Boy, it's been a while since I got any real work done on my quest.
So far, I've mainly been doing catch-up work, rebuilding what I lost when my computer busted. I finally figured out how to fix the combo cycling glitch in my Squid Boss fight so now the platforms have a rising and falling animation that makes them much more forgiving, reduced the number of shooters to two, and re-fixed the script that lets me change their graphics into water bubbles so that their appearance matches their behavior, damage output, and the rest of the fight.
I also added in some more enemy graphics, including a giant multi-phase splitting slime (Think of a top-down version of Pang!) that changes colors as you whittle it down. (It's going to replace the Patra in the caves) I also included multiple types of skeleton and zombie enemies, a giant bug enemy, and I've still got giant maggots, fish, and lamia-looking enemies to add in.
The subscreen got a bit of a makeover as well, replacing the generic boxes and borders with a more engraved look. The color-coded labels (such as "HP", "MP", "B", and "A") look like inset shaped gems, and the counters look like they've been engraved into the subscreen itself. I also replaced the graphics for the Defense EXP items with improved-shading gems from the GBC Shantae game, which looks really nice. By absolute accident, when I did that, I happened to figure out a much nicer way to make the light-reflection animation work, so I'm going to apply the same thing to the Force Gems so they look a bit nicer. As they are now, they animate so often and so quickly that once you notice it, it draws the eyes and becomes a headache-inducing distraction.
Speaking of makeovers, I also completely redrew the Ship Interior, so it no longer looks like a brick house. I used the ship wall graphics from the SNES Goof Troop game, and modified them so they were much simpler to work with as well as making them match the Zelda interior perspective. The only problem is that there aren't any pre-made wall graphics with big gaping holes in them, so I'm going to have to come back and improvise something that looks broken. The broken walls I tried putting together don't look very good.
The Forest is another area that got fixed. After hearing the constant complaints about the fog layering, I fixed it so it's more translucent. I simply erased each individual tile pixel-by-pixels in a checkerboard pattern so they have a see-through dithering effect. It took absolutely forever since I had to do each tile manually, but it should be much easier to see what you're doing. After I finished, I got the idea to do a two-frame alternating animation to get a more transparent look like how the Genesis/Mega Drive Sonic games did water effects, but I couldn't go back to do it, and the time it would have taken me to do all the tedious work would have driven me absolutely insane. Maybe I'll do something like that on my next quest, but for now, I don't want to touch the fog graphics ever again.
Finally, after a bit of searching online, I finally found the maps of Neutopia that I had been using to copy graphics from, so I can start expanding the Forest Ruins again and make them a bit more fun to actually explore.