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"Project RCS" official Project Thread


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#136 Banjo7J

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Posted 19 January 2011 - 02:54 PM

I think I know how you do it, so long as you enter from the right. Which makes sense considering there's a sign there. It isn't that hard. And no, I don't care that I totally just ruined that bit of it for myself for when the game comes out. icon_deformed.gif

Edited by Banjo7J, 19 January 2011 - 02:55 PM.


#137 Schwa

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Posted 19 January 2011 - 03:47 PM

Hello, viewers! My week has been very busy-- I'm allowed to tell you I have Jury Duty, but I'm prohibited by the GOVERNMENT OH NOES to say anything about it. icon_ohmy.gif Progress may be a little slow until it's done, but I can still answer your questions!
QUOTE(Midnight_King @ Jan 19 2011, 12:56 AM) View Post

I'm guessing when you hit the red crystal switch the lowered red blocks go up and the up ones get lowered same goes with the others?

Something like that. I just finished perfecting the script, it's incredible by the way, and one of the major things about this puzzle is that each of the five possible colors' positions lasts from screen to screen until you change DMaps.

And one other massive twist. Which you will find out later. icon_biggrin.gif

QUOTE(Russ @ Jan 19 2011, 08:06 AM) View Post

My head hurts... Looks awesome Schwa! But I'm too traumatized to enjoy it. Thanks a lot, bud.

Kidding aside, it looks amazing! But if I'm interpreting this right, you can get through in only one move. Unless you enter from the right side of the screen. In which case, you're pure evil.

Pure evil? Pfff, nah, I've always been Chaotic Neutral to the core. icon_biggrin.gif

You can get back in one move, so you don't have to solve a bunch of crazy crap on your way out of the garden. But yes, while you're entering, you start on the right side, where the signpost is (which teaches you a little about the Barriers and what to expect).

ALSO, big point: Pushable Rocks can not be pushed on top of the little stumps. They all have a Flag 67 (No Push Blocks). I love the Garden area a lot, because it starts out elegant, then changes into clutter and chaos as you shamble through the overgrowth, then it turns elegant again as you near the Mage's Lookout.

There is also a pretty intense segment with floating platforms, and no I don't mean the earlier screenshot I showed you. There is a lake.

QUOTE(Avataro @ Jan 19 2011, 08:12 AM) View Post

What? The exact same block-system I wanted to make in my temple of time. lol, I love your screen design. You made some awesome tiles!

WRONG.

There is another twist you haven't thought of, that I have.

You will find out later. icon_biggrin.gif

And yes I am an avid fan of the isometric, diagonal-view pegs instead of the squarical ones. Not everyone will, though.

QUOTE(Nightmeres @ Jan 19 2011, 11:30 AM) View Post

the 2nd one compiles but it won't make my ffc a moving platform

Can't help you.

QUOTE(Banjo7J @ Jan 19 2011, 11:54 AM) View Post

I think I know how you do it, so long as you enter from the right. Which makes sense considering there's a sign there. It isn't that hard. And no, I don't care that I totally just ruined that bit of it for myself for when the game comes out. icon_deformed.gif

Considering this is the very first (and one of the easiest) Barrier Puzzles in the game-- considering this sticks to just one screen instead of a dungeon-scope memory maze of this stuff... considering it only uses three colors out of the five, not to mention any of the "special switches"...

...I don't think you've really spoiled anything for yourself. icon_smile.gif No worries.

I seem to have done pretty well on manipulating screens on a map/Dmap-wide scope with this little project! It's given me another cool idea. I'm going to script a type of push-block that stays consistent where you leave it until you leave the Dmap. Then I feel like maybe I can put together a whole slew of "generic dungeon puzzle elements" that could be placed anywhere I want and it would fit, things that have no "theme" outside of simply being what they are. Stuff that isn't too complex in their concept and usability. I don't really know. All I know is that this project turned out really well and my imagination is going ballistic because of it. :heart:

#138 Nightmeres

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Posted 19 January 2011 - 04:12 PM

never mind i figured it out

Edited by Nightmeres, 19 January 2011 - 04:26 PM.


#139 Schwa

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Posted 20 January 2011 - 07:40 PM

I promised everyone a video.

I love every single one of you.

#140 Geoffrey

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Posted 20 January 2011 - 07:56 PM

QUOTE(Schwa @ Jan 20 2011, 07:40 PM) View Post

I promised everyone a video.

I love every single one of you.

That is amazing. Music is great. Link has nice sparkly super power effects. Can be paralyzed. Keep up the great work! This is even awesomer than I thought it was!

#141 Nightmeres

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Posted 20 January 2011 - 08:28 PM

amazing keep it up. icon_thumbsup.gif

#142 Shane

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Posted 20 January 2011 - 08:31 PM

My... LORD THAT WAS JUST OMG SO EPIC! The garden desing is cool and the features are just so awesome. This made my day, and my week icon_awesome.gif You are god of the gods, the block puzzle was creative.

Best minutes of my life icon_smile.gif.

#143 Moosh

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Posted 20 January 2011 - 09:12 PM

QUOTE(Schwa @ Jan 20 2011, 07:40 PM) View Post

I promised everyone a video.

I love every single one of you.

I made your day, you made mine. This is seriously awesome stuff! I nearly fainted when I saw that switch effect! You have the right to be proud of that! Was the killing blow thing video editing or actually scripted? I can see how much hard work you've put into this. It's been so heavily scripted, I can barely tell it's a Zelda Classic quest!

Also, were the save tiles scripted to save automatically and if so, could I maybe have the script?

Edited by Pokemonmaster64, 20 January 2011 - 09:17 PM.


#144 Jared

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Posted 20 January 2011 - 09:15 PM

This is amazing!
I love your subscreens, I can't make one for my life icon_frown.gif

#145 Neppy

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Posted 21 January 2011 - 02:39 AM

QUOTE(Schwa @ Jan 20 2011, 06:40 PM) View Post
I promised everyone a video.

I love every single one of you.
OMFG! This is excellent! Very very beautiful work right here! This is truly turning into a masterpiece, Schwa! I like what the crystals do after you hit them, very cool. icon_biggrin.gif

#146 Russ

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Posted 21 January 2011 - 02:53 AM

I am dead. Something that amazing cannot exist outside of Heaven. That was seriously amazing. I don't even know how to comment on it, it was all so, WOW! You've just outdone Nintendo in my eyes. Keep at it, that was astounding!

#147 Schwa

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Posted 21 January 2011 - 06:57 AM

I'm blushing here. icon_redface.gif You guys always make me feel so special... Thank you everyone...

Also, seeing everyone react so positively to the video has reminded me, again, to make a backup, which I now must do. icon_smile.gif *backs up files*

Oh, and a funny trivia piece about that crystal light-shimmering effect? Turns out you can crash your computer by Scaling a primitive by "-1" or any negative value, probably... icon_lol.gif I'm serious, it didn't just crash ZC when I did that, "explorer.EXE" actually had to reboot. It was hilarious. I was all grabbing my face going WHAT DID I DOOOO~

Edit: Regarding Pokemaster's questions:

QUOTE(Pokemonmaster64 @ Jan 20 2011, 06:12 PM) View Post

I made your day, you made mine. This is seriously awesome stuff! I nearly fainted when I saw that switch effect! You have the right to be proud of that! Was the killing blow thing video editing or actually scripted? I can see how much hard work you've put into this. It's been so heavily scripted, I can barely tell it's a Zelda Classic quest!

Also, were the save tiles scripted to save automatically and if so, could I maybe have the script?

The killing blow was just video editing. icon_lol.gif I couldn't resist. The Bayonetta music put me in the mindset. While I guess it would technically be possible to script a similar camera-zooming-in effect (I can sorta see in my head what the code would look like, on a basic level), I have no intention of adding that, even though I'm tempted to try now that you said something... icon_xd.gif No need, though.

The save tiles are not scripted; they change color when you step on them because they are actually a Step->Next set to change into a Save+Continue type. What I would really like is an effective way to change the color back to blue after you step off. Got any ideas?

Edited by Schwa, 21 January 2011 - 07:13 AM.


#148 Nightmeres

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Posted 21 January 2011 - 07:56 AM

you could have the area around the tile become step>next>secret tiles or what ever there called and have it trigger it back to the normal tile,or combo cycling to make it turn back into it.

#149 Banjo7J

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Posted 21 January 2011 - 10:33 AM

I cannot express the awesomeness in words. But they say a picture is worth a thousand words so here's an animation, that's bound to be enough.

IPB Image

#150 Sheik

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Posted 22 January 2011 - 05:59 AM

Amazing, Schwa. You've almost made an own engine inside the ZC-engine for your quest, that's what impresses me the most. Of course, the music, graphics and design are great, too. Looks very fun to play. Only thing, it looks a little hard, but that's my fault 'cause I've never been the best gamer out there. So yeah, this seems to be one of the best projects running and I wish you all the best of luck making progress and finally completing it.
I still would like to get some more information about the story :> I got curious :>


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