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  #31  
Old 09-04-2010, 12:36 AM
scooter123 scooter123 is offline
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Good, well you might want to make some things from Four Swords similar to your server. Just a couple small things, not "too" big things. What I mean is maybe try making a lot of creative items, maybe even require teamwork for some things. Possibly lower the player speed a bit and make the sword slashing a little slower. Change the gralat image, maybe when you throw a stone or bush, it has a nice little spark or something, or dust when it finally falls/drops. Make most houses require a key that can be found after you slash through bushes/throw rocks and such. Because honestly, who leaves their house open all the time to strangers? Just because it isn't modern doesn't mean there weren't criminals or thieves :P. Anyway, I'm a person who notices a lot of small details and even though they aren't always the biggest concern, I love the fact when I see small details are very nice. Big things are cool too.
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  #32  
Old 09-04-2010, 01:13 AM
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Quote:
Originally Posted by scooter123 View Post
Good, well you might want to make some things from Four Swords similar to your server. Just a couple small things, not "too" big things. What I mean is maybe try making a lot of creative items, maybe even require teamwork for some things. Possibly lower the player speed a bit and make the sword slashing a little slower. Change the gralat image, maybe when you throw a stone or bush, it has a nice little spark or something, or dust when it finally falls/drops. Make most houses require a key that can be found after you slash through bushes/throw rocks and such. Because honestly, who leaves their house open all the time to strangers? Just because it isn't modern doesn't mean there weren't criminals or thieves :P. Anyway, I'm a person who notices a lot of small details and even though they aren't always the biggest concern, I love the fact when I see small details are very nice. Big things are cool too.
I do have a quest that requires you have another player to complete, as in, you must lift the other player and throw him across a chasm, then use the hook shot to pull them back over.
We use quantums, not gralats ;P
Right now I'm using leaps when the player throws an object, maybe I could incorporate some particle engine effects maybe? I like that idea.
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  #33  
Old 09-04-2010, 01:15 AM
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Quote:
Originally Posted by MrOmega View Post
I do have a quest that requires you have another player to complete, as in, you must lift the other player and throw him across a chasm, then use the hook shot to pull them back over.
We use quantums, not gralats ;P
Right now I'm using leaps when the player throws an object, maybe I could incorporate some particle engine effects maybe? I like that idea.
Yeah Sounds cool, in my opinion I kind of like that sort-of cartoonish look Four Swords has, not very cartoonish, but it looks really nice. Maybe Varia could have a similar look. Continue Varia!!
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  #34  
Old 09-05-2010, 05:52 AM
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Ok so, Varia is going staff only for the next day or two. I have made a new tileset which I've worked on for the past two days and it uses layer so I'm going to have to go through the levels and update them. No worries the tileset is based pics1.png so when I reopen all will look the same, I've added a few new tiles, removed useless ones. Sorry for any inconvience
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  #35  
Old 09-06-2010, 12:05 AM
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So the tileset looks more like a tileset on Zelda, yet not a copy but better? If this is true, I love you.
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  #36  
Old 09-06-2010, 02:28 AM
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I may release to the public for public use, it has proper diagonal castle walls the old brown sand tilkes I kept and will call them dirt, made new more zelda-sc sand tiles so on and so forth
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  #37  
Old 09-12-2010, 07:30 AM
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Varia will be reopen sometime tomorrow late afternoon/evening EST, also check out my blog if your want some indepth details on Varia
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  #38  
Old 09-12-2010, 08:25 PM
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I can't wait to play Varia!
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  #39  
Old 09-13-2010, 03:21 AM
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Varia is now reopened to the public, Varia now uses layers! As such, there are bounds to be some screw ups, Although the first few levels (until after the castle) should be fine. All the scripts are updated to accomodate the layer leveling (cutting bushes/swamps etc) The Castle scene has been given more depth/story to it, not quite finished yet. So come check Varia out but please bare with me until I have completely updated all the levels to use layers. If you notice something screwed up/buggy, please let me know via PM if I'm online or forum pm. Thank you. ;]
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  #40  
Old 09-13-2010, 06:48 AM
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The tilelayers seem to be very buggy.

When entering an inside level, it seems to grab elements from the gmap...random grass will appear in the blackness, and as I leave and enter, it gets worse.
To where the level is covered with random tiles.

I also could not finish the forest portion of the opening quest because half of the forest was black squares, and I could not progress.
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  #41  
Old 09-13-2010, 09:08 AM
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I know the forest is buggy, will fix tomorrow, as for the inside levels can you tell which levels this occured, usually happens when I don't place a proper transparent tile in a empty value above layer 0. Although I believe this is fixed in v6
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  #42  
Old 09-13-2010, 06:17 PM
xXziroXx xXziroXx is offline
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Although I believe this is fixed in v6
Correct.
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  #43  
Old 09-13-2010, 09:48 PM
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I was going to get all the level names where the glitch appeared, then this happened in level gale_house3.nw (See attachment)

But the glitch where random tiles appear inside happened in pretty much all the houses below the castle.
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  #44  
Old 09-13-2010, 10:13 PM
MrOmega MrOmega is offline
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Can you please check out that level again and tell me if the same happens?
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  #45  
Old 09-14-2010, 06:19 PM
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Recent Progress:

Issues:
Noticed an odd bug in the movement system. (Fixed)
Solution:
Built a new movement system, better collision detection.

Issues:
Black blocks show up in levels with layer tiles that have no value. ( Almost, if not done)
Solution:
Ok, I believe the levels are fixed if anyone sees anymore blacks square please take a screenshot and show me.

Updates:
Made it so it looks more fluid when lifting up a bush.
Bushes no longer spawn when player is standing on tiles that theyre trying to spawn. Instead it will wait until the player is off the cut bush tiles then spawn.
Added a few features to the castle scene.
Fixed pull switch behind castle, looks fluid now.

NEW BADDIES
Bat - Flies down at you to bite you!
Snake - If you cross it's path it will come towards you!
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Last edited by MrOmega; 09-15-2010 at 05:15 PM..
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