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#301
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...maybe...
Actually, come to think of it, his 3rd Quest maps might still be there somewhere. |
#302
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Havent we talked about this before? I'm sure Dart made a thread where TT discussed making our own Zelda just like we did with Mario...
And we decided then that the current tools were awful and we were waiting for I think an editor for Link's Awakening. Did that tool set ever get released? If not then I don't see much hope of anything coming from this... I still yearn for a LoZ game where the mechanics are based on Link's luxurious beard... *sigh* |
#303
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If someone wanted to try organizing a 5th quest attempt, I would be happy to help with a dungeon or two.
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#304
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Same here, except I would less "help" and more "horribly mangle".
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#305
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Ehhhhhhhhhhhh...
Yeah, Falselogic is right. Zelda Classic isn't really built for a group project setting. As far as I know, it's nigh impossible to exchange files with one another, which will leave you needing to implement each dungeon every guy does by hand on a single file. If you guys want to try that again, then sure, but last time things got far too hectic to follow which resulted in the first Talking Time quest's death. I kinda get the feeling that the same thing would happen if this were attempted again. |
#306
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There has to be SOME way to do it, since they combined one dude's dungeon with another dude's overworld for the fourth quest.
The biggest challenge is planning, assuming you can combine people's work. You have to make sure that the levels work with each other and the items progress logically. And basically one dude has to do the overworld (which shouldn't be too bad if it's using the original again). |
#307
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Oh, it's possible to combine work. But you can't combine maps between quests. If we're going to do this, you'd have to get one person to put everything in the program, while all of the contributors basically just provide 'blueprints' to their dungeons.
EDIT: Theoretically, this means we only actually need to have one person who knows what the hell to do with ZQuest. |
#308
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ZQuest lets you export single Maps instead of the entire Map Table, unlike virtually everything else. A single Map has more than enough space for one Dungeon and a finished quest can hold up to 255 Maps.
In a NES Quest contest where the graphics and rules can't be greatly changed to accomodate new stuff, this won't be the problem it was in all our previous attempts. Contributors simply build dungeons, and the leader can simply import them one by one into the final quest, tying up any loose ends and re-writing any custom text so it fits in the finished String table. All we need to do is set up a Devkit Quest and a hard list of rules. All the items and monsters and graphics would be set in stone before anyone is allowed to build, and from there on it's a simple matter of just building Maps according to the rules and writing occasional custom text for Cryptic Old Men. |
#309
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Would it stifle creativity to pick a theme for dungeon maps?
Since the 3rd Quest used Zelda items and the 4th used not Zelda items, the 5th could be something silly like Mario items. |
#310
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If you guys want to do this for real you should probably make (or resurrect) a thread for it over in creating time. Not that I'd mind keeping my sweet LP on the first page while you discuss this, or course, but it might be more organized
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#311
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Yup time to move things over folks!
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#312
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#313
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*Uses bottled fairy on thread*
Guys, the monster person who made this quest commented on my last video! Quote:
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#314
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That's because he didn't have the power of Brickroad and Nodal on his side.
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#315
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The real monster is whoever suggested this thing was "easy" and "puzzle based without a major emphasis on combat" to you.
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#316
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It is compared to Third.
Ahah hah hah hah heh hah hoo *SOB* |
#317
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Right. I was told that the fourth quest was "better," not that it was "good."
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#318
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So the designer replied back to my question of if my experience was more-or-less what he wanted/expected:
Quote:
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#319
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...hey, guys, does anyone know how to treat Stockholm Syndrome?
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#320
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Quote:
Quote:
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