Ahh, the old room with the watery S on the floor.
Here's a hint: Even if you held a torch, you couldn't see the right path.
Yes, this would be true! Now that I know which room it is, I can add some light but it won't help you beat that part. Just think about it. Why on earth would there be a water path below you leading to a chest? What could that possibly mean?
Yes, this would be true! Now that I know which room it is, I can add some light but it won't help you beat that part. Just think about it. Why on earth would there be a water path below you leading to a chest? What could that possibly mean?
Well, seeing as how there is no hint what-so-ever as to how to solve it, and that I solved it trying to boomerang the chest. There really should be something there to give a general direction on what to do, other than walking off a cliff several times...
Well, seeing as how there is no hint what-so-ever as to how to solve it, and that I solved it trying to boomerang the chest. There really should be something there to give a general direction on what to do, other than walking off a cliff several times...
I'm planning on adding a unique item to the map, which is just a bag of stones that you can use to keep floor plates activated and test the terrain around you. This would be useful because there may be some terrain in the future that you can see, but it isn't really there (the opposite of what you experienced in that room) and your stones would sink through the block and you would know that you shouldn't walk there.
I need to be careful with adding hints into the map, because I don't want to make it easy. That being said, this room still needs some form of hint above and beyond the watery path on the low ground corresponding to an invisible pathway.
By using the bag of stones you could test for invisible pathways, which would be useful here. I'm wondering how I could add a "Lens of Truth" item into the map, but it is nowhere near ready yet as I'm still working on the next release and it wouldn't really affect the first chapter anyway.
And for those of you who are thinking to yourselves as you stalk this thread, ready to pounce on an update the second that it is posted, you should know that I'm still a little ways out from a release.
"But tKm! It's been 8 FREAKING DAYS!!!" I know, and I'm not going to post a new link until the next area is ready. The wait will be more than worth it, I promise :smile.gif:
Don't make is so you have a bag of stones, just add a brick as an enemy drop (aka stones in the corpses), reskin and rename it as a stone, then just add it as a item you can drop like a normal item if you pressed Q.
Then, it allows a bit more freedom on how to collect them. Eg, shovel, chests, loot, etc.
Don't make is so you have a bag of stones, just add a brick as an enemy drop (aka stones in the corpses), reskin and rename it as a stone, then just add it as a item you can drop like a normal item if you pressed Q.
Then, it allows a bit more freedom on how to collect them. Eg, shovel, chests, loot, etc.
This would work. I could add it to the possible drops for digging/cutting/killing scripts.
The script that was previously eating your items has been fixed :smile.gif:
Also, I'm not going to be updating my topic with the posts to my blog, so to stay update everyone will need to visit the blog. If I added everything in the blog to my topic then I would run out of room. I'll still update the topic, but with a blog I can go into detail without having to worry about where I'm putting the download link and posting pictures and tracking downloads.
I just finished another blog post. It can be found here.
EDIT: Oh, and I forgot to mention something cool! The map hit 2,500 downloads over the weekend. I don't know how it happened, but there were over 500 downloads this past weekend.
I'd love to hear back from more of you regarding what you think of the map, what you think I should add, what you don't like, etc. Whenever I check the page even if there haven't been new posts there are still "5 guests" or "11 guests" looking at the page. You know that you can sign up for an account or sign in to let me know what you think, right? :smile.gif:
Nice blog post! Do you need any more skins? If not, is there anyway I could help, 'part from the testing/bug finding?
EDIT: I don't need more skins right now, but I will within the next few weeks. Just work at your own pace on these... well, except for Gorons. I need Gorons for the next area/dungeon.
Well if I could get the sculpting tool to work to add water bodies and fix the bottom half of my map I wouldn't need any but I think I may need someone who has some experience with MCEdit. I would need terrain sections from the original terrainmap to be placed into the version of my map that I'm working on and haven't released yet.
I had some randomly generated terrain show up and I think it is because I removed my terrainmap.png so that others couldn't use it for themselves, but I'm now regretting that because it determines what terrain is generated. There should be a total of 15 areas that need to be replaced. That being said, if I can get the sculpt tool script to work I can fix it rather quickly.
Oh, and I forgot to post this last night. The only thing that I'm willing to show at this point in map development is this!
These are the boundaries for the castle town, as well as the river that runs through it that I started working on last night. The town covers about 1/5 of the field, which I felt would help to make sure that the field isn't just some big field to run through with no content.
The boundaries look big enough, but I have a question.
The 'Miners'. Are they going to be Gorons or actual miners?
I'm guessing Gorons, though. :smile.gif:
Edit: Ah, screw this. I'm making Gorons.
Found a bug: placing any item where the keys usually go will turn that item into the key type according to the slot. Also, would it be okay if you make the Ilios Castle Town look sorta like this:
But less gloomy? P.S. That is the original Castle Town from the Ocarina of Time Beta (N64 Disk System Game): Zelda 64
TEXTURES:
Inglip Caverns - Rock:
Inglip Peak Village - House Brick:
Ilois Castle Town - Stone Road:
Goron (not made by me):
Also, FIX YOUR STORY! Ganondorf was sealed in the Sacred Realm, and the only way to get there was by pulling the Master Sword out of it's place, but a while after OOT the seal was broken by Ganondorf, not someone else. THEN Wind Waker happened, so you better take Ganondorf out of the story and remake it...or else the storyline fanatics will get pissy.
Found a bug: placing any item where the keys usually go will turn that item into the key type according to the slot. Also, would it be okay if you make the Ilios Castle Town look sorta like this:
But less gloomy? P.S. That is the original Castle Town from the Ocarina of Time Beta (N64 Disk System Game): Zelda 64
TEXTURES:
Inglip Caverns - Rock:
Inglip Peak Village - House Brick:
Ilois Castle Town - Stone Road:
Goron (not made by me):
Also, FIX YOUR STORY! Ganondorf was sealed in the Sacred Realm, and the only way to get there was by pulling the Master Sword out of it's place, but a while after OOT the seal was broken by Ganondorf, not someone else. THEN Wind Waker happened, so you better take Ganondorf out of the story and remake it...or else the storyline fanatics will get pissy.
Yes, we've been talking about a few things on the IRC channel. I'm debating whether or not Ganondorf will even be a part of the map, seeing as how the opening of the Shadow Gate should be a big enough threat anyway.
Those textures are helpful. I'l be integrating them into the map.
I can post some screenshots of what I've been working on in the castle town. Trust me, its huge and will be fun to explore.
Found a bug: placing any item where the keys usually go will turn that item into the key type according to the slot. Also, would it be okay if you make the Ilios Castle Town look sorta like this:
But less gloomy? P.S. That is the original Castle Town from the Ocarina of Time Beta (N64 Disk System Game): Zelda 64
TEXTURES:
Inglip Caverns - Rock:
Inglip Peak Village - House Brick:
Ilois Castle Town - Stone Road:
Goron (not made by me):
Also, FIX YOUR STORY! Ganondorf was sealed in the Sacred Realm, and the only way to get there was by pulling the Master Sword out of it's place, but a while after OOT the seal was broken by Ganondorf, not someone else. THEN Wind Waker happened, so you better take Ganondorf out of the story and remake it...or else the storyline fanatics will get pissy.
Yes, we've been talking about a few things on the IRC channel. I'm debating whether or not Ganondorf will even be a part of the map, seeing as how the opening of the Shadow Gate should be a big enough threat anyway.
Those textures are helpful. I'l be integrating them into the map.
I can post some screenshots of what I've been working on in the castle town. Trust me, its huge and will be fun to explore.
EDIT: New Dev Vlog, check it out here
Also, we've been working on a magic bar GUI (seagoingmanatee has really taken off the gloves for this latest one). Look at what he has so far here
Yep, and your reported for reporting someone for a apparent trolling, when really Gary's actually stealing seagoingmanatee's work.
Damnit. :sad.gif: The stupid fanboys are trolling the forum.
Yes, this would be true! Now that I know which room it is, I can add some light but it won't help you beat that part. Just think about it. Why on earth would there be a water path below you leading to a chest? What could that possibly mean?
Well, seeing as how there is no hint what-so-ever as to how to solve it, and that I solved it trying to boomerang the chest. There really should be something there to give a general direction on what to do, other than walking off a cliff several times...
I'm planning on adding a unique item to the map, which is just a bag of stones that you can use to keep floor plates activated and test the terrain around you. This would be useful because there may be some terrain in the future that you can see, but it isn't really there (the opposite of what you experienced in that room) and your stones would sink through the block and you would know that you shouldn't walk there.
I need to be careful with adding hints into the map, because I don't want to make it easy. That being said, this room still needs some form of hint above and beyond the watery path on the low ground corresponding to an invisible pathway.
By using the bag of stones you could test for invisible pathways, which would be useful here. I'm wondering how I could add a "Lens of Truth" item into the map, but it is nowhere near ready yet as I'm still working on the next release and it wouldn't really affect the first chapter anyway.
And for those of you who are thinking to yourselves as you stalk this thread, ready to pounce on an update the second that it is posted, you should know that I'm still a little ways out from a release.
"But tKm! It's been 8 FREAKING DAYS!!!" I know, and I'm not going to post a new link until the next area is ready. The wait will be more than worth it, I promise :smile.gif:
Then, it allows a bit more freedom on how to collect them. Eg, shovel, chests, loot, etc.
~Ken
This would work. I could add it to the possible drops for digging/cutting/killing scripts.
The script that was previously eating your items has been fixed :smile.gif:
Also, I'm not going to be updating my topic with the posts to my blog, so to stay update everyone will need to visit the blog. If I added everything in the blog to my topic then I would run out of room. I'll still update the topic, but with a blog I can go into detail without having to worry about where I'm putting the download link and posting pictures and tracking downloads.
I just finished another blog post. It can be found here.
EDIT: Oh, and I forgot to mention something cool! The map hit 2,500 downloads over the weekend. I don't know how it happened, but there were over 500 downloads this past weekend.
I'd love to hear back from more of you regarding what you think of the map, what you think I should add, what you don't like, etc. Whenever I check the page even if there haven't been new posts there are still "5 guests" or "11 guests" looking at the page. You know that you can sign up for an account or sign in to let me know what you think, right? :smile.gif:
The link has been changed.
~Ken
EDIT: I don't need more skins right now, but I will within the next few weeks. Just work at your own pace on these... well, except for Gorons. I need Gorons for the next area/dungeon.
Well if I could get the sculpting tool to work to add water bodies and fix the bottom half of my map I wouldn't need any but I think I may need someone who has some experience with MCEdit. I would need terrain sections from the original terrainmap to be placed into the version of my map that I'm working on and haven't released yet.
I had some randomly generated terrain show up and I think it is because I removed my terrainmap.png so that others couldn't use it for themselves, but I'm now regretting that because it determines what terrain is generated. There should be a total of 15 areas that need to be replaced. That being said, if I can get the sculpt tool script to work I can fix it rather quickly.
Oh, and I forgot to post this last night. The only thing that I'm willing to show at this point in map development is this!
These are the boundaries for the castle town, as well as the river that runs through it that I started working on last night. The town covers about 1/5 of the field, which I felt would help to make sure that the field isn't just some big field to run through with no content.
What do you think? Do I go bigger?
The 'Miners'. Are they going to be Gorons or actual miners?
I'm guessing Gorons, though. :smile.gif:
Edit: Ah, screw this. I'm making Gorons.
~Ken
Goron 1: http://imageshack.us/photo/my-images/802/goron1.png/
Goron 2: http://imageshack.us/photo/my-images/13/goron2.png/
I have a feeling that I missed out on the shell, and if they're not right, I'll work on the shell. :smile.gif:
~Ken
Looks great so far! I can probably get away with posting some more screenshots after I place them now :smile.gif:
Hehe, can't wait! :biggrin.gif:
~Ken
But less gloomy? P.S. That is the original Castle Town from the Ocarina of Time Beta (N64 Disk System Game): Zelda 64
TEXTURES:
Inglip Caverns - Rock:
Inglip Peak Village - House Brick:
Ilois Castle Town - Stone Road:
Goron (not made by me):
Also, FIX YOUR STORY! Ganondorf was sealed in the Sacred Realm, and the only way to get there was by pulling the Master Sword out of it's place, but a while after OOT the seal was broken by Ganondorf, not someone else. THEN Wind Waker happened, so you better take Ganondorf out of the story and remake it...or else the storyline fanatics will get pissy.
Yes, we've been talking about a few things on the IRC channel. I'm debating whether or not Ganondorf will even be a part of the map, seeing as how the opening of the Shadow Gate should be a big enough threat anyway.
Those textures are helpful. I'l be integrating them into the map.
I can post some screenshots of what I've been working on in the castle town. Trust me, its huge and will be fun to explore.
Yes, we've been talking about a few things on the IRC channel. I'm debating whether or not Ganondorf will even be a part of the map, seeing as how the opening of the Shadow Gate should be a big enough threat anyway.
Those textures are helpful. I'l be integrating them into the map.
I can post some screenshots of what I've been working on in the castle town. Trust me, its huge and will be fun to explore.
EDIT: New Dev Vlog, check it out here
Also, we've been working on a magic bar GUI (seagoingmanatee has really taken off the gloves for this latest one). Look at what he has so far here
Oh, and 'Yay!' the web's back online! :biggrin.gif:
Question: IRC channel?
~Ken
#AdventureCraft
Come join us map developers!
Damnit. :sad.gif: The stupid fanboys are trolling the forum.
~Ken
Check Gary's thread. I have apologized for what he has interpreted as trolling, and will be removing these posts.
EDIT: Find my content function, Y U NO WORK?