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Messages - RyanTNT

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I know that the debate of linear/nonlinear is a brutal dispute. In my choice, I am thinking that the balance between linear and nonlinear will be an 80% nonlinear, and 20% linear. Certain areas will be tracks, and most other areas will be free range. I could split up the 8 dungeons into linear groups that can be completed in any order. Maybe 1, 234, 56, 78? I'll revise the map very soon.

November 09, 2019, 09:45:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here is the revised map I have made, with paths, squares for ladders, and dungeon/item progression.

Any other suggestions?



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No, what I meant by what I stated here is that I like the map you propose, just flip it.  Not flip the original NES version map.  That would be cheap.

Oh! Yeah, then definitely! I can do that. As long as the game isn't too fussy about it...

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Where does the player start/get their sword?
Forgot to show this in the map, heh. The layout of the first few minutes of the game goes like this:

- Go to the other side to try to get what the player thinks is the sword. (starting location is the same as before)
- Along the way, find a cave where you actually get the sword.
- "Wait, then what is over in the cave?"
- find the first dungeon along the way again.
- after completing that, you find the cave to be a shop, and after buying some stuff with the money you got from the dungeon,
- It puts you out back where you started, and ready to explore more of the land.

The point (from my perspective) is to learn to dodge enemies, as there are octorocks along the way. There are rocks to block alot of the attacks to make it safer.

Also, yeah, it's a little bit too linear, as there are only 2 paths to get to places. I'll try to make it more open. But if you guys want it a little more linear, then sure! I can go with that.

Why not flip the map?

My goal (for the map) is to try to make it completely different than the original zelda. Flipping the entire map just seems pretty cheap to me.

I think a lot of it depends on the warp points with the bracelet.  Any way you could mark those to make it clearer what points are connected through that?

I will put those in very soon.

Same for the raft island on the right side of the map, it's always there.  Why not put it on the left instead??
I might place the raft locations somewhere else. Need to make room for them, though.

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I am making a Zelda 1 Rom Hack. Currently, I have changed Links sprite and colors, and the colors of dungeons at the moment. I have completed a basic map layout and will add details (enemy locations, bushes and rocks, and what caves contain) when I implement these into the game. Are there any overall changes I should make to the map? Questions? Constructive Criticism?

Map: https://imgur.com/z8Kfu4q

I do have a ROM right now, and will publish it publicly very soon.

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ROM Hacking Discussion / Re: SMB1 Tile Arangement
« on: April 22, 2018, 09:26:29 pm »
Thank you so much!

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ROM Hacking Discussion / SMB1 Tile Arangement
« on: April 17, 2018, 11:57:56 pm »
I have been on a personal project for improving SMB1 by adding updated and new sprites, improving color, physics changing, background changing, etc...
But, of all the utilities that have been helpful, there is one problem: What if I want to change the tile arrangement of sprites (not blocks like clouds and bricks, but actual objects eg; Mario, Goomba)

I want to mainly focus on Mario and get rid of the mirroring that the sprite uses for standing still, and instead replace it from edited sections of the title screen, like i have done with the clouds.

Is there an address or program that I can use to edit the object arrangement?

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Newcomer's Board / Onion Text (FF3) Wont Load Table Files
« on: March 04, 2018, 03:31:22 pm »
I need some help with the utility, Onion Text, as for some reason, I keep getting these two error messages, both I believe are associated with the table files not loading:

"Missing table file(s) in Onion Text Resources folder"
and...
"Text bank file is missing."

I can clearly find the table files, but I think the program cannot.

If someone could help me out with this, it would be much appreciated.


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ROM Hacking Discussion / SMB3 Help With Title Screen
« on: September 02, 2017, 08:23:21 am »
I was editing the title screen, but for some reason one tile is blank. Dont Mind the messed up R, thats just the debug menu.
https://imgur.com/a/rp3b0
The D has a blank tile.
Keep in mind, this is unfinished, and the title is not final.

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