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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Sep 2014, 02:31
by Nabe
There's now a Rupee Cave folder on Dropbox -- using your username as the filenames, add a text file with your text, as well as extra instructions if you like, and a sprite for yourself (max 64x64, 16 colours or less, animations as individual still frames). If you have a more complex custom cave idea, you could make it yourself in a .qst. Feel free to request a specific screen of the overworlds to have your cave on.
Please take 5 minutes to do this sooner rather than later, because I don't want to have to track you down later!
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Sep 2014, 03:28
by Nimono
Quite honestly, I'm not sure what to put in for myself (the name betrays the avatar, and i'm not really good at drawing detailed things like characters!), if anything at all! Sure, I'm the leader, but...
(on that note: apologies for no updates on the Shield dungeon as of late. I've been distracted by SMWC's YI collab!)
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Sep 2014, 03:32
by Doctor Shemp
I've never liked the whole idea of devs showing up in the main game and not as an easter egg, so I'll pass.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Sep 2014, 03:54
by Nabe
Well, it's definitely an easter egg. We're hidden away behind walls with a dumb one-liner and a prize. And the game will be populated by lots of other non-devs in the same style of caves, so it doesn't make much sense for the devs to not contribute.
I mean, you could design a cave with any character in it if you want to, or a heart piece puzzle or whatever; this is just a fun way to fill the spaces with bonuses.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 29 Sep 2014, 16:24
by Nabe
Alt Goriya used in the Boomerang minidungeon.

- bananasnake.png (5.45 KiB) Viewed 4344 times
Vertical frames are just copied from horizontal for now. It's standard CSet 3 atm, but works decently in CSet 1 for alt. level palettes.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 02 Oct 2014, 08:40
by Lejes
Hey, remember that shmup boss concept I floated a while back? I've been procrastinating on it..until now!
http://www.mediafire.com/download/cs29r ... pStyle.zip
I made a few minor changes since last time.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 02 Oct 2014, 23:05
by Nabe
I don't know where this is going, but it's
really good.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 02 Oct 2014, 23:40
by KingTwelveSixteen
Hah, wow. That looks like it is from an entirely different game!
...I'd love to have that put in.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 06 Oct 2014, 00:47
by Nabe
Sorry for the small Dropbox updates! Lots of visual tweaking going on with subscreen stuff. Map and Shard visual stuff this week.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 15 Oct 2014, 14:43
by Lejes
I added a small script to the Scripts subfolder in the Island One folder. It lets you switch A and B items with Ex1/Ex2 and L/R respectively. I think being able to switch without going to the menu really enhances the gameplay. It needs the subscreen to be set up correctly, though. It needs to be merged with the global script. It doesn't keep track of any new variables, so it can be changed to a function so it looks cleaner with the rest of the global script.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 15 Oct 2014, 17:00
by Nabe
Works for me. The subscreen is set up so that left/right only iterate over the current row, but up/down iterate over the whole item list, so I've switched the functionality to that. I've also made it skip over the Letter (unless it's the only available item), because I can't imagine any player being interested in hot-swapping to the Letter.
I've also added a global bool itemSwitchEnabled to be used by any rooms needing to disable the function.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 18 Oct 2014, 00:38
by raekuul
My laptop is currently deceased so my unpushed changes to Etwas Ruins are lost and I'm not going to be able to work on it like I want to for a bit.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 23 Oct 2014, 13:36
by Nabe
Would anyone be willing to do a build for raekuul using his level plans?
@Shemp,
Were there any sound effects you wanted to carry over from A2XT?
Related: There are still a couple short jingles that would be cool if you're up for it. A mini-game song, a big item get jingle or song, and a small/large boss ditty as well.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 23 Oct 2014, 21:16
by Doctor Shemp
Nabe wrote:@Shemp,
Were there any sound effects you wanted to carry over from A2XT?
Ahahaha that's a can of worms right there. Considering that I would bet money on every single one of Episode 1's SFX being purged by Horikawa for Episode 2, there's not much point continuity-wise. There may be a point aesthetically though.
Nabe wrote:Related: There are still a couple short jingles that would be cool if you're up for it. A mini-game song, a big item get jingle or song, and a small/large boss ditty as well.
Yeah, I think I have a couple of dungeons to do as well. I'm up for doing boss music, but how would it work? I thought you couldn't change extended music inside a DMap.
EDIT: How long does the minigame music need to be? I've got a good idea but it's pretty short.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 24 Oct 2014, 00:43
by Nabe
Doctor Shemp wrote:Yeah, I think I have a couple of dungeons to do as well. I'm up for doing boss music, but how would it work? I thought you couldn't change extended music inside a DMap.
You can change extended music through scripts. We'd just set up an FFC in a room that plays the right track.
A 30-second loop would be good for a mini-game thing, but as there's no timed minigames yet it doesn't specifically matter.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 27 Oct 2014, 06:47
by Doctor Shemp
Here's the minigame music. It's a cockney knees-up, or at least my attempt at one.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 30 Oct 2014, 21:13
by Nabe
Apparently I've been too busy enjoying it until now to mention that I think it's great.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 04 Nov 2014, 06:10
by Doctor Shemp
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 04 Nov 2014, 08:24
by Nimono
I kinda like it, but I feel like the part between :43 and :53 should be cut since it slows the pace of the song, which overall sounds more hectic. It also sounds like it could fit as a dungeon theme, too. Maybe we could use it as the final dungeon theme as well?
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 04 Nov 2014, 22:35
by Nabe
The piece is pretty hectic, to the point that without that pacing shake-up, it would probably get annoying. This is definitely something I wouldn't mind hearing 8 times over the course of the game. I've been listening to it for about an hour off and on as I set it up to play in the boss rooms.
It does sound like it would make a good final dungeon theme, and that makes lots of sense since there's supposed to be boss refights and dungeon retreads there anyway.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 04 Nov 2014, 22:50
by Doctor Shemp
Here's a different version of the boss music. This one cuts out the section without the beat but adds in a new section without the circular riff and with a modified version of the second melody on the triangle wave. It also slightly changes the second melody.
I think this version would be better for bosses and I could go back and modify and extend the first version for the final dungeon. Since the player will be in the final dungeon for a while it will need to have tension and release, but since they shouldn't be fighting a boss for too long it can be tense all the way through.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 05 Nov 2014, 02:26
by Nimono
Awesome, I like this version a lot more! :D Yeah, it'd be great if the original version was turned into the final dungeon theme. An idea that just came to me, though: thinking about the original version more, the part I didn't like would probably work much better if there was more of a leadup into it; for example, the new section you added feels like it could naturally flow into the cut part much better than the original sudden break in the middle with no leadup.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 13 Nov 2014, 14:42
by Nabe
I've added a counter for Bait on the subscreen. I figure since there's no use for Bait thus far, it can be an extra collectible that we can tuck away in various places. Perhaps some creature in the game wants a large, but precise, amount of meat in exchange for some trinket.
Also, Level 5 and the Boomerang minidungeon could really use playtesting; see the Testing thread where I've left all the details.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 14 Nov 2014, 05:15
by Doctor Shemp
Nabe wrote:Also, Level 5 and the Boomerang minidungeon could really use playtesting; see the Testing thread where I've left all the details.
I'll try and get on that in the coming week.
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Posted: 17 Nov 2014, 17:43
by Nabe
Doctor Shemp wrote:Nabe wrote:Also, Level 5 and the Boomerang minidungeon could really use playtesting; see the Testing thread where I've left all the details.
I'll try and get on that in the coming week.
The Boomerang minidungeon has been fixed as of today, but if you could wait until tomorrow to update your file there is one small timing fix I'd like to get done this aft.
EDIT: That is now done.