gimme yer discord name and i'll poke yaraekuul wrote:Regarding level 6: I actually would like some outside eyes looking at it, providing suggestions. I know some of the things I need to change are in the great shaft (specifically, making it less punishing to miss a jump). If y'all are on discord give me a poke.
AZCT: A Zelda Classic Thing - Basic Planning Thread
Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Years late, but is there anything I need to know about the master copy before I go start testing/bug finding? Like, should I be starting with the other dungeons to be tested first?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Everything except the final dungeon and the Wand mini is accessible in Master Copy.qst, and there's a debug room accessible inside the ship in town. Basically, you can play through the whole game sans the final segment (including plot cutscenes, although some NPC movement in one cutscene is unfinished). There's no indicator right now, but press Jump when Sheath is holding up a Facet to finish the pick-up animation.jayScribble wrote:Years late, but is there anything I need to know about the master copy before I go start testing/bug finding? Like, should I be starting with the other dungeons to be tested first?
Level 2 isn't complete in the master, but the Facet can be accessed by hitting the switch one screen north of the entrance.
(You can grab the Bombs from the debug room.)
Levels 3 and 4 have temporary bosses; Level 6 is incomplete but beatable; Levels 5 and 8 should be functional, but have parts in motion that might be broken, and you might have a magic shortage in 8. Levels 1 and 7 are completely done, and completely functional. (A subscreen in Level 7 might be mis-drawn iirc, but I know you've played it already.)The minis are all inserted, except for the Wand mini, which is complete but needs a visual once-over. The bar in town has a lot of hints about a lot of stuff, but for testing purposes,
the Boomerang mini requires the Bow and Arrows for its part 2 and the Hammer for its part 3. Part 2 has two screens that need to be redone, I'm no longer happy with the puzzles I made there. Shield Mini's second floor requires the Bombs and Hammer.
All Sweet Caves in Overworld 1 are inserted and reachable. There still aren't complete enemy placements in O1, and please don't enter any cave doors that are open with no bombs / puzzle involved, because they haven't been routed yet and you won't come out alive. Most NPCs have dialogue that changes multiple times depending on how many Facets you have. One NPC in the bar has dialogue that ends abruptly with blank space -- it just hasn't been written yet.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Got it. I'll post whatever things I find.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I'm happy to help testrun this as well. What version of Zelda Classic should be used, and from where can the current quest file be downloaded?
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
The latest version is fine ( https://www.zeldaclassic.com/downloads.php#zc ) and I'll PM you the file now. Thanks!Voltgloss wrote:I'm happy to help testrun this as well. What version of Zelda Classic should be used, and from where can the current quest file be downloaded?
@ both of you: If something gets you stuck somewhere, let me know where and what items you have, and I'll shoot you an updated quest file to pick up where you left off.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I probably should have cross-posted this a while back.
raekuul, 29 Oct 2016, 09:03 wrote:If someone wants to take [over for me], I'm okay with surrendering command of Level 6. For whatever reason it's really difficult for me to want to work on it.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Saw this and it's definitely high on my to-do list.raekuul wrote:I probably should have cross-posted this a while back.
raekuul, 29 Oct 2016, 09:03 wrote:If someone wants to take [over for me], I'm okay with surrendering command of Level 6. For whatever reason it's really difficult for me to want to work on it.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I have used ZC a lot four years ago. I might be able to help a little bit (As I notice this was made three years ago)
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
The more things change, the more things stay the same. F6 and F12 are my friends doing this.
I hope that all of this would be useful. I'll try to continue on.
I hope that all of this would be useful. I'll try to continue on.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
A few quick notes after having completed Level 1:
- The sign just west of Wizzrobe's House can't be read.
- Rhyme doesn't have a sprite in the first cutscene between Rhyme and Reason. I thought he/she was a disembodied voice until Sheath clearly started talking to thin air in the final part of the cutscene.
- Is there a hint somewhere to suggest that Wizzrobe's House is where you can find a starting sword? I didn't find one (maybe I missed it) and I can see a player (especially raocow) wandering all over the overworld looking for a sword to get started for an extensively long time. I tried it solely based on the dungeon map layout and the Metal Gear music suggesting a "stealth" dungeon - are those the only hints the player gets? Alternately, perhaps some slashable bushes could be placed to block the player from wandering too far away from the opening town area, thus limiting their search space for a sword?
- Keese sure do drop a lot of carrots. Is that intentional?
- I stumbled on 200 sweets while exploring the town, allowing for several opening purchases before the game really got started. Is that intentional, or in there temporarily solely for testing purposes?
- Sheath eating the Adult Carrot and jumping at the screen post-Shiny Thing made me grin. Nicely done on both.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Thanks @ both. That key and those Sweets are definitely both from testing.
@jayScribble,
@Volt,
Let me know if this sounds interesting or if you'd rather something else, then I'll hook you up with the requisite files in PMs.
@jayScribble,
@Volt,
There's definitely stuff you could do. Would you like to try a short sideview transition area? There are a few of these, all with only Mario enemies in them. So far we have Goomba, Piranha Plant, Boo, Podoboo, Buzzy Beetle, and a simple Cheep-Cheep that swims back and forth. Ninji, Thwomp, Lava Lotus, Spiketops and Bloopers are on the way. The idea is that each of these transition areas has a handful of screens, and focuses on at most one or two Mario enemies as obstacles.MECHDRAGON777 wrote:I have used ZC a lot four years ago. I might be able to help a little bit (As I notice this was made three years ago)
Let me know if this sounds interesting or if you'd rather something else, then I'll hook you up with the requisite files in PMs.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Sure, I can do that. (With the Roc's Feather I assume) Is their a chance I could also do a little side dungeon? (Multi-floor)?Nabe wrote:Thanks @ both. That key and those Sweets are definitely both from testing.
@jayScribble,
@Volt,
There's definitely stuff you could do. Would you like to try a short sideview transition area? There are a few of these, all with only Mario enemies in them. So far we have Goomba, Piranha Plant, Boo, Podoboo, Buzzy Beetle, and a simple Cheep-Cheep that swims back and forth. Ninji, Thwomp, Lava Lotus, Spiketops and Bloopers are on the way. The idea is that each of these transition areas has a handful of screens, and focuses on at most one or two Mario enemies as obstacles.MECHDRAGON777 wrote:I have used ZC a lot four years ago. I might be able to help a little bit (As I notice this was made three years ago)
Let me know if this sounds interesting or if you'd rather something else, then I'll hook you up with the requisite files in PMs.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Nabe wrote:@jayScribble,
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
jayScribble wrote:Nabe wrote:@jayScribble,
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Nabe wrote:
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Yep, that's fine. I'll investigate what went wrong. Also, if you could send me a copy of your save file that would be good.jayScribble wrote:Nabe wrote:
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Yeah, I'll send it over the dropbox.Nabe wrote:Yep, that's fine. I'll investigate what went wrong. Also, if you could send me a copy of your save file that would be good.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
A repost, but an unfortunate one. Report time:
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I figured Level 5 had to be broken somewhere... I've debugged all the "leaving island 1" stuff but I'll fix all of this now before I upload.jayScribble wrote:A repost, but an unfortunate one. Report time:
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
The arrow puzzle will be changed in final. The other errors should be fixed in the version I just uploaded, although I have no idea how to reproduce the garbled graphics in your first screenshot. Let me know if it happens again.jayScribble wrote:A repost, but an unfortunate one. Report time:
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
The garbled graphics might have been something rare, so it's nothing to really worry about. I'll get back to it as soon as I can.Nabe wrote:The other errors should be fixed in the version I just uploaded, although I have no idea how to reproduce the garbled graphics in your first screenshot. Let me know if it happens again.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
Lot of progress, with some problems along the way. Be warned, there is a lot of things.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
The second bugged boss reminds me of Final Fantasy Mystic Quest, could the Sprite's color count be an issue?jayScribble wrote:Lot of progress, with some problems along the way. Be warned, there is a lot of things.
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Re: AZCT: A Zelda Classic Thing - Basic Planning Thread
I think it's due to GH_INVISIBLE_COMBO not having its tile set to the top left of a 4 by 4 space of blank tiles. A lot of these errors are probably due to shifting the tileset around, I think.