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05-21-24 09:26 AM
Acmlm's Board - I3 Archive - - Posts by Orochimaru
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Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-02-07 06:13 AM, in Zelda: Parallel Worlds *Released!* Link
From this statement, it is clear that this hack is not finished, and the author is aware of that fact. This is, therefor, not an actual release, but a public beta

>> OK, open beta it is if you want. That's what most companies do today anyway.

Playing it from this angle, it is a lot easier to put up with the multitude of oversights and other detractors in the game. (It also gives a perfectly valid excuse for cheating your way through, seeing as anyone who plays it is just testing it for bugs, anyways).

>> I can't deny for a fact I've cheated myself to test out for bugs so it's fine by me =]

My first suggestion for when you put together the actual release: Don't rely on your testers to tell you where your grammar needs improvement. You have the entire script at your disposal -- give it to someone who's willing to proofread it for you. Heck, I'd probably be willing to give it a shot, after you've fixed some of the more important issues.

>> The thing with the monologue is that it contains all the major spoilers in the game. Unless you really wanna be spoiled for real, you might pass out on that one.

Another thing you should do is add actual dungeon maps. I know, that would take a whole lot of work, but seeing as you've got a lot of work to do before this hack is finished anyways, you may as well go for it. The hiding layer 2 thing is an interesting touch, but it's nowhere near as useful as a frigging MAP would be, and if you can code the game to hide an entire layer like that, there's no excuse for not being able to code it to do both that and show a map too.

>> The new feature is especially usefull it the later dungeons. The problem with map editing is that the map function doesn't save the maps at all in the latest version of HM, so we had to think of an alternative option.

As for the actual game, itself, you need to do is redesign the guardhouse.
Yeah. Clearly you need to fix something there. Make the layout a little less random and a LOT less sadistic. Make the location of important items a little more obvious. And make sure it's impossible to miss the damn sword, like I did, or get to that heart piece without the hookshot like so many others.
Also, in this room, the south door looks like crap in with the wall, and the tops of the barrels could use some fixing, too. With all the new graphics you added, I'm quite sure you can spare two 8x8 tiles to fix those up.


>> If Euclid had the time to go through 3 revisions of each dungeon then yeah it'll be as good as the overworlds. I guess only Zelda 3 hackers knows how much work this is. The tops of the barrels were like that in the original. The thing with dungeons is that if you change the objects graphics in one tileset it affects all the other tilesets. Hence more bugs

Once I got past the guardhouse, the level design went from insane and frustrating to generic and boring. The sewers are as straightforward as could possibly be -- except for the part where you have to backtrack to the very beginning (AGAIN) to get the Boomerang - and I see there's already been a handful of people who completely forgot to go back for it.
If nothing else, you should add a way back into the sewers for people who missed it -- even the original LTTP had a means of doing that.


>> This has never come to my attention that you can't go back to the sewers if you missed on the boomerang. This is annoying. A hole to get there after the intro would suffice. As for that backtracking, it should disappear completely.

Continuing back to the village, I found this little design oversight (and the lol infinite conversation bug that's already been reported).

>> A solution would be to remove that sprite or place it in an area which he can run towards the screen without walking through solid objects.

As for Nayru's Bay, well. I got the palette errors, just like everyone else. But there are a few more things I feel inclined to point out.
For starters, unless you can get the Magic Cape before the Bay, and I just missed it (like the sword.. and the boomerang..) you need to do something about these bumpers. Not everyone is going to know that you can squeeze diagonally along the edge past it, there. Even just a sign saying "You can get past one of these bumpers, if you're careful enough" would be a huge improvement. Also, when going down the stairs in that room, when Link goes behind the stair tiles, part of his hat can still be seen above the wall.


>> The palette errors can be easily fixed using Reshaper's asm patch. Those bumbers could be removed altogether..

Now, for the flooded basement.. I'll admit, that was a really good design. I liked that a lot. And having the flying floor tiles in there was an interesting challenge, as well. The problem is that there's more than just floor tiles under the water, and when parts of the wall and the corners of treasure chest start randomly vanishing, it makes your really good design end up looking like crap. You should redesign the stuff underwater a bit so that it doesn't end up looking quite so bad.

>> Yes this one is weird, but it could be easily fixed.

The third thing is the invisible bridge before the Armos Knights. This is another issue with your clues (the few that actually exist) being too subtle. The fact is, even in the original, the "invisible" bridges were still visible if you looked hard enough. Now, I can understand why you might prefer to leave yours invisible as an added challenge, but at least make the sign say something more obvious than "you need something solid".

>> Those invisible bridge are clearly different from the one seen in other places. The clue should be easy for most people to understand.

Oh, also, I'm assuming the torches in Waterfall Cave are just for decoration, but even if they are, you should still be able to light them with your torch.
And while I was in Waterfall Cave, the entire Layer 1 palette went wacky for no apparent reason, but that only happened once.


>> The torches in the waterfall cave can't be lighted because that's an overworld area. Replacing them with already lighted torches would be easy.
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-02-07 11:05 AM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Beauford
@Euclid, Orochimaru:

I emailed you guys under the name The5thHerring, offering to completely go over your script and polish all the grammar/spelling issues. I don't know how often you check those accounts, so I'm offering again here. If you could send me the script, I would have it back and corrected within a day.

If that would be too much trouble, you could just give me some accurate table files, and I would dump, fix, and reinsert the text myself and send you an IPS for review.

I really would like to work on this. Please let me know.

Crap I had turned on my spam filter for my msn contacts only

OK, well I wouldn't mind sending you a full script, however that'll take some time. I'll email you back later this week when I've got more time since I've gotta go to work tommorow (Yes end of vacancy for me already)

@ Stifu: I have no idea


(edited by Orochimaru on 01-02-07 05:05 AM)
(edited by Orochimaru on 01-02-07 05:05 AM)
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-03-07 01:41 PM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Kailieann
Originally posted by Euclid
Also why is everyone so fussy about missing the boomerang? It's the only way to get the red boomerang.

Wait, you mean if you get the blue boomerang -- as in, the FIRST ITEM IN THE GAME -- it's impossible to get the red boomerang?

That's just plain stupid.
Many games have side items like that actually. More recently Final Fantasy XII had the best spear in the game only available if you didn't previously opened specific chests. Also the first item you get is the lamp, not the boomerang...
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-03-07 09:50 PM, in General Project Screenshot Thread Link
Very nice NEONswift!

Do you have by any chance finished the whole perspective of the new cliffs?

I mean the top part of them which you usually don't see the other side..

Also, I noticed how well the trees can work with the brown patterns using your two layers on overworlds


(edited by Orochimaru on 01-03-07 03:51 PM)
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-03-07 09:53 PM, in Zelda: Parallel Worlds *Released!* Link
Who said we were professionals back when we made the hack?

That's a hobby, we don't get paid and I understand we can't make everyone happy either


(edited by Orochimaru on 01-03-07 03:55 PM)
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-04-07 09:52 PM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Surlent
The difficulty would have been right if rthe save feature worked before you got the sword and shield. I dunno know how hard this bug is to fix, when it comes for enabling saving before getting the sword.

I know there is an item which helps showing the bridges in original Zelda as well as using things like
Bombs, if they don't disappear/fall down after placing, there is a way. But what is the "real" solution to find the bridge without wasting ten bombs or even more ?"

Also the Armos fight takes way longer than the actual boss fight
Spoiler:

just behind that room. I think a mid-boss should be less challenging than the actual dungeon master. How about switching the rooms ? So the moth could be the "pre-boss" (no hole on the floor) - while the Armos Knights could be the real boss, since it took much longer to defeat them - due to high health.


There is also a bug with that boss - after two or three attacks its "bullets" vanish, you hear the attack sound - but you can freely move along with the boss without worrying to dodge - and kill it very quickly. It didn't drop a heart container after its dead too - was this made by purpose or do some/all bosses usually should drop them normally in this hack ?

I am just about to enter Din's Catacombs - it is again a nice idea; but I have to agree with most players that it is simply too hard to kill three high-health sand worms in the darkness, with annoying vertical damaging "bullets" when they dive in AND this machine-gun type shooters in it. Without the shooters the fight could have been very challenging, but more fair.

So my overall impression after the introduction and the first dungeon - despite the things I pointed out here - is great. I just hope the difficulty level increases without getting unfair some time. Other than that this is a very good hack which makes a lot of fun - since you can travel to all important locations easily and there are no boring places, such as Lake Hylia in original Zelda III which just made me sleeping when I got there (crabs, a coast - boring).
We talked about moving the guy who gives you the sword in one of the beginning caves instead. Should take care of the saving function... Then we'll remove the backtracking of the guardhouse and overhaul the first three dungeons to match of overall quality of the hack. What well probably do however is release a quick fix in the mather of days to come which fixes the grammar and punctuation. Probably dump the script this weekend for someone fluant in english to lend a hand with it.

About the 1st dungeon idea of mid boss/boss switch, it could be an idea, well take it in consideration. We have no idea why Mothula stops shooting at you through.

The bosses don't drop heart containers, it's not a bug, it's just like that. However, you can find enough heart pieces to make 20.

Those shooters now random are pretty bad when fighting bosses. They cause harm expecially on low hearts. As stated through Din's catacomb's and Forore's Isle will probably get an overhaul, so in the meantime we'll fix the later bugs.

Thanks for your overall review through. We worked very hard to deliver this much for you guys and hopefully the difficulty will drop in version 2.0 to please more people

Originally posted by setz

ran into a weird bug, it seems if you get a heart container and try to catch a fairy before you're fully healed, the game freezes. D= yay rewind on ZSNES

That's odd. We'll look into it.

Originally posted by Alastor
By the way, what's dash jumping?

Crap, I just gave up my magic powder in favor of a quake medallion... I mean, yeah, Quake is Quake, but I just LIKE my Magic Powder...

I'm at the parallel tower, but I can't get past floor six because I only got two keys and I need three

I do NOT feel like going through every room in it that I can find. Can someone just tell me where they are?
Not sure what you mean by dash jumping unless you mean by using bombs, here I included a small avi movie in the post. For your missing keys, you might wanna wait for Euclid to get online, he knows his dungeons more then I do

Spoiler:
There are two mushrooms in this game! So yeah, you can get both the medallion and the magic powder..


Originally posted by Sess
How do you find the Sashwhatever dude at the docks?


Spoiler:
You need to get the Zora scale to swim in the water. Zora King is hidden in a large waterway in the Oasis


Originally posted by Jigglysaint
What does the tablet do?

Get all seven of them (hidden in the snowland dungeons), beat the game and watch the ending for a secret

Originally posted by ICheatAtGolf

Spoiler:
where the HELL is the big chest key? this is such a disappointment...it was hard as hell to make it up in the first place...can someone please tell me so i dont have to search all 7 floors again...or at least tell me what floor the key is on?


Again, can't remember which floor it's at, but Euclid could tell you about it. Just wait till he gets online...

Attachments

BombJumping.zip (263538b) - views: 84



(edited by Orochimaru on 01-04-07 03:54 PM)
(edited by Orochimaru on 01-04-07 03:55 PM)
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-05-07 06:28 PM, in Zelda: Parallel Worlds *Released!* Link
@ Sess: Just head northwest from the village until you end up in the Cannon Oasis, then enter that large waterway cave:

Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-05-07 08:10 PM, in Zelda: Parallel Worlds *Released!* Link
@ Deflaktor: Wow, it's really well made compared to your old one.

Almost reminds me of the complexity of the Water Temple in OoT
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-06-07 05:28 PM, in Mario 64 Music Editer Link
Otherwise that means to download the latest .Net Framework redistributable from this page:

http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en



Pretty easy, load an extended rom which you can make using VL-Tone SM64 Rom Extender:

http://www.romhacking.net/utils/M64ROMExtender_1.1b.zip

Then select which music you want to have in Bob-omb Battlefield and save.

Simple tool for anyone willing to do these changes using an actual editor I guess... Could have more options and better punctuation, but again those are optional.
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-06-07 05:30 PM, in Zelda: Parallel Worlds *Released!* Link
More like, welcome to this hack open for suggestions to make it better.
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-07-07 01:53 AM, in Zelda: Parallel Worlds *Released!* Link
Any sane person would know you're not supposed to go there:



Will be fixed in 2.0... For now, try not going there and losing your progress... There's always the REWIND key in zsnes... to go back in time, Prince of Persia style
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-07-07 02:02 AM, in Zelda: Parallel Worlds *Released!* Link
Odd that, because in an older version this place was closed down, much like the normal world.



Last version however.. this is now open... weird... anyway I'll just fix them both at a later time.




(edited by Orochimaru on 01-06-07 08:03 PM)
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-07-07 05:54 AM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Yggdrasilly
In my item screen, there's two 'Zora's Scale' like items, and I only ever got one. Looks like the old Moon Pearl, but I never picked anything like that up.
You get the moon pearl automatically when Draegor sends you in the snow world.
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-07-07 09:07 PM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Deflaktor
Originally posted by Orochimaru
You get the moon pearl automatically when Draegor sends you in the snow world.

couldnt you just remove the moon pearl from the inventar via asm or make it invisible?

by the way, I also made a walkthrough for darunias caverns

Yeah we could have removed it altogether.

As for your walkthrough it gave me the idea of doing dungeon layouts screens. Perhaps I could do it for all dungeons maps. Here's Darunia's Cavern in it's full glory for exemple...

http://i45.photobucket.com/albums/f84/misc20/PW/Dungeons/DaruniasCavern.png?
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-07-07 09:12 PM, in Zelda: Parallel Worlds *Released!* Link
Get it here, the link is just down below


(edited by Orochimaru on 01-07-07 03:14 PM)
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-09-07 03:24 PM, in General Project Screenshot Thread Link
Originally posted by NEONswift
Bwah its late and I have the odd urge to post a really random screenshot...or at least random at the moment until I show more at a later date



Hmmm... whats this? 16x16 editing on overworlds? Or perhaps block types?? Looks interesting, keep us updated.
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-09-07 04:15 PM, in Zelda: Parallel Worlds *Released!* Link
Here's a full map walkthrough of Nabooru's Hole

**Warning, the image is quite big**

http://i45.photobucket.com/albums/f84/misc20/PW/Dungeons/NaboorusHole.png?

Just follow the legend and you'll easily find everything in a mather of minutes.


(edited by Orochimaru on 01-09-07 12:09 PM)
(edited by Orochimaru on 01-09-07 12:09 PM)
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-10-07 09:25 PM, in Zelda: Parallel Worlds *Released!* Link
You have to use your charged sword to deal him damage. Simple as that...

Meanwhile, I was bored so I gave a go at the guardhouse making it more like an original Nintendo dungeon would be, that means less trouble, no backtracking, more fun. I'll probably go around and edit many more rooms to make them more balanced.

http://i45.photobucket.com/albums/f84/misc20/PW/BalancedDGs/room112.png
http://i45.photobucket.com/albums/f84/misc20/PW/BalancedDGs/room114.png

But again, a v2.0 won't be anytime soon, I'll make sure we fix everything reported and make more goodies along the road. A v1.1 patch fixing the monologue/grammar should be out soon in the future.
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-10-07 09:58 PM, in Zelda: Parallel Worlds *Released!* Link
Charge your sword, unleash it to do a spin attack.
Orochimaru









Since: 11-18-05

Last post: 6317 days
Last view: 6302 days
Posted on 01-11-07 07:58 AM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Electrometer Prime
Head to the church in the snowy world and go behind the top statue on the left of the pathway and head towards the left screen.

Head up to wher elink is in the picture shown. Then hold UP to do a ledge Jump North-Eastward(Note: You wont actuall jump off the ledge). Now hold left to jump to the second ledge. Then just go one screen upwards. In that area, if you go one screen to the right, you will go to a glitched up area of the endless beach area.

Yeah, that was reported already. I'll fix it somewhow with the next patch
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Acmlm's Board - I3 Archive - - Posts by Orochimaru


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