Page 37 of 39

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

Posted: 05 Dec 2016, 13:10
by Nabe
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?

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

Posted: 05 Dec 2016, 14:34
by Nabe
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

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

Posted: 05 Dec 2016, 14:52
by jayScribble
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.

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

Posted: 05 Dec 2016, 15:26
by Nabe
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.

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

Posted: 05 Dec 2016, 15:47
by jayScribble
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.

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

Posted: 05 Dec 2016, 17:34
by jayScribble
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.

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

Posted: 05 Dec 2016, 18:19
by Nabe
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?


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

Posted: 06 Dec 2016, 03:53
by Lejes
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.

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

Posted: 06 Dec 2016, 06:31
by jayScribble
I'm thinking "Calamari Basin" would be a fitting name.

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

Posted: 06 Dec 2016, 12:29
by MECHDRAGON777
jayScribble wrote:I'm thinking "Calamari Basin" would be a fitting name.
I get the reference, but how about "Tidal Reef"?

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

Posted: 06 Dec 2016, 13:24
by Nabe
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.

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

Posted: 07 Dec 2016, 02:23
by Nimono
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...

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

Posted: 07 Dec 2016, 04:41
by jayScribble
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.

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

Posted: 07 Dec 2016, 08:35
by MECHDRAGON777
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.

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

Posted: 07 Dec 2016, 14:12
by Nabe
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.

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

Posted: 07 Dec 2016, 16:38
by jayScribble
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.

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

Posted: 07 Dec 2016, 16:48
by Nabe
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.

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

Posted: 07 Dec 2016, 17:08
by Voltgloss
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)?

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

Posted: 07 Dec 2016, 17:19
by Nabe
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.

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

Posted: 07 Dec 2016, 17:23
by jayScribble
Nabe wrote:
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.
I think that the music cutting out is maybe because of the MIDI not being looped at all.

Do you still want me to upload?

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

Posted: 07 Dec 2016, 18:26
by Nabe
jayScribble wrote:
Nabe wrote:
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.
I think that the music cutting out is maybe because of the MIDI not being looped at all.

Do you still want me to upload?
Yeah, if it's not too much trouble. That MIDI is definitely set up to loop.

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

Posted: 07 Dec 2016, 18:46
by jayScribble
Nabe wrote:
jayScribble wrote:I think that the music cutting out is maybe because of the MIDI not being looped at all.

Do you still want me to upload?
Yeah, if it's not too much trouble. That MIDI is definitely set up to loop.
Well, it's uploading for me now.

Now, the 5th dungeon I've just recorded on the other hand... Let's say progress was made, and then suddenly stopped because of a few walls.

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

Posted: 07 Dec 2016, 19:34
by jayScribble
https://www.youtube.com/watch?v=YPV7I-7Z7WY
The Haunted Shipwreck, which in reviewing my footage, might have a few more problems than I realized.

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

Posted: 08 Dec 2016, 01:43
by Lejes
Watching jayScribble's video reminded me of a couple things. First, wow, I really hadn't thought about doing animations for attacks/movement back then. Even a few simple water splash effects might have made the boss/minisquids seem less lifeless. There also should have been some kind of delay between killing the second tentacle and the mini-squids spawning, so the player doesn't get unfairly hurt by one. Maybe even spawn just one, if that power of sword is what the player is expected to have at that point. Second, I remember what I was thinking for the underwater portions now. The idea was that the lower levels of the temple had been flooded, and a cave in revealed some not-man-made caverns even deeper underground. There's a squid temple there for some reason, and I imagined that's where the squids initially got in from. Deep dark cavern squids invading a holy place, or something like that. I don't know if that helps with a name (Temple of Torrents isn't a bad name, really), but there it is.

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

Posted: 08 Dec 2016, 03:44
by Nabe
I feel like I should comment based on these videos -- the garbled dungeon subscreen is the very next thing on the list, I just wanted to finalize the overworld one first.
jayScribble wrote:https://www.youtube.com/watch?v=YPV7I-7Z7WY
The Haunted Shipwreck, which in reviewing my footage, might have a few more problems than I realized.
All fixed. (Unless there's something with the Gleeok I didn't notice?) The music WAS getting clipped in ZC right at the end, even though it looped nicely in ZQ.
Lejes wrote:Watching jayScribble's video reminded me of a couple things. First, wow, I really hadn't thought about doing animations for attacks/movement back then. Even a few simple water splash effects might have made the boss/minisquids seem less lifeless. There also should have been some kind of delay between killing the second tentacle and the mini-squids spawning, so the player doesn't get unfairly hurt by one. Maybe even spawn just one, if that power of sword is what the player is expected to have at that point. Second, I remember what I was thinking for the underwater portions now. The idea was that the lower levels of the temple had been flooded, and a cave in revealed some not-man-made caverns even deeper underground. There's a squid temple there for some reason, and I imagined that's where the squids initially got in from. Deep dark cavern squids invading a holy place, or something like that. I don't know if that helps with a name (Temple of Torrents isn't a bad name, really), but there it is.
The second sword is a freebie near the start of the second overworld, actually. Jay is just a masochistic tester, which is quite useful. I'll work on a bit of polish -- although there's something amusingly terrifying about them just appearing out of nothing.