in ASMBXT, I remembered that I'm terrible at level design.
Ah, well. I'm getting refamiliarized with how this version works so I can learn how to actually collaborate. Is there an official tileset used for the hack or is it plain NES standard?
i belive that each dungeon will have a unique tileset...
Which reminds me, one of the things I wanted to do is have the tilesets of the other dungeons, the ones that contain the item required for the puzzle.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 09:55
by Aposke
darkychao wrote:i belive that each dungeon will have a unique tileset...
Which reminds me, one of the things I wanted to do is have the tilesets of the other dungeons, the ones that contain the item required for the puzzle.
That throws up another question, actually - won't we need to claim certain combos or tilesets in order to be able to use them for our dungeons?
If we're gonna add everything together into one .qst file, we'll need to be sure none of our custom combos overlap and everything.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 18:52
by Nimono
It just occured to me; are we using the Blue/Red/Gold Rings at all? If we are, I do suggest we either not give the Gold Ring or hide it somewhere VERY out of the way and have it be difficult to get to since it reduces damage by a heck of a lot.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 22:13
by Moosh
We could do what I did in my quest and give out the gold ring at the end of basically the ZC equivalent of Murder Death Place Zone.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Apr 2013, 23:24
by Nimono
Moosh wrote:We could do what I did in my quest and give out the gold ring at the end of basically the ZC equivalent of Murder Death Place Zone.
But then it'd be useless. :D Why not give it out at the end of the ZC-
puzzle equivalent of Murder Death Place Zone, a puzzle so deviously difficult (and possibly one-shot!) with no hints given whatsoever, that few would ever successfully solve it without help. :D Thus, if they manage to solve it, they deserve the Gold Ring!
(I just don't want to see something like that made useless by only being given out as a reward for the hardest battle challenge in the game; it makes it just a 'hey look what i did' reward)
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 01 May 2013, 00:06
by raekuul
Because if the local MDPZ can be beaten with just the sword and some mad skills, we're back where we started actually with this whole problem.
Alternatively, we could, you know, NOT include it.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 01 May 2013, 04:49
by LunarNeedle
I'd just make it a extra dungeon that can be accessed at the same time as the final dungeon, and make it have the ring. If you go past it, and thus have all the items necessary, then you can make the final boss substantially easier.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 02 May 2013, 01:49
by KingTwelveSixteen
Something just occurred to me. I used dungeon specific keys in my dungeon, but is that what everyone is going to do? Are there even going to be non-dungeon specific keys at all?
It seems kind of important to know which key-type to use and whether to put extra keys/doors into your dungeon.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 02 May 2013, 20:28
by LaularuKyrumo
wow
So this is a thing. I feel bad that I didn't show up early enough to jump on the bandwagon (again!).
oh well! I now know about Zelda Classic, I'll be watching this intently, and have enough focus to contribute my talents to ASM64T instead, then.
EDIT: Read the other threads. Perhaps I could claim one of the minidungeons or some sort of optional side thingy. I mostly just wanna make raocow-level jerkosity :>