ARglbhahgarglzerberbal :ojayScribble wrote:
SO OBVIOUS NOW
bluuuuuuuh
ARglbhahgarglzerberbal :ojayScribble wrote:
You know the drill. ;PjayScribble wrote:Well, I tried the latest .qst: what a long level you made.
WHAT
It feels too short to me! D: Then again, I kinda skip every enemy unless I need to beat it to get through...
I was really stuck on the mirror puzzle:A smart puzzle, but this is something that people will get stuck on for a while.
Riolu180 response:Without further ado, a bug report:1: Weird. I'll try to get Moosh's attention; I think this is a bug with his script, blocking you when there's blank tiles to your sides making it tough for you to be in the exact center.For some reason, going up the ladder here is a problem: I need to be exactly in the middle to get up there. (I know that you can do the jump with the roc's feather, but someone less patient would find this annoying to do.
2: I'm not going to do like raekuul and make a temporary overworld because I wouldn't want people to build around it just because I put the entrance where I did, thus making me decide the course of the overworld with no one else's input. :(
That boss is hard to catch: good thing I packed my boomerang to stop it.
IT IS A PLACEHOLDER. :D
That sounds good, although...jayScribble wrote:I was thinking more of this as a hint:
I put it there specifically because it's a demon. Basically, since there's no boss, I wanted to frustrate everyone. X3jayScribble wrote:After reading you previous posts, I did realize that the nerfed Black Leever was a placeholder boss, but the enemy in general is really a demon to handle.
Maybe! By "surprise", do you mean "keep what it is hidden until we find out ourselves", or do you mean "are you gonna give us tiny bits of information"? Former, yes, latter, nope.avi. :3jayScribble wrote:Are you gonna give us a surprise with the custom boss you're gonna make in this dungeon?
Needs more bad-translation induced crypticness.jayScribble wrote:I was thinking more of this as a hint:After reading you previous posts, I did realize that the nerfed Black Leever was a placeholder boss, but the enemy in general is really a demon to handle.
Are you gonna give us a surprise with the custom boss you're gonna make in this dungeon?
I think the mirror tile being shaped like a diagonal rather than a whole square is the problem.Riolu180 wrote:
The shape doesn't affect the hitbox of them, though. :/jayScribble wrote:I think the mirror tile being shaped like a diagonal rather than a whole square is the problem.
However I've broken the puzzle:That's all I got, and the hint is slightly more easier to understand if you do the above.
BAM!Riolu180 wrote: And no, I don't think there's a rule to be able to use the whistle more than once.
Oh! Thanks, thanks! :DKingTwelveSixteen wrote: BAM!
http://zcguides.celestialrealm.net/_med ... histle.png
See that button in the picture? Press that then save it!
Gotta remember to put that into the final thing as well...
What. ;_; I forgot they had seperate damage for their Magic. Umm..........should I make copies of them that do less damage...? D:CodeGorilla wrote:Some of the Wizzrobes might be a bit much, especially when you consider that they take something like four hearts on a successful hit. I'm not saying avoid them altogether, but you might put one or two in each of the rooms that currently have four.
It's impossible to fix, unfortunately. It's a quirk with the engine itself. Perhaps I should just rework that room, removing the need to use the mirrors?I have the same comment about the mirrors as everyone else - I only got it to work when you're halfway down the tile.
Possibly. If the magic did less damage, it would be more reasonable. The thing is, they're pretty easy to avoid, but tedious to kill. In the room with the mirrors in particular, since the mirror is picky about your location, you kind of need to kill off the Wizzrobes before messing with the puzzle. Less damage would mean you don't need to mind as much about the damage.Riolu180 wrote: What. ;_; I forgot they had seperate damage for their Magic. Umm..........should I make copies of them that do less damage...? D:
I hope it doesn't come to this, because I really like the mirror puzzle. Maybe (since this is the first instance of this kind of puzzle) you have some kind of marking on the ground to show the precise spot at which Link/whoever must stand? i.e. something like:It's impossible to fix, unfortunately. It's a quirk with the engine itself. Perhaps I should just rework that room, removing the need to use the mirrors?
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raekuul wrote:I would also recommend the visual cue, since other people in later dungeons may decide to use mirror puzzles and having one this early with start point instructions would be a major boon.
*insert visual pun here*
That had me laughing for a good while.Neobullseye wrote:It had to be done.
Taking an example from Level 0: Wizzrobe's House:Riolu180 wrote:Okay, so since you guys want a visual cue...either suggest me something specific to place as a hint, or someone please make me a graphic for it, 'cause I have no idea what to use. :(
Ummmmm... Why would you stand THERE of all places? D: From my experience, it doesn't reflect unless you're just about exactly on its level. So you'd need one tile, not two. (It'd be so much easier if we didn't have diagonal movement on...)CodeGorilla wrote: Here you can see a subtle visual cue that indicates which of the blocks should be pushed to open the door onward. Perhaps something like the following would be sufficient:
If (depending on platform limitations) you had the tiles to spare, you could even use the same note-block tile you use elsewhere in the dungeon, but shifted halfway. It would eat two more tiles, though I have no idea if that would actually be an issue or not.
From my experience, that's where you need to stand in order for it to actually work. If I line up perfectly with the mirror, I just phase through it and end up back at the dungeon entrance.Riolu180 wrote:Ummmmm... Why would you stand THERE of all places? D: From my experience, it doesn't reflect unless you're just about exactly on its level. So you'd need one tile, not two. (It'd be so much easier if we didn't have diagonal movement on...)CodeGorilla wrote: Here you can see a subtle visual cue that indicates which of the blocks should be pushed to open the door onward. Perhaps something like the following would be sufficient:
If (depending on platform limitations) you had the tiles to spare, you could even use the same note-block tile you use elsewhere in the dungeon, but shifted halfway. It would eat two more tiles, though I have no idea if that would actually be an issue or not.