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Topics - maximus_asinus

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1
Hello and Goodbyes / Hey Thor do you have an old backup of Classic?
« on: October 18, 2020, 09:21:52 PM »
Last ditch effort. There is this kid who wants to play the old levels, I was wondering if you happened to have a backup that can be played offline.

2
General Graal Discussion / Can I be Admin?
« on: August 19, 2017, 04:40:11 PM »
I get asked about 3 times a day. I now understand your struggle, Thor.

3
Classic Main Forum / How did you accomplish the rising water?
« on: August 08, 2017, 10:33:08 AM »
I'm trying to replicate the rising water from Link to the Past. How did you accomplish this Thor? Was it a combination of showpoly and changing the zoom (is that even possible?). Or did you create an image and stretch it?

4
General Graal Discussion / Older version of the level editor.
« on: July 27, 2017, 01:38:53 AM »
I'm looking for an older version of the level editor. I'm currently using Gonstruct but I need something with some scripting functionality (light effects, signs, NPCs, etc) as well as something that will allow me to take full screen screenshots.

Kamaeru said his v2.2 editor works, and directed me to a Reborn torrent as that is where he got his, but I'm not getting anywhere with that.

5
Classic Main Forum / Classic Shut Down, Thor Banned?
« on: June 30, 2017, 12:40:54 AM »
What the hell happened? Classic is my home server and the only reason why I've stuck around this long. What did you do, Thor?

6
Classic Main Forum / It is official
« on: September 14, 2016, 06:49:21 PM »
Carlito hates Classic.

The last two weeks the only posts on the OGCC were questions regarding the release of Classic.

So Carlito released Maloria.

He wins, best troll, gg.


7
Bugs and Suggestions / GC Tool flexibility
« on: September 13, 2016, 05:04:17 PM »
I would like to see "Apply to all" and "Select Area / Apply to selected" commands added to the GC tools. This would greatly speed up the setup for events like "Freeze Tag" or "Charge!". It could also speed up post-event cleanup. Really it would be a great tool in all situations.

8
Bugs and Suggestions / Bombs and Gravity
« on: September 04, 2016, 06:19:25 PM »
As a player and host, I sometimes feel like NPCs should be impacted by the gravity NPC the same way players are. A placed or thrown bomb should immediately drop if not supported by a blocking tile. Having the option to even toggle this during events could make stage building a lot more interesting.

9
Bugs and Suggestions / Expand on Morgan
« on: August 25, 2016, 06:49:49 PM »
For those who don't know, Morgan is an NPC in the cave above Taylor Richards. She gives out hints on where to find little bits of money hidden away in exchange for a cut up front.

I sort of think that this is a missed opportunity. I like the setup but I think the execution could have been more interesting. Maybe instead of marking the location of the treasure on your map she would instead drop a clue via a riddle, and it would be up to the player to try and decipher it. There could be a progression to it, so after maybe ten or so riddles solved she would award you with a playing card or some other rare valuable.

10
Events / Don't Touch Me, I'm Scared (Event Idea)
« on: August 24, 2016, 11:43:56 PM »
Another event idea. It is still insanely humid outside and I can't sleep.

This is another event that requires scripting, so nothing that can be done right now.

Players enter a maze-like level at random points. The level is dark, but there are several lit torches around the level giving some light. When the GC starts the event a timer would start and:

  • The lamp's light starts to dwindle; the light's radius shrinks and the overall light in the level starts to dim as the light from the torches is directly proportional to the status of the lamps. Once a lamp goes out it can be reactivated by a player, but as the event progresses the amount of time the torches stay lit decreases; down to only staying up for a few seconds.
  • As the darkness grows, Wall Masters begin to spawn. The darkness of the level is proportional to how frequently they spawn, and the lamp's light radius impacts their movement speed. They can be dodged and killed by a single blow, however if you're picked up by one, it eliminates you from the event. Once the event has reached a certain time limit or only one lamp remains lit, the Wall Masters begin to spawn more rapidly, and no longer lose speed when entering a lit radius.

The main goal of the event would be to survive until a timer hits zero. The players would be safest around the lamps, working in together to fend off the Wall Masters while also keeping the light lit. Having multiple lamps lit will obviously decrease the risk. There would not be teams however, and it would be explained that the number of people who live until the end of the event impacts how many tickets they would receive. In the case that nobody lives, or the torches are completely extinguished at any point, nobody receives tickets.

Again, I'd like to hear your input on how to improve this idea.

11
Events / Coral Capers (Event Idea)
« on: August 24, 2016, 11:09:06 PM »
My AC is broken so I'm up a bit later than normal, so how about an event idea? This would require an amount of scripting, not something that could be used now.

So essentially I wrote a quick outline in  Xiao's other thread.

Quote
I think it would be neat to have a maze like level set underwater where the players have to swim around using the arrow keys, pressing A to get sort of a dash swim to close in on a player.

I'm expanding the idea, drawing my inspiration from Donkey Kong Country, and Mario 3 battle mode. Now I'm thinking that you start in an underwater level, made symmetrically with different levels or zones.

Think the battle mode from Mario 3:


Or a top down view from Mario Kart:


But more aesthetically similar to Donkey Kong:
https://www.youtube.com/watch?v=GH-UGtfGH8I


The level would have sort of a gravity, think how most 2D games work in regards to swimming physics. You would navigate left or right with the arrow keys, have to tap A to move up, release A to sink, and S would be a sword attack.

Best example I can think of is World 2-2 from Mario Bros for the NES:
https://www.youtube.com/watch?v=mCHgirqdiHc

In the middle of the level at a certain interval a crate will spawn. When you open this crate a swordfish would spawn that you would grab onto. The controls would change, you would no longer sink, you'd move with the arrows keys (though the movement would be a bit slippery), and S or A would have to do a thrusting attack which would also give you a boost of speed.

Skip to 1:53 for an example of Engarde's movement from Donkey Kong Country:
https://www.youtube.com/watch?v=1t76owz173g

* The swordfish attack would be stronger than the regular attack. If you're attacked while riding the swordfish, you will be knocked off, allowing the other player the chance of getting on and using the swordfish. Repeatedly attacking the swordfish will have it dash attack, and eventually swim out of the level.

* The goal is obviously to kill all the other players. The event would work with FFA, teams, and lives based elimination.

I'd like some feedback, and input on how feasible something like this could be done. I think something like this is right up Thor's alley. He has done a great job emulating Zelda's dungeon design style and gameplay.

12
Bugs and Suggestions / Arrows interacting with explosions
« on: August 24, 2016, 04:18:25 PM »
Can we reintroduce arrows turning into fireballs after passing through fire / explosions?

I am sort of surprised it hasn't been used as tool for one of the beginner quests.

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