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17
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Oracles Hacking / Help / Re: dungeon sprites
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on: May 22, 2011, 03:56:50 AM
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The reason why they are many copies of some tiles are because they all have different effects happen to them when they are slashed/burnt/picked up, ect... If you were to refer to this post it will tell you what each one is: http://zeldahacking.ulmb.com/index.php?topic=51.0The enemy's are not handled by the tiles like that but rather by the interactions of enemy spawn groups (type 3), by Random positioned enemys (type 6), or one time dungeon spawns (type 7). All three of those types handle enemy's but usually most people use type 6&7 over 3 since spawn groups cant change which enemy's are in them where type 6&7 are user defined.
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18
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Oracles Hacking / Projects / Re: LoZ: Oracle of the Islands
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on: May 17, 2011, 10:28:56 PM
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Well nice to meet you and the idea sounds good. You may just have some issues though since creating custom cutseens/bosses is close to impossible/hard (the description of the diffuculty matches that of the idea seperated by the backslashes). I hope you are able to have fun working on your hack as much as you can and I look foward to seeing some of your work.
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21
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Oracles Hacking / ZOLE / Re: ZOLE Team Mode...?
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on: May 04, 2011, 01:41:55 PM
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Well the map editing and interaction editing is the majority of the game hacking atm execpt for those who are adding custom scripts into their games so I think if this works out I think that's the onlything that need to be live when working on it. The rest can be relayed when we talk in the irc or whatnot.
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23
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Oracles Hacking / Finished Hacks / Re: The Legend of Zelda, The Oracle of Hours Beta out now! (Version 1.1)
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on: April 18, 2011, 12:20:42 PM
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Thank you for that, I have been working on some things and ive been away for a bit due to computer reasons but now im back. I am working on a script for the 2 switches with some help from somone and it will get done soon, I will re check all the chests to make sure things are as they should be. I plan to stop the beta after dungeon 3 to allow further and deeper involvement with overworld and othger parts of the game, I will release changes once in a while so look back here once in a while for updates.
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24
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Oracles Hacking / Finished Hacks / Re: The Legend of Zelda, The Oracle of Hours Beta out now! (Version 1.1)
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on: April 11, 2011, 11:57:49 AM
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Ya sorry, I had some warp issues with the orignal lv1 exit so I had to replace it with another warp but when I enterd the map number I entered it backwards >_<. About the enemy's I have no idea WTF causses the one with the falling star and that weird thing in the corner but I thought I got rid of that spawn, and for the rest of the ones stuck in walls I am currently remnoving their spawngroups and placing type 6/7 interactions to spawn enemy's properly as the majority of the maps I have made I notice do not work well with the existing enemy spawn groups. Ya I am kinda a perfectionist also, but I divide my issues into order of serverity which is why I wanted to polish the game in general up before I woried about the enemy placement which I am now fixing at 7:55 am on a monday before class. I like that you help me but just try to be non openativative about it, I like neutral comments.\
P.S: When I read this the first time I thought you said I sucked insted of you're stuck.
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27
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Oracles Hacking / Finished Hacks / Re: The Legend of Zelda, The Oracle of Hours Beta out now!
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on: April 09, 2011, 06:45:49 AM
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Ok may bad I assumed that somome might do that but I doubt that poeple were able to slip into the doors. The maku gate is currently disabled at the moment. Also if you guys are able to wait a bit longer I will be able to fix the majority of problems I have noticed execpt for some warps and lv3 will be properly working.
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28
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Oracles Hacking / Finished Hacks / Re: The Legend of Zelda, The Oracle of Hours Beta out now!
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on: April 07, 2011, 05:48:21 PM
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Ya I know the warps still need work as lin and fat wanted it and told me not to worry about it untill later, so If you please dont use walk through walls cheats to acess some of the normally blocked off areas, I mentioned this in the post. Though I will admit I forgot to block off beach cave, you win that one.
As for the dungeons they are on these maps: Level 1 is on map B8 which is in the middle south of the town. Level 2 is on map 2F which is north of the town and on the extreme right of the map.
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30
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Oracles Hacking / Opinions and Experiments / Re: Goron Mines - Dungeon 1
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on: March 10, 2011, 02:57:01 AM
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It is so at least he know's that to the viewer that he achived the effect he wanted, standard things can be used in weird ways to create new affects like what he did here. One does not need to change something in order to make it new, just the way its used.
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