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What did you accomplish in ZC today?


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#1561 kurt91

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Posted 01 March 2014 - 11:53 PM

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.

 

Wait, could you elaborate how to do that? I'm pretty sure pasting a tile over another just erases the one being pasted over, but if there's a way to automate most of the process, I'd be more than willing to add the animation to smooth the dithering effect and make the screens look that much nicer. Also, I had a few more ideas on what to do that with, and would love to know how to make it easier on myself.



#1562 Avaro

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Posted 02 March 2014 - 12:55 AM

Refinished the first quest I had ever done and submitted it to the data base :)
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#1563 Orithan

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Posted 02 March 2014 - 03:07 AM

Wait, could you elaborate how to do that? I'm pretty sure pasting a tile over another just erases the one being pasted over, but if there's a way to automate most of the process, I'd be more than willing to add the animation to smooth the dithering effect and make the screens look that much nicer. Also, I had a few more ideas on what to do that with, and would love to know how to make it easier on myself.

 

Simply copy a tile and then press "o" over the destination tile. This will result in only the non-transparent pixels being pasted over the destination tile



#1564 Shane

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Posted 02 March 2014 - 06:00 AM

Finished a few screens; nothing special.



#1565 Eddy

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Posted 02 March 2014 - 06:09 AM

Getting my trial started.

 

This ZC court is now in session.



#1566 strike

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Posted 02 March 2014 - 08:21 AM

Shane, a few screens is nothing to sneeze at! Don't worry if your pace is slowing down; it's okay.


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#1567 Shane

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Posted 02 March 2014 - 08:27 AM

Thanks.

 

Well, I have a good reason for my slow production... I'm trying to get the caves to look good:

 

36_n1t9az.png

 

I had a ton of feedback beforehand which is why it looks a lot better than before.


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#1568 Eddy

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Posted 02 March 2014 - 09:27 AM

So I completed my Random Theme contest entry. With that done, it's now time to get back onto my big main project.


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#1569 Twilight Knight

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Posted 02 March 2014 - 05:18 PM

Thanks.

 

Well, I have a good reason for my slow production... I'm trying to get the caves to look good:

 

36_n1t9az.png

 

I had a ton of feedback beforehand which is why it looks a lot better than before.

Damn, Shane.

 

It needs to be said that you really grown to be a great Zquester. This screen looks so clean. Graphically it's perfect, really. I especially like how the ceiling is so natural and still detailed and that fade out makes it real complete. The graphics used in are fantastic too. The pure mountains actually prove to be very fitting as cave tiles.

 

I'd really would like to play a quest like this.

 

 

As for myself, I've finished LVL2 of my contest-quest today. That saying, I'm halfway finishing it.


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#1570 Shane

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Posted 03 March 2014 - 07:29 AM

Half way done with my palettes. 12 out of 24 (although that number is subjective) done. Every palette in my quest is created by yours truly... besides the title screen's palette, so far. It's really fun to make them and I'm darn well happy with the results I'm getting.

 

Also, since the EZGBZ tileset is so popular (and rightly so; the Zelda Gameboy tiles rock!) I'm trying to shake things up to set it apart from any other EGZBZ quest. Like how I broke from the traditional cave design seen above, and made it look like a secondary overworld. Speaking of which, each cave will get a different palette and setting (and atmosphere) depending which area is above the cave. I want to make the world as diverse and as unique as possible to make up for the simplistic design and somewhat true GB aesthetics.

 

A thought that has been bothering me is that I just hope what I have planned for the demo will be mostly universally considered good enough. What I have planned:

  • Title Screen + Intro
  • 4 areas
  • 1 dungeon
  • Various Cutscenes
  • Cliffhanger Ending

The dungeon isn't really something you had in mind. It's a simple climb up. Although, it is a teaser of the final dungeon of the game. So it's ought to be worth it or something. Although four overworld areas sound promising, I might confess that one will feature a decent amount of gameplay. Two are small maps, simply featuring NPCs and various interiors and the last map is Hyrule Field. I might make a few caves open, but in the final, will close them off with bombable rocks and burnable trees.

 

TL:DR - progress is slow but steady. Demo is on its way.


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#1571 KingPridenia

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Posted 03 March 2014 - 11:15 AM

Man, you're just steaming through all of that. Can't wait to see the product man.


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#1572 Eddy

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Posted 03 March 2014 - 11:49 AM

Man, you're just steaming through all of that. Can't wait to see the product man.

Same can be said here.

 

I'm really looking forward to how all this turns out :D

 

I will definitely play it when it gets released.


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#1573 symbiote01

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Posted 03 March 2014 - 02:49 PM

Playing with Screen->D[] stuff today.  By setting one or more of these, I can have certain FFCs self-monitor and shut down when a condition is met on any given screen.  For example, shoot one of three targets(3 FFCS), either get a prize(FFC1) or have a half-dozen monsters drop on your head(FFC2 or 3).

If you get the prize, FFC1 sets Screen->D[1] to something.  FFC2-3 immediately notices the new setting, and shuts down (still visually present (perhaps modificed), but now just decoration).  You can't shoot the other targets (and expect a result).  Leave the screen and come back, the settings are still present.  Good on ya! You 'win' that screen!

If you get a trap, the FFC (2-3) sets Screen->D[1] instead, and FFC1 shuts down.  However, leave the screen and come back, and FFC1 resets the Screen->D[1] setting and you get another go.



#1574 Moosh

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Posted 04 March 2014 - 05:56 AM

I wrote a very lengthy custom boss script by two week contest standards and finally passed 2000 lines of code. I've still got nothing on Vault of Souls, but dammit, I'm trying! Also Level 3 is finished.


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#1575 Avaro

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Posted 04 March 2014 - 10:28 AM

I wrote a very lengthy custom boss script by two week contest standards and finally passed 2000 lines of code. I've still got nothing on Vault of Souls, but dammit, I'm trying! Also Level 3 is finished.

What do you mean you got nothing on Vault of Souls? Are you doing a remake of it?


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