AZCT: A Zelda Classic Thing - Basic Planning Thread

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

Post by Moosh »

So recently I scripted a boss just for fun and made a video of it.

Thoughts on it? Should we use this boss somewhere? If not, any particular elements you guys would want to use? Do the lasers look alright?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by darkychao »

Moosh wrote:So recently I scripted a boss just for fun and made a video of it.

Thoughts on it? Should we use this boss somewhere? If not, any particular elements you guys would want to use? Do the lasers look alright?
That looks awesome!
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by KingTwelveSixteen »

Moosh wrote:So recently I scripted a boss just for fun and made a video of it.

Thoughts on it? Should we use this boss somewhere? If not, any particular elements you guys would want to use? Do the lasers look alright?
The Orangey lazers look like they spontaneously disappear when the attack ends, and also they pop up so quick that I'm not sure it's even possible to dodge them most of the time. Everything else is great though.

So, since you seem to know, how do you create custom enemies? And I mean complicated ones, not the really simple ones that I can make.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Moosh »

The orange lasers actually have a period where they don't hit Link that lasts as long as the blue lasers. They also always start facing the same four directions. The best strategy for that attack is to always have the feather equipped when she turns red and avoid lining yourself up with her. I decided to play it risky with the bow which was why I almost got wrecked there.

I assume by custom enemies, you mean ones like that boss? Those require some scripting. There's this header called ghost.zh that's made by one of the ZC devs that you'll want to use. As for how to script, there's some tutorials on stuff like ZScript syntax and some basic functions, but a lot of it comes from experience, studying existing scripts, and having friends who script to help you when something goes wrong. Once you get the basics down, be sure to dig around in ZScript.txt and std_functions.zh. It's generally nice having something documenting what stuff does so you're not flailing around in the dark.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by jayScribble »

I would consider putting this boss in a bonus dungeon, since "Unknown Demon Cyclops Girl" looks difficult to place within a main dungeon. I mean... something seems... off about having the boss as either a final boss or a main boss. I dunno, it's up to someone who would like to place the boss within their level.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Validon98 »

I agree. This boss looks pretty interesting, though! Very intense! I'd like to actually try it some time.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Moosh »

I should probably have mentioned that because it uses Autoghost it's HP, speed, damage, and other aspects of the fight can easily be altered. So while it's currently fairly lategame difficulty, it could easily be modified to work earlier on. Besides, when I make bonus bosses, they tend to be...pretty nuts. Like more lasers and bullets than this nuts.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by AlexanderXCIII »

That boss looks pretty neat, although you might want to have her telegraph her attacks better (shadows for the vegetables, etc.)

Side question, but can Zscript simulate a "Mode 7" effect? My first thought when I heard the music was recreating the Mana Beast in ZC...
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Moosh »

AlexanderXCIII wrote:That boss looks pretty neat, although you might want to have her telegraph her attacks better (shadows for the vegetables, etc.)

Side question, but can Zscript simulate a "Mode 7" effect? My first thought when I heard the music was recreating the Mana Beast in ZC...
The veggies she throws are actually supposed to have shadows. I don't know if that's a framerate issue in the video or if for whatever reason ghost screwed that up. I'll have to look into it.

ZScript can do rotation, scaling, and even some 3D stuff. I haven't messed around with it much though. My use of the scaling and rotation effects is basically limited to the final boss of LQftH and the final boss of The Darknut Within. I've never touched the 3D stuff myself, but apparently some crazy guy made this in ZC. So yeah, ZC can do a lot.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Validon98 »

Moosh, you make me jealous with your scripting skills. However, I'm also glad you're in on this project! At this point I'm pretty certain this'll be an interesting game in the end!
Also, I'm wondering if there's still anything left unclaimed. Looking at the list, I'm guessing that's a no?
EDIT: In hindsight, "jealous" is a little strong. I meant "impressed." Terrible phrasing skills, go! ^^;
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by LunarNeedle »

Validon98 wrote:Also, I'm wondering if there's still anything left unclaimed. Looking at the list, I'm guessing that's a no?
Yes, same here. I jumped onto the project so late I couldn't contribute much, which is a shame. I'm honestly super excited for the final product, but it's a shame I can't take part. Basically bookmarked the collab forum and keeping update because gerddamnit, I'm helping something! :o
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Doctor Shemp »

Seeing as how ASMT, ASMBXT and A2MT had all their enemies resprited from the originals, should we do that too? It would make it more of a Talkhaus-thing than a Zelda-thing which I think is a good idea. Plus it would be something for people to do if they didn't get a dungeon to do, assuming they can sprite.

Also, unrelated to that, did we ever decide on a project lead/lead team?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by cheez8 »

LunarNeedle wrote:
Validon98 wrote:Also, I'm wondering if there's still anything left unclaimed. Looking at the list, I'm guessing that's a no?
Yes, same here. I jumped onto the project so late I couldn't contribute much, which is a shame. I'm honestly super excited for the final product, but it's a shame I can't take part. Basically bookmarked the collab forum and keeping update because gerddamnit, I'm helping something! :o
Psst, guys, we still have a few dungeons left unclaimed! They're mostly optional, but they still need to be there, dang it!

For the non-critical items, we need people to build dungeons for the Wand and for some Quiver upgrades. We've also got one mandatory dungeon left to fill, and it's going to house either the Raft or Hammer- probably the Hammer, by the looks of things. ...actually, about that:

To everybody: Unless somebody objects right here in this thread within a day or so, the Raft will be replaced by the Hammer. Nobody else has been making decisions on that front, so I'm deciding that now.

So, yeah, there are still at least three dungeons left to be taken up! Even the optional ones can be fairly impressive if you want them to be, considering their rewards, so if you want to make a dungeon you can definitely still make one!
Doctor Shemp wrote:Also, unrelated to that, did we ever decide on a project lead/lead team?
Not that I know of. So far, raekuul feels like the unofficial leader of this to me, but those spreadsheets of his don't always seem to be up-to-date. I'm trying to take charge where I can just to force some decisions to be made, though I don't really know if I'd count.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Nimono »

cheez8 wrote:To everybody: Unless somebody objects right here in this thread within a day or so, the Raft will be replaced by the Hammer. Nobody else has been making decisions on that front, so I'm deciding that now.
OBJECTION!

I object! That was...objectionable!

*cough* I have no problems with that so long as the Hammer doesn't get put in Level 2. :P

As for a leader, I wouldn't mind giving it a go...
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by raekuul »

Give me a whack on the head every once in a while and I'll update the spreadsheets. I literally spend eight hours a day five days a week working with finding specific data within documents and entering it into spreadsheets, though, so I seriously will need to be reminded to do it.

Or I could hand over spreadsheet operation to someone else.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Nimono »

raekuul wrote:Give me a whack on the head every once in a while and I'll update the spreadsheets. I literally spend eight hours a day five days a week working with finding specific data within documents and entering it into spreadsheets, though, so I seriously will need to be reminded to do it.

Or I could hand over spreadsheet operation to someone else.
Show me how to work the spreadsheet and I'd gladly keep track of it for ya. :D
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Aposke »

Do I need to claim any specific Dmaps or do I just need to say how many Dmaps in total I will use?
Because I feel like I'm ready to start on my dungeon now and I'm not sure if there's any restriction as to which DMap I can put it on (don't know how the whole "map merging" thing will work out once we piece together the full game).
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by LaularuKyrumo »

Ooh. I'll take the wand dungeon. Mwahahaha.........
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by raekuul »

Aposke wrote:Do I need to claim any specific Dmaps or do I just need to say how many Dmaps in total I will use?
Because I feel like I'm ready to start on my dungeon now and I'm not sure if there's any restriction as to which DMap I can put it on (don't know how the whole "map merging" thing will work out once we piece together the full game).
Just the number of DMaps is fine
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by KingTwelveSixteen »

Actually, that question reminds me. I used eight custom combos for my level, as well as like 6-7 custom tiles. Do you need to know which spots I placed them in?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Nimono »

Are the Candles going to be used, so Dark Rooms can be created? If so, when will they be available, and will at least one be optional or mandatory?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by raekuul »

Dark rooms in non-core dungeons and the final dungeon, I guess. Blue Candle can be sold for like 80 rupees or something.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by cheez8 »

raekuul wrote:Dark rooms in non-core dungeons and the final dungeon, I guess. Blue Candle can be sold for like 80 rupees or something.
Sounds like a good idea to me. The Blue Candle shouldn't be that useful in combat except for really early on, so it probably won't disturb the difficulty too much. Is there a reason not to have dark rooms in main dungeons though?

And speaking of selling items, if we're replacing the raft with another item, should we still stick it in a shop somewhere? I can see where some dungeons would want to use it (mainly the Flippers' minidungeon) and in that case I wouldn't want it to be kicked out of the game entirely.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Validon98 »

I think I might have an idea for the Quiver dungeon (seeing as no one else has claimed it). How about a "Shooting Gallery" type thing, wherein you have to kill all of the enemies with a bow and arrow (enforced by having them all on the opposite side of a gap or something that you can't jump over) in order to progress, and you get a quiver as a reward? Actually, speaking of which, which quivers are we using?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Post by Nimono »

Validon98 wrote:I think I might have an idea for the Quiver dungeon (seeing as no one else has claimed it). How about a "Shooting Gallery" type thing, wherein you have to kill all of the enemies with a bow and arrow (enforced by having them all on the opposite side of a gap or something that you can't jump over) in order to progress, and you get a quiver as a reward? Actually, speaking of which, which quivers are we using?
That sounds great, although I have a better idea than enforcing it by limiting the play area. Dmaps have the option to disable items, so you can put everything but the bow & arrow on that list, and now you have a dungeon that you can only use arrows in! (Although I'd suggest also enabling the whistle so people can at least escape easier if they get overwhelmed or run out of arrows.)
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