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Doom close the well stuck
Doom close the well stuck








Gothic - for the bow and arrows submitted to Realm667 Kizoky - for posting and allowing me to use their Eater of Worlds code for Moldorm and Lanmola.ĭude27th - for testing and helpful suggestions.Īmuscaria,XaserAcheron - for the sword and shield assetsĮvil Space Tomato - for the wand submitted to Realm667 This helped inform decisions surrounding world scale.

doom close the well stuck

Zoskiacu - for their work on Legend of Zeldoom. I tried to do a sword and wand that look a bit more like their 8-bit counterparts, but it turned out awful.Įxkodius - for his inspirational work, kindly letting me use the Octorock sprites from Zelda TC, and helpful suggestions on menu improvements. Voxel models would be another alternative, but is probably outside the scope of what I'm willing to commit to creating. My art skills aren't up to creating those.

doom close the well stuck

While it works surprisingly well to use the front, side, and back views only, having the diagonal views would be ideal. There are some pretty obvious limitations that come along with using the original assets. The skybox art is an unused asset from Wind Waker. A couple of sounds are different or not from the NES Zelda. No need to buy arrows separately from the store. You can use the bow and arrow immediately upon picking up the Bow. In the original those hits would register behind the scenes and the heart graphic in the HUD would change on the 2nd hit. The actual values you receive match the original, but now if you have the silver or red ring you will start to see quarter hearts. Heart health display shows in quarter units. Unfortunately the overworld map is huge with an super wide aspect ratio and I so far haven't found how to make it fit/scale in a way that makes it legible. The "F1" help screen for dungeons will bring up complete dungeon maps provided with permission by.

doom close the well stuck

My thinking being that most people don't have the map memorized and it would help them especially since. Secret walls in the overworld have their textures scaled a little differently making them easy to spot.

doom close the well stuck

I could be convinced to "fix" this, but for now I'm fine leaving it as is. This is intentional with the logic being that it'd make testing easier and the game more accessible in general. Secret walls can be opened with any hit, you don't have to use bombs. Weapons are single wielded so you can't use the boomerang and sword at the same time for example.










Doom close the well stuck