(shouting)

AZCT Overworld

... zelda
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Nabe
Still working on AZCT
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Re: AZCT Overworld

Post by Nabe »

There's a bridge I'm fond of in this set by Lightwulf, and some paths:
http://www.purezc.net/index.php?page=tiles&id=1392

More paths:
http://www.purezc.net/index.php?page=tiles&id=1349

Houses and town stuff while I'm at it, including even more paths
(the interiors are ugly but the outdoor stuff is nice):
http://www.purezc.net/index.php?page=tiles&id=1390


Large trees! One or two of these in the overworld would add some more variety:
http://www.purezc.net/index.php?page=tiles&id=1324
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Nabe
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Re: AZCT Overworld

Post by Nabe »

There's now a broken bridge that rebuilds itself on screen 1:24, with help of an obnoxious purple switch. Any trigger should work in place of the switch. If you want to change anything on it, take notice that it uses secret combos on both layers.
KingTwelveSixteen
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Re: AZCT Overworld

Post by KingTwelveSixteen »

Nabe wrote:There's a bridge I'm fond of in this set by Lightwulf, and some paths:
http://www.purezc.net/index.php?page=tiles&id=1392

More paths:
http://www.purezc.net/index.php?page=tiles&id=1349

Houses and town stuff while I'm at it, including even more paths
(the interiors are ugly but the outdoor stuff is nice):
http://www.purezc.net/index.php?page=tiles&id=1390


Large trees! One or two of these in the overworld would add some more variety:
http://www.purezc.net/index.php?page=tiles&id=1324
...I can't figure out how to get these things actually into my editor so I can use them (or one of them; the giant tree) from the dropbox.

How do???
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Lejes
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Re: AZCT Overworld

Post by Lejes »

Quest->Graphics->Tiles, then hit the Grab Button, then File button. You can import an image from there. Then select all the tiles with shift+click (they have to be selected, or they won't get imported) and hit OK. These are all made for the Classic set, so they probably won't need the Recolor option. Keep in mind it will bring these imported tiles to wherever your cursor was at in the tile page, so choose an empty page so you don't overwrite anything.
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Nabe
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Re: AZCT Overworld

Post by Nabe »

Hey, KTS. I've just uploaded a copied version of the Shade Isle .qst that has all the combos, tiles, palettes, scripts, items, and enemies of the Overworld 1 .qst, but the same Maps, DMaps and strings from your version. You don't have to use this version, obviously, but it would help me a lot for consistency's sake on the mass import later. I didn't see any custom combos in your original file, but let me know if I did miss anything and I'll import it over.

The giant tree graphic is on page 48 in this version's tiles. (p is a quick shortcut to goto pages, if you didn't know.) And you can check the Graphics folder on Dropbox to see a list of all the edited tile pages.
KingTwelveSixteen
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Re: AZCT Overworld

Post by KingTwelveSixteen »

Thanks!
KingTwelveSixteen
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Re: AZCT Overworld

Post by KingTwelveSixteen »

Okie-Dokie, the combo stuff for Shade Isle is pretty much finished. No enemies for pretty much every new screen though.

Also I might have maybe forgotten to add a place for the Hipster Glasses dungeon? Whoops.
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Nabe
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Re: AZCT Overworld

Post by Nabe »

The Hipster Glasses entrance is just hidden, that's all. :D

This looks great. I love screen 5D.
KingTwelveSixteen
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Re: AZCT Overworld

Post by KingTwelveSixteen »

Enemies added.

The stump after the magic forest is now a placeholder for the hipster glasses dungeon.

...that's pretty much done-ish? Except for finishing stuff and fixing from play-testing...

(The helpful fairy that gives you a heart needs a script to talk...)
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Nabe
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Re: AZCT Overworld

Post by Nabe »

What screen is the fairy on, and what string should it use?
KingTwelveSixteen
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Re: AZCT Overworld

Post by KingTwelveSixteen »

3E.

Use string 35. I just added it and the following strings.
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Nabe
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Re: AZCT Overworld

Post by Nabe »

For now, it's set up so that string 35 is played when the screen is entered once, and never again. If you'd like a more complicated event, let me know.
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