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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Z3: Gates of Time - Part Two...
  
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Domin189
Posts: 13/14


Ql...
I hope, I won't forget this hack till nxt year...
Greetz
Kefka
Posts: 3189/3392
It could take a year and a half to two years for all I care, as long as the results are spectacular.
SePH
Posts: 332/459
Not ten, but about eight more dungeons. In fact here's the progress sheet:



Highlighted in red are they areas that have been hacked.

That shows I'm really starting to faster the process. (Now that overworlds are a thing of the past ... I can really concentrate on them). Hacking this game litterally consumes alot of my time. That's why sometimes I need breaks. Too much work that is. That's why I've said, later this year, early next. Depends whether or not I'll take a break in the process.

According to Euclid, I should be aware that the monologue is also a long part in the editing process of this game. So I can only speculate on the release date (Nothing official yet). In other words I could release it as early as this summer or if all goes bad, next year.

I got to say that dungeons aren't really that hard to make when you understand how the dungeon editor works (Getting around the bugs can take time to master but in the end it goes pretty well).

Thanks especially to Euclid and Dudeman (Yeah really ). Without these guys I doubt I would have continued this project. They litterally have outdone themselves by hacking all dungeons in their hacks. That's a really good step in Z3 hacking and I appreciate all that hard work (Finally some full Z3 hacks to play!). Now that I know it's possible to edit them all, I'll just have to be careful not to corrupt my rom and I'll be ready to release this hack aswell
PeterGriffinTheMan
Posts: 184/425
Weren't you almost done with this hack? You said, I will be done later this year or next. Don't you need like about 10 more dungions to be done? I think it won't take until early next year or very late this year.
SePH
Posts: 331/459
"When are you going to finish it?"

> Sometime later this year or very early next. No exact date as even if I finish all dungeons, putting everything together is litterally going to take weeks.

"sorry for my english"

> Your english isn't bad. Neither is mine I believe (I'm french canadian for the time beeing ).

"Would you like to have your own WebSite about Z3 - Gates of Time?
I can help you with html-codes"

> A blog would be fine I guess (for the updates till release..) but know I feel like this board is well enough.

I could translate the game into german and polish.

> When I'll be done with the monolgue I'll see if I can get in touch with you. Send the script otherwise, so you translate it. Or you could very well do it afterwards when it's going to be released.
Domin189
Posts: 11/14
Yes, the screens are awesome, but...
there's one, small question...

WHEN?

When are you going to finish it? I'm really looking forward to play it... Would you tell us something more about the release date?

[sorry for my english ;P]

P.S.

Would you like to have your own WebSite about Z3 - Gates of Time?
I can help you with html-codes

P.S.2.

I could translate the game into german and polish - think about it... I'm really good in geman (better than in english ;P)... Greetz!
PeterGriffinTheMan
Posts: 176/425
I agree what you said about it being very hard in the beginning of the game. It would be challenging all the way through the game if you wanted to be that way, but it is better to make it easy in the beginning than have it start being hard later on. I believe all games are mean't to start out easy then hard in the middle.
SePH
Posts: 330/459
Originally posted by Xeomega
Yeah, let's hope it's a hard hack.
When I do my dungeons, I try to maintain both the style/originality and difficulty together. Here's an exemple of what I mean:



You enter the room, see nothing but darkness and a lone hollow of your lantern. Now you don't know really what to do to progress. Further away, in the center of the room there's a torch you can lit. Upon lightning it, you encounter two beamos pointing straight at you. You continue your way through to see nothing but a closed door that needs a key. You don't have any. You decide to kill all enemies to see if something triggers. But while doing so, you have to try to maintain yourself from not falling in the holes around. Why, you ask? Because the pit itself doesn't hurt. Down bellow there's a room waiting for you full of spikes. You really don't want to fall. Because if you do so, you'll have to redo all the previous steps. So, then after long tries you suceed in killing em' all while avoiding the deadly beamos in total darkness.. Finally... Now a chest appears that seemingly contains the key you need to progress to the next room.

That's an exemple of what I've done in my previous attempts at making dungeons. What you see here might not be present in the final game or I might alter it. Challenging? Depends on how much hearts you have when you get to this point. I could be very evil through and put challenges like this straight from the beginning with only three hearts, but I feel like people would easily get bored/frustratred. So dungeons will indeed vary from difficulty starting with the "moderate" difficulty and finishing with the "impossible" dungeons.
NEONswift
Posts: 51/117
I love those trees more and more each time i see them. That intro house is like the complete opposite of my starting house. Link only starts in the basement with the uncle above.

Keep up the stella work Seph.
Tanookirby
Posts: 150/509
Those houses really do look great. The way you can see the lower floors is a nice touch.
Xeolord
Posts: 2158/3418
Yeah, let's hope it's a hard hack.
(Please nothing like SMB3 Challenge though )

I really like the new DarkWorld trees in the forest, to me they look more realistic and more lively.

And I like how you design the houses, certainly shows some originality in your work.

Really looking forward to this.
PeterGriffinTheMan
Posts: 172/425
Keep up the good work. That hack really looks good. The graphics looks awesome.
The layout is good. And I hope it is a good challenge.
SePH
Posts: 329/459
Originally posted by Tanookirby
Originally posted by MathOnNapkins
Originally posted by Tanookirby
Another question. Is it also possible to completly change the way the main intro scene of a new file is executed?


What exactly do you mean? Tthough if somewhat catch your drift, the answer is yes. But you'd need to modify a certain module I have information on.

What I mean is the opening scene of the game.
I was originally going to have no rain for the intro sequence and you weren't going to safe the princess. But I never found a proper way to disable the sound samples. Graphically, it is very possible to remove the rain and such, but for the sounds it's far over my head as how to do it. d4s had a way to disable the intro event altogether.. but as for how to do it.. I don't know either..

Meanwhile I reworked with the dark world forest trees palette a bit:



And here's some houses:



Next update will probably be some new dungeons screens at long last

Overworlds 100%
Dungeons 4/12
The rest... too much to say.
Tanookirby
Posts: 140/509
Originally posted by MathOnNapkins
Originally posted by Tanookirby
Another question. Is it also possible to completly change the way the main intro scene of a new file is executed?


What exactly do you mean? Tthough if somewhat catch your drift, the answer is yes. But you'd need to modify a certain module I have information on.

What I mean is the opening scene of the game.
MathOnNapkins
Posts: 1974/2189
Originally posted by Tanookirby
Another question. Is it also possible to completly change the way the main intro scene of a new file is executed?


What exactly do you mean? Tthough if somewhat catch your drift, the answer is yes. But you'd need to modify a certain module I have information on.
Tanookirby
Posts: 120/509
The possibilities seem to be endless.
eternaldragonx
Posts: 31/57
another animal(creature) ?.....I....C.. once again raising the bar beyond my thoughts "i like that, your hired" (simpsons)
Tanookirby
Posts: 60/509
Another question. Is it also possible to completly change the way the main intro scene of a new file is executed?
SePH
Posts: 328/459
Originally posted by Euclid
As far as i know, they lock only when you place them in the same area.... i have no problems using them afterwards... unless you've tried it already.

The certain event is the defeat of agahnim.

I have tried using savestates from the original game. The doors were still locked. I'll probably try getting there from the start of my hack and see if the problem still occurs.

Originally posted by Ok Impala!
Can't you just make ANOTHER entrance that can only be reached when you have a certain item? Flippers for example.


Originally posted by NEONswift
I was thinking the same thing about the entrance. Perhaps just a tunnel that leads back into the castle that can only be navigated once you have every item.
Nice ideas you guys That would work even better. An entrance on an island that requires the flippers to get to it and the lvl 2 glove to even enter it.. Then have a path in that that leads to the castle (Which you couldn't enter previously because you didn't have a certain item.) and have some new quests in there

Originally posted by Tanookirby
In the original game, the player can press a button to activate a map of the light and dark worlds. Are you going to change that map so that it corrresponds to the new overworld?
Of course In fact I already changed them a while back, but now I'm going to have to do it again since I re-done both overworlds.

Originally posted by Xeomega
From what I remember you can very well edit the map of the two worlds in HM. Wouldn't it just correspond to the game also, when you bring it up?

I can't really say I guess, I never touched the "maps" when I used to mess with HM.
Don't worry, as I told Tanookirby, it'll be fine. It's one of those features that can be done in a few hours (Custom GFX included). And a good way to do them is by redimensioning a full overworld map to the size of the world map in HM (Like the full ones i showed for the gates of darkness hack... but this time, no worries, I won't post those...) Spoiler free! I might only release them with the full hack when it's done or when/if i make a walkthrough guide...

Originally posted by eternaldragonx
i dont know about any1 else but i really dont like th easter bunny however i do like white bunnies!!! hey seph can you make the bunny link white and the n post some screenies see the ppl's reaction i think id be great, what say you seph? oh and the stairs do look much better now i dunno what it was that cought my eye just a wee bit more editing though and youll be on your way ok enuff bye
White bunny eh? Actually I'll tell what I planned from the beginning. Have link become another animal or another character which would fit more with the rest. I have no objections about the bunny itself but I'm starting to get tired of seeing him.
eternaldragonx
Posts: 30/57
i dont know about any1 else but i really dont like th easter bunny however i do like white bunnies!!! hey seph can you make the bunny link white and the n post some screenies see the ppl's reaction i think id be great, what say you seph? oh and the stairs do look much better now i dunno what it was that cought my eye just a wee bit more editing though and youll be on your way ok enuff bye
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