Erock's Dungeon Designs 2014-2017
Page 12 of 15
Page 12 of 15 • 1 ... 7 ... 11, 12, 13, 14, 15
Re: Erock's Dungeon Designs 2014-2017
Unfortunatelly this is more a theory, than practice.
There is only 1 gfx spot for chests. If you redraw that spot all chests in the game will look like blocks, which is not what you want to do.
There are otherwise 2 types of chests (real and the minigame chest, both with the same gfx).
The command: chest appear if block is pushed was programed for 1 small chest only. Any other amount, like 2 chests or more, or a big chest will give you problems.
However the upper idea can be remodeled, so that the vertical wall contains actual blocks, but only one of them is a real chest, which will close a gap. If this chest can not be opened, it will reset to empty space when you leave the global room and return (not sure if this was planed).
There is only 1 gfx spot for chests. If you redraw that spot all chests in the game will look like blocks, which is not what you want to do.
There are otherwise 2 types of chests (real and the minigame chest, both with the same gfx).
The command: chest appear if block is pushed was programed for 1 small chest only. Any other amount, like 2 chests or more, or a big chest will give you problems.
However the upper idea can be remodeled, so that the vertical wall contains actual blocks, but only one of them is a real chest, which will close a gap. If this chest can not be opened, it will reset to empty space when you leave the global room and return (not sure if this was planed).
Puzzledude- Since : 2012-06-20
Re: Erock's Dungeon Designs 2014-2017
^ The idea can be used with only 1 chest if its buggy with more than 1 chest.
The idea behind this is to simply try and change up the original zelda 3 game mechanics to try and supply a fresh new experience for the player.
If the player was playing this room and a block appeared out of nowhere and blocked off something the player may think "wow, was that in the original game? I don't remember that happening in the original."
So even though its just using vanilla mechanics by using a block graphic instead of a chest and the fact that the chest never gets opened it appears to the player as if this is some new asm coding and new game mechanics.
The idea behind this is to simply try and change up the original zelda 3 game mechanics to try and supply a fresh new experience for the player.
If the player was playing this room and a block appeared out of nowhere and blocked off something the player may think "wow, was that in the original game? I don't remember that happening in the original."
So even though its just using vanilla mechanics by using a block graphic instead of a chest and the fact that the chest never gets opened it appears to the player as if this is some new asm coding and new game mechanics.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Erockbrox wrote:
Seph if I recall you only get 3 rooms for the mimics or something like that. This picture that I'm quoting, don't use this design but instead use the similar one with the pegswitch is better.
The pegswitch one is the more logical one because not everyone would know about the conveyor belt thing.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Also Seph, for the pikachu thing.
I don't know if you can implement custom ASM stuff on a per dungeon basis or per room basis, but if you can there is that ASM code with chest which allow you to open the chest from any side.
For me personally I like the front only opening of chests, however for this pikachu case it would be cool if you can rip it off of him aka open the chest from any side.
If you can't do this asm stuff on pikachu then place pikachu in such a way that you can only approach him from the front of the chest side. Like place him at the top of the room in a dungeon and block the sides of him.
I don't know if you can implement custom ASM stuff on a per dungeon basis or per room basis, but if you can there is that ASM code with chest which allow you to open the chest from any side.
For me personally I like the front only opening of chests, however for this pikachu case it would be cool if you can rip it off of him aka open the chest from any side.
If you can't do this asm stuff on pikachu then place pikachu in such a way that you can only approach him from the front of the chest side. Like place him at the top of the room in a dungeon and block the sides of him.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Yes, since the game doesn't see it that way. These are really not 16 rooms, they are just 4 rooms. If each is layout 0, this means you have 16 quarter-rooms. At least this is how I count rooms. Of course you define mimics by (global) room or a HM room. If you split this on 4 small parts, you still have 1 room, with 4 quarter-rooms.હેદρમ™ wrote:Correct me if I'm wrong guys, do we actually have 16 mimic rooms if we split four rooms in four?
Puzzledude- Since : 2012-06-20
Re: Erock's Dungeon Designs 2014-2017
Okay so that means I can make more Mimic puzzles/designs?
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Sure, if they are all set into the same global room, you can thus make 16 quarter-rooms (but 4 such puzzles must be in one global room).Erockbrox wrote:Okay so that means I can make more Mimic puzzles/designs?
Puzzledude- Since : 2012-06-20
Re: Erock's Dungeon Designs 2014-2017
હેદρમ™ wrote:Awesome then!
This is freaking badass! Love it.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Last edited by Erockbrox on Sun 27 Mar 2016 - 3:24; edited 1 time in total
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
And I present to you a brand new game mechanic... The Super Jump! I claim to the be inventor!!!
So the way to use this is to put a pit or rail on the bottom level such that if you use a regular jump you won't make it past the pit/rail. Then it would require the player to use the super jump.
Last edited by Erockbrox on Sun 27 Mar 2016 - 3:41; edited 2 times in total
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
A hundred is a pretty big number compared to three.
Mr.x- Fluteboy
- Since : 2014-04-10
Re: Erock's Dungeon Designs 2014-2017
The player walks into the room and pushes a block then pushes another and then another finally they come full circle and are rewarded with a key.
the player can only go one way in this loop since the pot is preventing the block to be pushed to go the other way. The player exits by the same door that they enter.
the player can only go one way in this loop since the pot is preventing the block to be pushed to go the other way. The player exits by the same door that they enter.
Last edited by Erockbrox on Thu 7 Apr 2016 - 3:26; edited 1 time in total
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
This is like a 1-way path. You enter from the right door then hookshot through the bumper then use the cape to continue going through the bumper heading to the north door.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
That's one "holy cow" find/idea.Erockbrox wrote:Put this in the damn game!!!
Puzzledude- Since : 2012-06-20
Re: Erock's Dungeon Designs 2014-2017
I knew of other ways of jumping diagonally, but that method was new to me. Interesting.
Tompala- Witch
- Since : 2013-01-23
Re: Erock's Dungeon Designs 2014-2017
Here is some more shaolin madness.
Here the player must push the blocks off the edge before gaining access to the pots which contain a key.
Here the player must push the blocks off the edge before gaining access to the pots which contain a key.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
This is a one way room. The player walks into the room from the north door and exits by the south door.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Seph wrote:Hey, Puzzledude. Can you get a reading on Erock's power level?
Puzzledude wrote:Let me check what the scouter says. Beep beep boop... What? It can't be...
Seph wrote:What does it say Puzzle?
Puzzledude wrote:It says IT'S OVER 9000!
Seph wrote:PUZZZZZLE!!!!!
Here the player walks into the room from the north door. They hookshot over to the south area of the room then push off one block off the edge of the pit. This frees up the other block to allow it to be pushed onto the switch which opens the south door.
Without pushing off one block its impossible to move the blocks.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Walk in from the left and push block on switch to open north door.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
The player enters the room from the left door and walks until they are faced with the big gray stone. They pick it up to remove it, however it creates a hole in the ground. They fall down the hole as their only option.
Once they have fallen down they go through a few rooms to then travel upstairs to the same room in which they fell. Now they appear from the south door of the room. They are forced to pick up the big gray stone again, however this time they realize that if they fall down it again it will just put them back where they were, so instead they hookshot over the hole and reach the north door.
Once they have fallen down they go through a few rooms to then travel upstairs to the same room in which they fell. Now they appear from the south door of the room. They are forced to pick up the big gray stone again, however this time they realize that if they fall down it again it will just put them back where they were, so instead they hookshot over the hole and reach the north door.
Erockbrox- Since : 2013-02-05
Page 12 of 15 • 1 ... 7 ... 11, 12, 13, 14, 15
Similar topics
» Erock's Dungeon Designs 2008 - 2014
» Dungeon map save fix
» AST dungeon editor
» Space dungeon
» Dungeon Map Problem
» Dungeon map save fix
» AST dungeon editor
» Space dungeon
» Dungeon Map Problem
Page 12 of 15
Permissions in this forum:
You cannot reply to topics in this forum