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  #76  
Old 09-22-2010, 03:45 PM
MrOmega MrOmega is offline
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Originally Posted by maximus_asinus View Post
Link to the Past levels were okay for the time and for the purpose they served, it is 20 years later, you're going to have to improve on that. If you want to stick with a Classic theme, I suggest you search for WanDaMan, he has an album with a bunch of examples plus a lot of work posted in the levels forum.
ok, thank you and also, four swords levels can be quite a lot like lttp. Just throwing that out there. I just like the feel I guess.
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  #77  
Old 09-24-2010, 10:46 PM
jacob_bald6225 jacob_bald6225 is offline
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Originally Posted by maximus_asinus View Post
Link to the Past levels were okay for the time and for the purpose they served, it is 20 years later, you're going to have to improve on that. If you want to stick with a Classic theme, I suggest you search for WanDaMan, he has an album with a bunch of examples plus a lot of work posted in the levels forum.
Incorrect. The lttp levels are better than anything I've seen done on graal.

They aren't as "pretty" as graal levels but they serve purpose. Each level connects to the next. Instead of aethstetic appeal it is more of a gameplay appeal.

In other unrelated news: I think this server looks like ass. However, the concepts and general idea behind it more than makes up for that.
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  #78  
Old 09-24-2010, 11:31 PM
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Originally Posted by jacob_bald6225 View Post
Incorrect. The lttp levels are better than anything I've seen done on graal.

They aren't as "pretty" as graal levels but they serve purpose. Each level connects to the next. Instead of aethstetic appeal it is more of a gameplay appeal.

In other unrelated news: I think this server looks like ass. However, the concepts and general idea behind it more than makes up for that.
Well then I'll work on the levels some.
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  #79  
Old 09-25-2010, 02:01 AM
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Obviously the levels need some work, take a lot of time making them. Just like drawing, do not speed up go slowly and you will get a better end result. I hope you add some effects in the levels, too. Like candle lights? Anyway I'm pretty excited for this.
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  #80  
Old 09-25-2010, 04:01 AM
MrOmega MrOmega is offline
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We have candle lights in the inside levels waterfall particles etc. I just played through four swords so I feel confident in the new level designs will release sometime this week
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  #81  
Old 09-25-2010, 01:54 PM
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can't wait!
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  #82  
Old 09-27-2010, 07:52 PM
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New Updates:

Redone some of the OW levels to fit the 'Zelda' Style. I've left the forest area the same though.
Working on 'Targetting system' similar to OoT, for the range weapon such as the sling and Bow. With 360 attack range, the gani I set up rotate the bow image arrow to the proper way so it looks flowingly
Begun work on our hookshot, with it the player can jump to higher elevations, working with our custom Z value. Again the hookshot works with the targetting system

An as a side not, the targetting system is just not with baddies, it's also works with NPC, good use of this is targetting people sitting on roof tops to talk to them.,

Edit:
BOMB PLANTS!!

They're completed and working smoothly. Here's a vid.

Does anyone think anything should be changed about them though?



EDIT:

Here's an example of what the plant can do



The Shattering script of the rock is courtesy of Yen.
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Last edited by TSAdmin; 10-01-2010 at 04:05 AM..
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  #83  
Old 09-27-2010, 07:58 PM
Soala Soala is offline
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Very nice!
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  #84  
Old 09-27-2010, 10:35 PM
scooter123 scooter123 is offline
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Its awesome but maybe change the bomb explosion so it fits in more with the server. Also is there any way to make the gani to pick up the bush a little smoother? Other than that its awesome, I'm so excited for this server
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  #85  
Old 09-28-2010, 04:57 PM
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Looks great!
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  #86  
Old 09-29-2010, 01:51 AM
maximus_asinus maximus_asinus is offline
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I played briefly, there are a quite a few things I like, some stuff I don't.

I really like the swimming system, with the air bubble showing your remaining oxygen.

I love the swamp grass slowing the player down, I hope you make all sorts of terrain that effect the player's movement (like snow slowing the player down, ice making the player slide). It really makes paths important.

My biggest complaint is the use of the A key. You use A for all interactions, from reading signs to lifting bushes. I don't like how if you hold down A when you're lifting a bush you will automatically throw it. I would much rather it worked like default. When you're reading signs and you press A, it will reread the sign when I expect it to exit the sign. Opening doors and whatnot is frustrating because it seems to me that doors don't open as soon as you press A on them.

I also don't like spin, or rather the infinite spin when holding down S. I would rather you do one spin, maybe make it do area damage like in Zelda and then a cool down after its use. I would also like for there to be a charge up animation, similar to Zelda's.

I don't like the colors used for sign text, the colors are too close and makes the signs harder to read.

I don't like how you limit player's name length. I play as maximus_asinus in game and according to your server I can't go by my own alias. This will drive a lot of people away.

I don't like how not having a weapon makes me completely defenseless. I think a player should be able to punch if they do not have a weapon.
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  #87  
Old 09-29-2010, 04:41 AM
MrOmega MrOmega is offline
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Quote:
Originally Posted by maximus_asinus View Post
My biggest complaint is the use of the A key. You use A for all interactions, from reading signs to lifting bushes. I don't like how if you hold down A when you're lifting a bush you will automatically throw it. I would much rather it worked like default. When you're reading signs and you press A, it will reread the sign when I expect it to exit the sign. Opening doors and whatnot is frustrating because it seems to me that doors don't open as soon as you press A on them.
A is the action key so it controls all interactions. I think I have a remedy that will ease your issue, though.

Quote:
Originally Posted by maximus_asinus View Post
I also don't like spin, or rather the infinite spin when holding down S. I would rather you do one spin, maybe make it do area damage like in Zelda and then a cool down after its use. I would also like for there to be a charge up animation, similar to Zelda's.
The updated spin system, which needs to be added to the player, is different from the currently used one. It does has a charge up, and you spin around, with a fairy upgrade you spin crazily like in four swords. Reason I haven't added this to all players is cause I'm having issues with a gani script currently, my apologies.

Quote:
Originally Posted by maximus_asinus View Post
I don't like the colors used for sign text, the colors are too close and makes the signs harder to read.
the sky blue and light grey? I can see that being an issue, will change the text color to something more contrasting.

Quote:
Originally Posted by maximus_asinus View Post
I don't like how you limit player's name length. I play as maximus_asinus in game and according to your server I can't go by my own alias. This will drive a lot of people away.
I'm going to change it to 16 characters, that should be more than enough for players, the reason for the limit is the using of player names in NPC say2() chat and such

Quote:
Originally Posted by maximus_asinus View Post
I don't like how not having a weapon makes me completely defenseless. I think a player should be able to punch if they do not have a weapon.
You shouldn't be defensless before facing any actual baddie, you must get the sword before you can proceed into any combat. I do need though to create a 'Server Helper' similar to Navi in OoT to help the player go to the correct place.

Thank for your input.

Note: Terrain speed is big time incorporated in the server, it goes beyond swamp/sand/ice. Climbing up mountains is slower and going down is a little faster.
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  #88  
Old 09-29-2010, 05:27 AM
salesman salesman is offline
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I'm going to change it to 16 characters, that should be more than enough for players, the reason for the limit is the using of player names in NPC say2() chat and such
Urkblopdottlepop, cuttin' it close
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  #89  
Old 09-30-2010, 07:14 AM
MrOmega MrOmega is offline
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Ok, about 3/4ths done with the dungeon, only have finish the miniboss, "home stretch" and the big boss. After that I'll finish all the systems ( like the spin) and do some 'touch up' then I feel comfortable to apply for hosted.
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  #90  
Old 10-01-2010, 08:10 AM
MrOmega MrOmega is offline
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Woot, dungeon is nearing completion. Just finished the mini boss so you now can get the 'weapon' to finish the dungeon. I'll upload a vid tomorrow demonstrating the miniboss. I would like to brag about (but please complain any issues/suggestions) of how I handle the online battle. When a player enters the room a countdown is started (30secs for this miniboss) giving time for any one else to enter the minibosses domain when the time runs out the doors lock, no more players in or out, if a player logs out, when they log back in they are warped to the room before. Once the boss is beaten the players all have 2 mins to get the weapon and leave. Otherwise they're warped out and if they don't collect they must fight the boss all over again. As with our dunegons players can not normally save in them, if they die or log out they'll be warped to the beginning. If they have gotten passed the mid warp point, then they can use that get pass the dungeon somewhat, anywho, the levels before the miniboss and big boss the player can save in. So players don't have to go through the hassle of going through some 30 odd number of levels.


In short the dungeon should be completed sometime next week, then followed by the modifications of some system and levels, then hopefully onto Hosted I go.
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Last edited by MrOmega; 10-01-2010 at 03:02 PM..
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