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Post by NASH7777 on Nov 22, 2004 21:50:08 GMT -5
WilliamKirk: yeah I thought of making defenses but I decided not to. If I remake seasons I definately will!
Other&Doyle: I just finished the plant boss...not the greatest as the game slows down a lot, but it will be okay. The Plant Dungeon is the 3rd Main Dungeon and I have 3 bosses done now too. There will be 8 normal dungeons then I may add a bonus Puzzle Challenge Dungeon and stuff. It will Go: Grave Aqua Plant Ice Wind Lava Mansion Monster Everything is planned out to the tee...
I'm putting the demo online here in a sec, but it will take the site a few hours to get it, it's 11/22/04 9:50pm here so just try tomorrow to get it. It will be same the same link as Before....
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Post by NASH7777 on Nov 22, 2004 22:15:53 GMT -5
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Post by Deleted on Nov 23, 2004 1:59:48 GMT -5
I'm just posting this here where people'll maybe read it.
For enemies, the actual stats I think are needed are much less than most RPGS. I think they need HP and ATK for sure, to determine life and how much damage they do to Link. MP isn't a neccessity for mage-like enemies since they can just have infinite magic-like ability performing, however, if you want to make magic be more influential you can make MP be like a second HP only damaged by magic (or magic-like abilities) from Link, and most enemies would have a good deal less MP than HP and could therefore die faster from magic (limited supply) from Link than physical (infinite supply) moves, however I'd say stick to only HP because you want all Link's attacking to add together and not be separate, but I'd say make limited supply moves be more powerful than infinite supply moves (like bombs are more powerful than the sword since they're risky, slow, and limited in supply, likewise magic too, don't like how most Zeldas haven't done this ). DEF and MAGDEF aren't important because you simply alter the HP and make them higher to make the enemies have more endurance. The only reason most games use DEF and MAGDEF is really to cut down the scale of damage throughout the game (I've calculated mine and it goes to about 5 times the beginning damage (of the same move) and without increasing DEF and MAGDEF it'd go much higher, but the 9999 limit makes me weary of damage getting to high, that's also why I'm making bosses have 50% damage from every element (in essence cutting damage in half) to make 9999 HP feel like 19998 HP), so if you actually somehow need to raise the scale you may need DEF and MAGDEF, but probably not. Having DEF and MAGDEF would give the player more of an incentive to vary their attacks, like a rock monster that's weak to magic but not physical. Likewise, you could make specific defenses for elements and weapons, for example, a rock enemy could have low BOMBDEF, high SWORDDEF, high ARROWDEF, high EARTHDEF, medium FIREDEF, medium ICEDEF, high BOLTDEF, medium HOLYDEF, medium DARKDEF, low HAMDEF (ham, short for hammer, looks funny though, I do that in my game ), high SHOVELDEF, etc. This way the player will use different things to beat different enemies instead of always using his sword (like most other Zeldas, besides every boss having one specific way to beat him ). This also makes more tools have use in battle besides only the hookshot, boomerang, bow and arrow, slingshot, sword, and shield like in LoZoT . I'm quite surprised they haven't thought of this yet , since I think it'd really help a lot. This'd also make the tools be useful after their specific dungeon and boss, unlike most other Zeldas . AGI, ACU, and EVA seem pointless since it's based on whether Link or the enemy is in the way or not. CHA/LUCK could maybe effect extra damage on attacks, but I'd say not since this could really piss off the player if he plans that he'll survive another attack but dies instead. Always remember that the higher the amount of hearts, the more variance in ATK you can have on enemies (for say with 7 hearts, enemies can really only damage either 1/2, 1, or 1+1/2 hearts and you don't have that many different possibilities for enemies, as opposed to double that, 14 hearts and enemies can than damage (proportionately to above example) 1, 1+1/2, 2, 2+1/2, or 3). I'd say make it so Link finds Full Hearts only and not Heart Pieces, then make him start with more and end with more and enemies can vary more in ATK throughout.
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Post by Doan the Nado on Nov 23, 2004 5:10:44 GMT -5
DW gave me a good tip a while back: if you're in a dungeon and experiencing lag problems, go to the dungeon editor and lower the shadow value (or depth?). My 1st floor of my castle had unbearable lag with a large image VFX (drawbridge), 3 wandering events, animated water objects, and a ton of blocks and events. I lowered those values by about half and the lag is completely gone.
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Post by NASH7777 on Nov 23, 2004 7:22:59 GMT -5
That just may work thanks! Yeah I got rid of like half the things for that final boss battle because it was lagging so bad but maybe I can incorporate them now. I also was planning to put to of the seed events off in another room area completely because they have a graphic too. I'll work on it. Oh and Doan tell me what ya think of the new AI and the two new Dungeons
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Post by WarDragon on Nov 23, 2004 12:31:47 GMT -5
how would u make it attack the party in a forward space? then use a another attack the covers 5 spaces.
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Post by NASH7777 on Nov 23, 2004 15:52:58 GMT -5
how would u make it attack the party in a forward space? then use a another attack the covers 5 spaces. What do you mean exactly? Like have attack that attacks 1 fd and 5 fd too or what?
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Post by WarDragon on Nov 23, 2004 15:58:48 GMT -5
attacks 1 fd and 5 fd
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Post by NASH7777 on Nov 23, 2004 16:01:37 GMT -5
That's easy for my scripts "Att area+1" "check dmg area" Repeat 4 :att area+1" "check dmg area"
so it checks the spot in front and 5th spot forward, if you Read my "how to?" board you'ld know all that...
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Post by doyleman on Nov 23, 2004 17:45:54 GMT -5
hey nash, how long does it take for a seed tree to reload? just curious cuz i could never get anymore after i got the 1st.
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Post by NASH7777 on Nov 23, 2004 18:06:43 GMT -5
After the first boss they will regrow, and I haven't had time to put it in yet but after the third boss they will regrow again. It's event based not time. I did this so you couldn't just leave your game running and have seeds grow back.
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Post by doyleman on Nov 23, 2004 19:41:18 GMT -5
ah. I noticed a quite of bit of things on this one. occaisionally, when i try to go to an enemy, there would be a invisible event or something stopping me 1 square from him. each time i tried to move the direction, it would make a beep sound. I overcame this by simply moving one direction and going back. Also: i don't know if this could work, but would there be able to make a "range" that link must be in for the enemies to come attack you. The AI of the enemies forced me to save about every 5 minutes. Esp. the ghosts. I noticed the mystery seeds subtracted 2 instead of 1. Finally, say i attacked an enemy, then tried attacking them again, the sword wouldn't work. just thought i would notify these in case you werent aware. yeah. Good luck; and Good Job!
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Post by NASH7777 on Nov 23, 2004 20:36:09 GMT -5
The spot by an enemy you can't go is where the enemy is headed but hasn't gone yet so you can't go there. The Beep sound occurs whenever you bump into an enemy, it then waits a few frames fo an input. Tri-talk Circle-Bomb X-Seed That's the way you can use seeds on the enemy so you don't use it on yourself. It's the same with the burnable plants.
Somebody mentioned something about the mystery seeds too... I'll look into it. I thought it was when you bought them but now I know it's when you use them, I'll work on that. As for the sword delay. There never use to be one, but I put one in on purpose, so you can't just keep attacking in a row. You must wait 1 second after each sword slash in order to use it again. And if you try again too soon you wait longer!
As for the saving often,, I could see how that would get annoying. I'll put more mark points like how you can continue from last dungeon. I'll put marks on like most all the maps so you can cont. from one of the last maps you were at.
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Post by Deleted on Nov 24, 2004 5:55:16 GMT -5
Just a thought, maybe for the sword you can allow them to do like a 3 hit combo then they have to wait (I just kind of don't like the idea of only being able to hit once that have to move away, dodge, and come hit again). That's all, the AI sounds good, but Doyleman's suggestions sound good too. You should definitely try to enter this into the 3rd contest since most people aren't close to being done with their main games, I think uou'd have very good chance to win (note that you can always just cut out a dungeon or two to meet the deadline since the story could easily just be changed to 1 or 2 less (whatever special items)).
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Post by NASH7777 on Nov 24, 2004 7:22:56 GMT -5
No, see even a three hit combo would be too much! Most of the enemies only have 3 hearts so that wouldn't go over very well. Maybe a two hit combo.... I'm sure after I finish all the dungeons there will be lots of time to improve on things like that. I plan to add many characters all over the world to add story and content. I was thinking pf having at least one part in every dungeon link to another with the master key. I was gunna add a master puzzle dungeon. And I still have VS mode and all that. So after the dungeons there will be lots of things I'll add for fun and content. Like I'll probably add even more to the enemy AI and stuff. Hopefully today I'll start on the Ice Dungeon but this weekend I have T-day at the grandparents and all that and time with the relatives. I have a Big Family too so it'll be fun. ;D
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Post by Jugem on Nov 24, 2004 15:30:06 GMT -5
As for the sword delay. There never use to be one, but I put one in on purpose, so you can't just keep attacking in a row. You must wait 1 second after each sword slash in order to use it again. I haven't played your demo yet, as I'm still waiting for the memory card to come back in the mail. But a one second delay? That sounds harsh. And if you try again too soon you wait longer! And that is just unfair to the player. I would definitely think about changing that. By the way, have you tried entering the Zelda theme music scripts yet? For anyone who's curious, I gave him a whopping 1000 script commands (in total) for that song.
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Post by NASH7777 on Nov 24, 2004 15:50:40 GMT -5
The button delay isn't that bad. It's just for nutton mashers it's a bother. It's wait time isn't that long...doesn't even seem like a second. And No I haven't yet started on the music. I'm gunna wait till I finish all the dungeons then I'll add extra music and characters and stuff all over the game. And I'm thinking maybe a beginning movie in which the theme song would be played. Oh and it's not that you actually have to wait longer by pressing the square button again it's just that while the square button is running, the counter to be able to attack isn't going down so it comes up as long as your waiting for square's second input.
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Post by Dungeon Warden on Nov 24, 2004 16:57:27 GMT -5
Ah ha! I wondered what was going on with the sword. I also found it a bit fustrating to use it. There is no indication of when the sword is ready to go again. Maybe you could make Link change color or something to indicate you have to wait.
Another option is to have a series of timed button presses after the first swing if the player wanted to attack several times in a row. EX. the player needs to press [] [] X [] within 1 sec in order to get a second attack. A SFX would tell the player if he did it right or not.
A third option is to have a hit cause the enemy to move away from Link, this is how the early Zelda games handled it. This way instead of you having to dodge after every hit, you would have to move toward the enemy to take another swing. This might be harder to do, but it will make your game really feel like an old school Zelda game, and get rid of the annoying pause between sword swings at the same time. It's a win-win situation.
Good luck with your game. It just keeps getting better and better.
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Post by NASH7777 on Nov 24, 2004 18:40:28 GMT -5
Having your hearts apear again is a good sign telling you your sword is ready to go again. I can making it so you flash, or change color, and or it plays a sound when you use the sword and your wait time. The enemy moving back a spot is a good idea, but it may prove more of a hastle to get it to work. I'll try though! Btw, if you want to get an enemy next to you away, an you have Pegasus seeds and the seed shooter, the peg seeds shoot them back many spaces!
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Post by doyleman on Nov 24, 2004 19:11:25 GMT -5
i don't think it would be to hard to do. I made it... just load your variables. then move the event in the opp. dir. of the sword and check the facing box (the one that keeps their face dir. the same) I ran into a prob. i beat the first dungeon. but not the way i was suppose to i think. In the water dungeon, there is a block that can only be pulled. i think i read somewhere you made a grip glove in the grave dungeon. I didn't get it. In fact, i don't think i can. The puzzles are beyond my knowledge now. I can't figure out how to get the chest in the room with the 2 light blocks, and 1 dark block. and the room with the red monster, the purple monster, and a ghost (lost of dirt piles everywhere with a texture that looks like peoples faces on the floor) i can't figure out what was in that room either. could you perhaps help me a little?
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Post by NASH7777 on Nov 24, 2004 21:23:11 GMT -5
Oh bot I'm not sure which room that was.... Was it the one that was "n" shaped with a slant coming down from the top of the "n"? If it was, the 2 chests in that room are neither the grip gloves. But the grip gloves lie...Here I'll explain it as if you entered the dungeon from the main entrance. So you are in the main entrance, make your way around and leave North down that ramp. Now in this next room, solve the puzzles, they aren't that difficult and you'll come across another door like the one that leads to the boss. But it will open up (with the boss key) and lead to a treasure chest with the grip gloves.... If I could somehow make a link to my guide w/ pictures..... If that's the room that puzzles your stuck with I'll try and help you here. Dispose of the monsters that you can right away. Push the block, the one just to the side of the main intersection, down all the way so you can climb up the ramp and get to the next section. Then start bringing the next northern block in this section south and around. Destroy the one tile with your shovel. Push one block in the empty part, and the other one around on the ramp and up on top of that block. Continue on north You'll have to push some blocks east to make a bridge then run back around on top of the bridge. Destroy the web. Continue on and match the new block in the empty spot making a new bridge and continue on around till you get to the door. After getting the Grip gloves continue East and exit the dungeon through either the vine or boss path way. Hope that helps ya. Good luck, you have a couple more dungeons to go!
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Post by doyleman on Nov 25, 2004 15:44:01 GMT -5
"destroy the web"
how? i cant examine + fire seed it. and yep, those where the rooms i was talking about, thanx
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Post by NASH7777 on Nov 25, 2004 19:17:50 GMT -5
destroy the web with the shovel silly ;D it's just like any other weak floor.
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Post by doyleman on Nov 25, 2004 21:31:17 GMT -5
*feels dumb* never thought about that. i finally get to see the other dungeons now! thank you.
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Post by NASH7777 on Nov 26, 2004 10:26:27 GMT -5
Yup, No prob... I'm also thinking about making it so you HAVE to get the grip gloves before you can even take on the first dungeon boss.
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