the non opening chest was in the room that you get the boomerang. it was because the game still registered the triggerable door on top of it and so you can quickly fix this by just removing the blocks on top. however if you really wanted to be fancy instead of having the triggerable door appear over the chest while you fight the skeletons you could just store the chest in a storeage block and so the chest will appear after you kill the skeletons. this would save alot of trouble because even though the triggerable door is over the chest you can still open it through the triggerable door so it makes the door somewhat obsolete.
This would work. I'll probably change this and use this method in the future because it is really annoying! It has already been fixed, but I guess I'll go change it again hehe
Right, review time! I don't know whether the map is supposed to end in this version 'cos it's a demo, but, meh, I'll get on with it.
Right, this is a pretty good map.
Good jumping puzzles, you really need to think about them.
The switch/boomerang combo is a nice choice, but you should make the normal switches on a trigger.
It means that if one is Up, and one is down, and they're both meant to be up, you can't tell whether they are or aren't in the right position.
Chests were a problem. You must make sure there is absolutely no blocks, even the debug mode ones, above the chests. If so, they won't open. Had to open manually at least two chests, so be careful in the future.
The 1st mini boss was horrible. He murdered me in two shots from the whole pack on me. If you want a good boss fight, try to keep enemies sparse, but in tougher packs. What you brought on me was a large, tough pack. You can have few, hard monsters, or loads of easy ones, like a rat tsunami.
Other than those three tips, the dungeon was a kind one, even if I had to cheat just before the 1st miniboss as I had no clue what to do on that jumping puzzle.
This map has great potential. :biggrin.gif:
Right, review time! I don't know whether the map is supposed to end in this version 'cos it's a demo, but, meh, I'll get on with it.
Right, this is a pretty good map.
Good jumping puzzles, you really need to think about them.
The switch/boomerang combo is a nice choice, but you should make the normal switches on a trigger.
It means that if one is Up, and one is down, and they're both meant to be up, you can't tell whether they are or aren't in the right position.
Chests were a problem. You must make sure there is absolutely no blocks, even the debug mode ones, above the chests. If so, they won't open. Had to open manually at least two chests, so be careful in the future.
The 1st mini boss was horrible. He murdered me in two shots from the whole pack on me. If you want a good boss fight, try to keep enemies sparse, but in tougher packs. What you brought on me was a large, tough pack. You can have few, hard monsters, or loads of easy ones, like a rat tsunami.
Other than those three tips, the dungeon was a kind one, even if I had to cheat just before the 1st miniboss as I had no clue what to do on that jumping puzzle.
This map has great potential. :biggrin.gif:
Thanks for the feedback! I'm thinking that I'll add a few rooms before you get the boomerang to add to the length.
The lever suggestion is a good one. I'll need to use inverters in some places but it should be a very simple fix. Cutscenes have been added with some levers as well.
seagoingmanatee already brought up the chests issue, and it has been fixed. There are 3 mini bosses (boomerang, the group in the tall room, and the boss key room) and 1 boss. All of these are in the process of being drastically reworked. Your input on this point is valuable! I'll keep that in mind while I'm fixing it.
The jumping puzzle was the tall room I assume. I have tested this and it is beatable (but it is very difficult to find out what to do) so this puzzle will probably be reworked as well. I'll be using leaves and I'll animate them and show a cinematic instead of the triggered door method that I used. I think that will look better and be much more satisfying than hearing the *click* of a triggered door.
Cinematics and overlays should also help with the difficulty (not making it easier really, but making it easier to know what you just did when you hit a lever.)
Oh also I am not sure this has been fixed or not but on start up the map gives a script error for the script 255. Other than these bugs though I think we can all agree that it is a good map so keep up the good work.
Oh also I am not sure this has been fixed or not but on start up the map gives a script error for the script 255. Other than these bugs though I think we can all agree that it is a good map so keep up the good work.
255 was the old rupee script. It has been removed in favor of a much better rupee script written by CyborgDragon. I guess I didn't remove the old script, but it should have not been including. Sorry for any error messages, but they really shouldn't affect the demo at all. Also, drops were fixed and they are awesome now! You will no longer get bones or other worthless items from killing enemies. Now you can get rupees, hearts, arrows (if you have the quiver) and bombs (if you have the bomb bag. Both mobs and cuttable grass drop items that you actually NEED instead of stupid skeleton parts that you don't want taking up your inventory.
Hey I was wondering If you cared if I recorded a play through of you map.
This would be great! But, I would ask that you wait until v.01.1 tonight. I want the new textures/sprites/gui/etc. to be in the video, as it will be much much better (and bug free with more content/cutscenes etc.)
I'll let you know when it is ready if you want early access to do the video.
This would be great! But, I would ask that you wait until v.01.1 tonight. I want the new textures/sprites/gui/etc. to be in the video, as it will be much much better (and bug free with more content/cutscenes etc.)
I'll let you know when it is ready if you want early access to do the video.
Ok That sounds good because I wasn't going to start till maybe late tonight to tomorrow because I have an exam today at six(eastern time) so this works out good then.
The game looks great, but when I beat the 4 skelies, It wont let me open the chest!
You may as well just wait then. The chest(s) are screwed up. I already know about this and it is fixed now. Just doing bug testing right now as well as testing the opening cinematic and starting area.
When you say,"tonight" can you give a more detailed time? because "tonight" for me is in 7 hours(PST time zone)
8:00pm-12:00pm MST (7:00pm-11:00pm PST).
EDIT: And by tonight, what I really meant was tomorrow night. Sorry guys, but I really felt like I needed to add ALL of the cutscenes for the first area and some side quests for the first area. The story will make more sense, the game will have all NPCs, and will feature scripted events AND cool new overlays!
UI scripting has been added, but I won't add anything that will use it until I've released v.01.1 until then I need to focus on just getting it out.
Thanks for being patient. There is a lot to add and the longer it takes the better it will be.
I need more votes on the v.02 release. Therefore, I must bump this thread. The more feedback I get, the better I'll know what you think should be done. Also, check the OP for new info regarding v.01.1.
v.01.1 is out now. A download link can be found here and in the original post.
Let me know what you think! Also, the demo ends when the first dungeon has been completed.
EDIT: I've started working on Ilios Field and noticed some odd terrain generations. This probably happened while updating AC. It won't affect the current release, but will affect when the next one will be released by delaying it by a few days. Sorry!
I downloaded, it!
It was so cool, I see you fixed some things, like making easer to find the levers in the dungeon, but after you get the boomerang, in the room with 4 bridges, I got stuck, because i fell and respawned behind the locked door, I use debug.. :smile.gif:
But, walking several distances in the wrong direction isnt funny,(when you reach the cliffs after the caves and you need to go to the first dungeon...)
But the whole thing its getting good.
Finnaly i suggest you to use scripts of text instead of a thousands of timers and text blocks, its more quick and easy.
Keep posting... and, can i copy your idea of the text overlay to show the name of an area(Inside the waterfall)?
Almost forget, if there is something good, wrong with my map, tell me
I downloaded, it!
It was so cool, I see you fixed some things, like making easer to find the levers in the dungeon, but after you get the boomerang, in the room with 4 bridges, I got stuck, because i fell and respawned behind the locked door, I use debug.. :smile.gif:
But, walking several distances in the wrong direction isnt funny,(when you reach the cliffs after the caves and you need to go to the first dungeon...)
But the whole thing its getting good.
Finnaly i suggest you to use scripts of text instead of a thousands of timers and text blocks, its more quick and easy.
Keep posting... and, can i copy your idea of the text overlay to show the name of an area(Inside the waterfall)?
Ah. Spawn points. Hahaha whoops this hasn't come up before, but I'll hurry and fix them. I had made the message blocks and timers that way a while ago, but I remembered it took so long. I'll probably keep those the same way that they are right now, but will use scripts in the future. Thanks for the advice!. Walking several distances in the wrong direction? As in, you didn't know where to go once you left your house and spoke with Charles? I can fix this with a few camera blocks and spawn points. I'll keep an eye on this thread to keep an eye out for other minor bugs that people have been noticing and will fix all of them tonight/tomorrow and reupload v01.2!
Thanks for the input! I hope this experience was much better than the first!
Yes, you can use the overlay system lol Cryect put it there and I can't tell you not to use something cool that I used (unless you copied one of my puzzles/rooms block per block, but that would be boring). I just figured that the overlay system would allow me to use cool text etc. and I could probably use these for dialog as well!
There should be 1 piece of heart in the "pause menu" and 3 pieces of heart that you can get in Brightwood right now (a total of 5, but one you can't get yet and it is really well hidden). How many did you find?
EDIT: as long as you don't die where davidprime died, the rest of the release should be fine. Also, let me know how the first sidequest went? Oh, and what about the new GUI? I haven't added the GUI for chests yet, but how is everything else?
Gonna try it, tomorrow, i'll leave feedback then :smile.gif:
Sounds good! I'm working on the newer GUI, maps, and more today. I can upload some updated screenshots in a day or two to showcase the next batch of content, which will be Inglip Mountain, the Inglip Mines, and Ilios Field. It should also include an even NEWER GUI, more of the story, a few more scripts (seagoingmanatee's Deku Stick, for example!) and a couple more sidequests for Brightwood. I really wanted to get this latest release out, but it came at the expense of 3 sidequests.
EDIT: Sounds good, seagoingmanatee! I really hope you don't encounter ANY bugs while recording. Be sure to link it when it is ready!
This would work. I'll probably change this and use this method in the future because it is really annoying! It has already been fixed, but I guess I'll go change it again hehe
Right, this is a pretty good map.
Good jumping puzzles, you really need to think about them.
The switch/boomerang combo is a nice choice, but you should make the normal switches on a trigger.
It means that if one is Up, and one is down, and they're both meant to be up, you can't tell whether they are or aren't in the right position.
Chests were a problem. You must make sure there is absolutely no blocks, even the debug mode ones, above the chests. If so, they won't open. Had to open manually at least two chests, so be careful in the future.
The 1st mini boss was horrible. He murdered me in two shots from the whole pack on me. If you want a good boss fight, try to keep enemies sparse, but in tougher packs. What you brought on me was a large, tough pack. You can have few, hard monsters, or loads of easy ones, like a rat tsunami.
Other than those three tips, the dungeon was a kind one, even if I had to cheat just before the 1st miniboss as I had no clue what to do on that jumping puzzle.
This map has great potential. :biggrin.gif:
~Ken
Thanks for the feedback! I'm thinking that I'll add a few rooms before you get the boomerang to add to the length.
The lever suggestion is a good one. I'll need to use inverters in some places but it should be a very simple fix. Cutscenes have been added with some levers as well.
seagoingmanatee already brought up the chests issue, and it has been fixed. There are 3 mini bosses (boomerang, the group in the tall room, and the boss key room) and 1 boss. All of these are in the process of being drastically reworked. Your input on this point is valuable! I'll keep that in mind while I'm fixing it.
The jumping puzzle was the tall room I assume. I have tested this and it is beatable (but it is very difficult to find out what to do) so this puzzle will probably be reworked as well. I'll be using leaves and I'll animate them and show a cinematic instead of the triggered door method that I used. I think that will look better and be much more satisfying than hearing the *click* of a triggered door.
Cinematics and overlays should also help with the difficulty (not making it easier really, but making it easier to know what you just did when you hit a lever.)
255 was the old rupee script. It has been removed in favor of a much better rupee script written by CyborgDragon. I guess I didn't remove the old script, but it should have not been including. Sorry for any error messages, but they really shouldn't affect the demo at all. Also, drops were fixed and they are awesome now! You will no longer get bones or other worthless items from killing enemies. Now you can get rupees, hearts, arrows (if you have the quiver) and bombs (if you have the bomb bag. Both mobs and cuttable grass drop items that you actually NEED instead of stupid skeleton parts that you don't want taking up your inventory.
This would be great! But, I would ask that you wait until v.01.1 tonight. I want the new textures/sprites/gui/etc. to be in the video, as it will be much much better (and bug free with more content/cutscenes etc.)
I'll let you know when it is ready if you want early access to do the video.
Ok That sounds good because I wasn't going to start till maybe late tonight to tomorrow because I have an exam today at six(eastern time) so this works out good then.
You may as well just wait then. The chest(s) are screwed up. I already know about this and it is fixed now. Just doing bug testing right now as well as testing the opening cinematic and starting area.
8:00pm-12:00pm MST (7:00pm-11:00pm PST).
EDIT: And by tonight, what I really meant was tomorrow night. Sorry guys, but I really felt like I needed to add ALL of the cutscenes for the first area and some side quests for the first area. The story will make more sense, the game will have all NPCs, and will feature scripted events AND cool new overlays!
UI scripting has been added, but I won't add anything that will use it until I've released v.01.1 until then I need to focus on just getting it out.
Thanks for being patient. There is a lot to add and the longer it takes the better it will be.
Let me know what you think! Also, the demo ends when the first dungeon has been completed.
EDIT: I've started working on Ilios Field and noticed some odd terrain generations. This probably happened while updating AC. It won't affect the current release, but will affect when the next one will be released by delaying it by a few days. Sorry!
It was so cool, I see you fixed some things, like making easer to find the levers in the dungeon, but after you get the boomerang, in the room with 4 bridges, I got stuck, because i fell and respawned behind the locked door, I use debug.. :smile.gif:
But, walking several distances in the wrong direction isnt funny,(when you reach the cliffs after the caves and you need to go to the first dungeon...)
But the whole thing its getting good.
Finnaly i suggest you to use scripts of text instead of a thousands of timers and text blocks, its more quick and easy.
Keep posting... and, can i copy your idea of the text overlay to show the name of an area(Inside the waterfall)?
Almost forget, if there is something good, wrong with my map, tell me
Ah. Spawn points. Hahaha whoops this hasn't come up before, but I'll hurry and fix them. I had made the message blocks and timers that way a while ago, but I remembered it took so long. I'll probably keep those the same way that they are right now, but will use scripts in the future. Thanks for the advice!. Walking several distances in the wrong direction? As in, you didn't know where to go once you left your house and spoke with Charles? I can fix this with a few camera blocks and spawn points. I'll keep an eye on this thread to keep an eye out for other minor bugs that people have been noticing and will fix all of them tonight/tomorrow and reupload v01.2!
Thanks for the input! I hope this experience was much better than the first!
Yes, you can use the overlay system lol Cryect put it there and I can't tell you not to use something cool that I used (unless you copied one of my puzzles/rooms block per block, but that would be boring). I just figured that the overlay system would allow me to use cool text etc. and I could probably use these for dialog as well!
There should be 1 piece of heart in the "pause menu" and 3 pieces of heart that you can get in Brightwood right now (a total of 5, but one you can't get yet and it is really well hidden). How many did you find?
EDIT: as long as you don't die where davidprime died, the rest of the release should be fine. Also, let me know how the first sidequest went? Oh, and what about the new GUI? I haven't added the GUI for chests yet, but how is everything else?
Sounds good! I'm working on the newer GUI, maps, and more today. I can upload some updated screenshots in a day or two to showcase the next batch of content, which will be Inglip Mountain, the Inglip Mines, and Ilios Field. It should also include an even NEWER GUI, more of the story, a few more scripts (seagoingmanatee's Deku Stick, for example!) and a couple more sidequests for Brightwood. I really wanted to get this latest release out, but it came at the expense of 3 sidequests.
EDIT: Sounds good, seagoingmanatee! I really hope you don't encounter ANY bugs while recording. Be sure to link it when it is ready!