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What did you accomplish in ZC today?


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#1546 Shane

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Posted 25 February 2014 - 06:37 AM

Not much on my contest quest. I doubt I'll have it finish on time but it's a interesting project on its own regardless - but I'll strive to get it done on due date.

 

Otherwise, the intro segment of my Shadow Temple is done. All I got to do is some polishing, cutscenes, and maybe later on beg someone to do a boss for me.



#1547 Eddy

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Posted 25 February 2014 - 11:18 AM

Last night I got my last planning on what my contest to be about.

 

Today, I got the intro to my Random Quest contest submission done.



#1548 Gouanaco

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Posted 27 February 2014 - 07:47 AM

Today i have started working on a new quest. Hopefully. THIS time I complete it. I wont be posting up a Thread or Project until i release the beta/demo.

 

Here's a concept of what the over world will be.

The other map is a secret at the moment. ;)

 

https://drive.google...dit?usp=sharing

 

 

edit: Here's a little screeny of a concept that is going to be included in the quest ;)

 

https://drive.google...dit?usp=sharing


Edited by Gouanaco, 27 February 2014 - 09:01 AM.


#1549 Alucard648

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Posted 28 February 2014 - 01:14 PM

Rewritten script - Candelabras for LSiCV!



#1550 kurt91

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Posted 01 March 2014 - 05:06 AM

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.



#1551 Lightwulf

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Posted 01 March 2014 - 05:23 AM

@kurt91: Sounds great to be back in the groove of things! Awesome! :)

 

Now for me:

 

I...

 

accomplished...

 

finishing my first quest ever!!!  Woohoooo!!!  :bounce:

 

Except... :|   for playtesting. :augh:  Gotta' get that done before I can send it to beta testers.  (You'd be surprised the things you'd miss if you didn't playtest it yourself! :XD: )

 

So yeah, it should be out soon! :D  By "out" I mean "out to Beta testers," and by "soon" I mean... I have no clue. :sorry:  Maybe within a week or two; I'm not sure how busy I'll be with school, so I can't hold my breath yet.  I gotta' go to sleep...  :lazy: now... so... G'Night everyone! :zzz:


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#1552 Eddy

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Posted 01 March 2014 - 05:45 AM

YOU FINISHED A QUEST

CONGRATURATION

YOU ARE BEST MAKER

 

 

Seriously, congrats Lightwulf! I really cannot wait to play it when it goes up!

 

Meanwhile for me, I'm about 57% through my Random Quest contest submission.



#1553 strike

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Posted 01 March 2014 - 07:35 AM

I've been waiting for your game for years. :3

-Strike

#1554 DaLink

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Posted 01 March 2014 - 12:59 PM

@kurt91: Sounds great to be back in the groove of things! Awesome! :)

 

Now for me:

 

I...

 

accomplished...

 

finishing my first quest ever!!!  Woohoooo!!!  :bounce:

Here's an audience for you:

 

  :clap:  :clap:  :clap:  :clap:  :clap:  :clap:  :clap:  :clap:  :clap:  :clap:  :clap: :clap:  :clap:  :clap:  :clap:  :clap:  :clap:  :clap:  :clap:  :clap:  :clap: :clap:  :badrazz:  :clap:  :clap:  :clap:  :clap:  :clap:


Edited by DaLink, 01 March 2014 - 01:00 PM.

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#1555 strike

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Posted 01 March 2014 - 01:19 PM

Cranked out a long area in my quest in less than an hour. O.o

-Strike

#1556 Hoff123

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Posted 01 March 2014 - 03:48 PM

Making an overworld with EZBGZ. First one ever. Not sure if it'll ever turn into a quest but whatever...

 

Here's a screenshot of one screen lol: http://imageshack.co...3/6085/szuz.png


Edited by Hoff123, 01 March 2014 - 03:48 PM.


#1557 Lightwulf

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Posted 01 March 2014 - 04:03 PM

Thanks, guys! :kawaii:

 

@Hoff123: That screen looks quite nice!   :)  Not too symmetrical, for the most part.

 

The only thing that bugs me is the top 2 corners of the screen. I'd probably put an extra tree near one of those, as long as it would mesh with the surrounding screens.


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#1558 Hoff123

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Posted 01 March 2014 - 04:08 PM

Thanks, guys! :kawaii:

 

@Hoff123: That screen looks quite nice!   :)  Not too symmetrical, for the most part.

 

The only thing that bugs me is the top 2 corners of the screen. I'd probably put an extra tree near one of those, as long as it would mesh with the surrounding screens.

 

Haha yeah I honestly copied that from the Labrynna map...lol

 

Thank you!



#1559 Orithan

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Posted 01 March 2014 - 05:40 PM

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.

 

For the dithering effect, would it have been possible to make a placeholder tile with the dithering effect being an unused colour and the rest of the tile blank, then paste it over the fog tiles and then remove the unused colours from the tiles? That would have made the process much faster.



#1560 KingPridenia

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Posted 01 March 2014 - 08:13 PM

Congrats on your first quest ever completed Lightwulf!

 

Since I was too sick to go out with my friends tonight, I got on ZQuest and made some revisions to Adam's Quest II's palettes, namely level 2 and level 4's. See the picture below:

 

v5g7egg957b5vcbfg.jpg

 

The biggest changes are to the two even numbered levels. Formerly, level 2 was like a dark teal and gray color scheme, much like Zelda Outland's level 7 (or 2nd quest's level O). Level 4 used to be green, but since I plan on level 6 using a green color scheme and level 1 being green, I went for a milky purple. Also, the reason the Bot is getting clipped is because I have those combos set to Overhead due to Link walking on top of bombable/walk-through walls otherwise. I think unchecking Freeform Dungeons will allow me to not need that, but I'm worried about it screwing up my "Treat Screen as Interior" screens and my Interior style dungeons.

 

So, whacha guys think about the palettes, namely for levels 2 (top-middle) and 4 (bottom-left)?


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