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Thread: [5th Quest Entry] Imzogelmo

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  1. #1
    Wizrobe Nightmare's Avatar
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    The Lv. 6 bug is still not fixed. (thanks for unpasswording your quest so I can find bugs a little better, and I can play my own music testing. :) )

    Thjere's still no way to access Screen 54 or that sequence.

    You need to find a way to make that section accessable.

    -James

    Facebook: http://www.facebook.com/nightmarejames YouTube: http://www.youtube.com/nightmarejames

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  2. #2
    Floormaster Imzogelmo's Avatar
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    Quote Originally Posted by Nightmare View Post
    The Lv. 6 bug is still not fixed. (thanks for unpasswording your quest so I can find bugs a little better, and I can play my own music testing. :) )

    Thjere's still no way to access Screen 54 or that sequence.

    You need to find a way to make that section accessable.

    -James
    I see how you might say that...
    There's a script in screen 42 which removes the obstructing block if/when you get the Triforce. That allows you to exit all the way out of the dungeon, if you so chose. The purpose of the block is so that you can't get the Triforce through the back door without beating the boss... If I could detect the boss having been beaten, that would make a better condition to check for. I'm not quite sure how to check for that, though. I'm open to suggestions of how to achieve that better, as long as you don't say walk-through wall (those only appear in odd-numbered levels).

    EDIT: Stupid me. I see how to do it now. It's a quick change, too.
    Last edited by Imzogelmo; 12-26-2013 at 09:09 PM.

  3. #3
    Floormaster Imzogelmo's Avatar
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    Updated with the quick fix above, as well as some other changes to address difficulty issues:

    https://drive.google.com/file/d/0B_i...it?usp=sharing

    Changes:
    Removed some enemies in Level 2. Made the path to the item easier.
    A few overlooked rooms with Bubbles not the first enemy were switched around. I think there are still 2 in the whole game, which were intended.
    Removed some enemies from a particularly hard room in level 9.
    Changed the script in level 6 to detect the boss being defeated, not the collection of the Triforce.
    Wrongfully walk-thru blocks in level 5 made solid.
    Made it so 2-block puzzle in level 5 is a little more obvious. The same kind of puzzle later in the game will not be flagged as such.

    @Nightmare : I think you originally had an older version of the quest, as several of the early bugs you found were some that I found in my playthrough (missing return point, murder in level 2, bubbles out of order in level 1). So, there were a couple of other OW secrets that had been added to the 11/16 version, which may be important.

    I forgot to remove Darknuts from level 1. D'oh!
    Last edited by Imzogelmo; 12-26-2013 at 09:39 PM.

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