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05-22-24 01:41 AM
Acmlm's Board - I3 Archive - - Posts by Orochimaru
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Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-11-07 12:43 PM, in Zelda: Parallel Worlds *Released!* Link
I'm officially taking over the duty of remaking/fixing dungeons. I'll be doing them according to people's suggestions/complaints.. Starting with the guardhouse and so on.

Here's day one:



Screen 1: Link's friend almost looks like he fell drunk or something
Well I'm sure alot of people will be happy to see him here instead..

Screen 2: The mushroom will be hard to miss this time around, you will also have the opportunity to pick it up straight in the intro if you want.

Screen 3: With Link's friend long gone from that place, what awaits you in the newly placed chest? You'll find out when you play it

Screen 4: This should prevent a lot of people from exploiting the previous glitch. You might want to return here to get your heart piece once you get the hammer.

Screen 5: Looks like there's water around here now, must be close to the sewers that is.

Screen 6: No more deadly spikes between you and the chest...

More later... Hopefully this doesn't take too long to fix everything. More likely a mather of months at best. What might take longer however is to transfer the dungeons over the released version of the game. So for those who stopped playing this because of the difficulty and grammar, they might rejoice later when 2.0 is out.


(edited by Orochimaru on 01-11-07 06:44 AM)
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-12-07 08:22 AM, in Zelda: Parallel Worlds *Released!* Link
Thanks for your suggestions roadsarepoison. I see alot of them are fixable and I'm sure I can manage to make some new puzzles of my own to replace some of the flying floor tiles... I also understand that a lot of places currently have rooms in the darkness. Let alone the fact a dungeon in plain darkness can be annoying. I'll probably just keep the darkness in Nabooru's Hole and add torches like suggested. All the other dungeons will get overhauled by many new things to make it look like a product Nintendo would have made themselves. Think about the same quality I've spend on my version 3.0 overworlds but with Euclid's dungeons this time. (I'm quite ambitious sometimes, I know)... While I'll change many things, I do not intend to redo all the dungeons myself. I'll leave them like they are in a sense, but I'll make sure they are more enjoyable
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-12-07 08:29 AM, in General Project Screenshot Thread Link
That looks pretty nifty NEONswift! I'm likeing (or liking?) the fact that you can have animated water behind structures such as bridges now. Countless of possibilities spread up with two layers on overworlds
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-12-07 10:59 AM, in Zelda: Parallel Worlds *Released!* Link
Day 2 [haven't done much, but still]



Screen 1: Remember the spikes labyrinth in the original, that's what it looks like now. I tried making it look more like normal sewers would be...

Screen 2: I didn't liked much the room with the heart piece, so I've redone it from scratch.

Screen 3: I moved the blue boomerang chest to somewhere everyone can see it

I'm just starting to get the hang of Hyrule Magic again, so the next few updates should contains more things done to them...
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-12-07 10:22 PM, in General Project Screenshot Thread Link
That new overworld perspective you made made me wonder what it would look like if I did the same in the dungeons I'm remaking for Parallel Worlds. It's far from finished but I'm getting there...

Here's the result of a place I modeled in the new guardhouse:



It might need some work to get right through as sideway doors/bombable doors etc... might be problematic, but I'll see what I can do
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-13-07 07:24 AM, in General Project Screenshot Thread Link
Did I said it's far from complete?

I didn't even touched the bottom yet
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-13-07 11:47 AM, in General Project Screenshot Thread Link
Well if you change one dungeon GFX, it automatically affects all the other dungeons as it's shared. Anyway I'll concentrate on fixing the dungeon problems as they were report first and then concentrate on it's gfx later.
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-13-07 10:52 PM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Beauford
I'm not saying I think nothing should be done to the dungeons. I'm just saying I think all versions of the hack should remain available after the revisions, since I'm enjoying the challenge of the first version a great deal.

Well 1.0 should still have it's uses, even after 2.0, think of it as a hard-type hack...
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-15-07 03:38 PM, in Zelda: Parallel Worlds *Released!* Link
Got an email today from one of our scripters...

Originally posted by Dr. Floppy @ hotmail
After a weekend of plugging away, I'm happy to report that the script insertion is roughly 50% complete. Moreover, I've become proficient in the game's text format, to the point of it showing up in my dreams...

The workweek starts tomorrow (Arizona is 16 hours behind Australia), but I'll still be able to devote at least a few hours per day to the project. The only minor bad news is that it'll probably be another week before 5thHerring and I can start playtesting. We should be done by the final week of January.

Despite this slight delay, I think you'll be very pleased with the end result. Screenshots are (of course) available upon request.


Thank you for your patience,

~ Dr. Floppy
That's about it for the scenario/text/monologue whatever you call it. Also I've just finished remodeling the guardhouse and intro caves, not sure about these going in v1.1 through, I would prefer fixing the rest of the dungeons aswell.
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-25-07 12:06 PM, in Zelda: Parallel Worlds *Released!* Link
Just for the record, because we don't post often doesn't mean we don't read posts. I try to keep up a list of *bugs/suggestions* and it keeps getting bigger every day. So yeah, wait and see.
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-27-07 11:47 AM, in Zelda: Parallel Worlds *Released!* Link
IOS, thanks for compiling those. That'll be acmlm's list of complaints... Now now there's so many other sites where this hack has been given feedback that needs compiling. But yeah, grammar, backtracking and difficulty/bugs are most often talked about. I'll see what I can do about these. In the meantime, I'll start by finishing my work started on the dungeons (as slowly as it goes).

v1.1 Status:
The quick release to fix the grammar/monologue... Two talented individuals are working hard to make it happen. It's currently being beta tested and it will be released in the near future.

v2.0 Status:
Intro Caves The random shooters were removed aswell as a much easier room where it once had 30+ holes around....)
Guardhouse (NO Backtracking, get sword earlier, overall easier difficulty, many rooms remade from scratch)
Nayru's Bay (Fixed the mini-boss/boss to make it less frustrating)
Din's Cavern (Darkness no more, I'll make sure to restrict some places with those rocks to prevent backtracking)
Farore's Isle (NO Backtracking, eliminate cheap spots where you have to get hit to progress... overall, remake most of the dungeon)

Ruto's Fortress (Shall remain the same, except a few fixes)
Darunia's Cavern (Good as is)
Impa's Ways (Will probably make it much easier, with actual walls to prevent exploiting the pegasus boots glitch from one room to another and end up where you're not suposed to be)
Nabooru's Hole (Added a few torches around, removed a few cheap beamos sprites.. general look overhaul)
Saria's Gardens (Fine as is, will fix the bugs reported)
Rauru's Ruins (Darkness no more in the major part of the dungeon, some rooms will remain dark.
Shiek's Hideout (Fine as is, will fix a few bugs)

Such things such as the overworld bugs reported will be fixed in the end.


(edited by Orochimaru on 01-27-07 05:58 AM)
(edited by Orochimaru on 01-27-07 05:59 AM)
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 01-31-07 08:07 AM, in Zelda: Parallel Worlds *Released!* Link
Tompa, which version of Snes9x do you use to make your videos? In my own one, the videos sometimes desync and Link starts acting weird. I'm sure it isn't normal, so a version number would help. I would like to thank you for providing me with some of these bugs as they will help me when I design the remaining dungeons. Some I didn't saw before so it's a good thing... Making them with with less bugs/exploits in mind, is something I want to do.

I'm fairly sure you use the big door key you find to get to the boss at the end of the dungeon and up the stairs.




(edited by Orochimaru on 01-31-07 02:09 AM)
Orochimaru









Since: 11-18-05

Last post: 6318 days
Last view: 6302 days
Posted on 02-02-07 11:04 AM, in Zelda: Parallel Worlds *Released!* Link
Regarding the mispellings found in the game we have a patch ready to be released. It's currently being beta tested thoroughly through. Here's a few screens from the intro that shows a more appropriate monologue in action already. I'm too lazy to go ahead and post screens from all the game, but believe me or not it's all done. Just needs testing now, wait and see...

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Acmlm's Board - I3 Archive - - Posts by Orochimaru


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