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"Project RCS" official Project Thread


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#151 Schwa

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Posted 22 January 2011 - 04:35 PM

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Preview of the Golden Mage's Lookout. The bricks are animated, though I won't say how. icon_razz.gif He likes keeping powerful monsters in cells, presumably for study, that's why you see a Level 3 Octorok and a Level 2 Boon in the cell here.

QUOTE
Amazing, Schwa. You've almost made an own engine inside the ZC-engine for your quest--

Stop.

You haven't seen that part yet.

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#152 Rover

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Posted 22 January 2011 - 04:40 PM

QUOTE(Schwa @ Jan 22 2011, 04:35 PM) View Post

IPB Image

Preview of the Golden Mage's Lookout. The bricks are animated, though I won't say how. icon_razz.gif He likes keeping powerful monsters in cells, presumably for study, that's why you see a Level 3 Octorok and a Level 2 Boon in the cell here.


Smexy. Also, aren't Level 3 octorocks the ones that shoot fire? Anyways, it looks really good, keep up those nice screenshots.Can't wait to getting around to playing this, and I recently viewed your video which makes me want to play it more. I also like the life gauge, something different from the normal hearts. icon_wink.gif

(I don't care if I misspell octorok I just like to spell it like rock now leave me alone. icon_cry.gif)

#153 Banjo7J

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Posted 22 January 2011 - 04:50 PM

Whoa. Blue bees and olive-green octoroks look weirdly awesome.

#154 Orithan

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Posted 22 January 2011 - 05:59 PM

QUOTE(Schwa @ Jan 23 2011, 08:35 AM) View Post
IPB Image

Preview of the Golden Mage's Lookout. The bricks are animated, though I won't say how. icon_razz.gif He likes keeping powerful monsters in cells, presumably for study, that's why you see a Level 3 Octorok and a Level 2 Boon in the cell here.

QUOTE
Amazing, Schwa. You've almost made an own engine inside the ZC-engine for your quest--

Stop.

You haven't seen that part yet.

icon_biggrin.gif


Eh, the walls confuse the perspective a bit for me, other than that, I say it's a nice screen. Will the L3 octoroks spit fire or will they be diffrent. Wouldn't Felix get killed one hit by one of those death flames if they stay orignal.



#155 Shane

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Posted 22 January 2011 - 06:46 PM

QUOTE(Orin XD @ Jan 22 2011, 04:59 PM) View Post

QUOTE(Schwa @ Jan 23 2011, 08:35 AM) View Post
IPB Image

Preview of the Golden Mage's Lookout. The bricks are animated, though I won't say how. icon_razz.gif He likes keeping powerful monsters in cells, presumably for study, that's why you see a Level 3 Octorok and a Level 2 Boon in the cell here.

QUOTE
Amazing, Schwa. You've almost made an own engine inside the ZC-engine for your quest--

Stop.

You haven't seen that part yet.

icon_biggrin.gif


Eh, the walls confuse the perspective a bit for me, other than that, I say it's a nice screen. Will the L3 octoroks spit fire or will they be diffrent. Wouldn't Felix get killed one hit by one of those death flames if they stay orignal.


Depends if he made it himself or edited it. Damn that looks awesome Schwa, nice gold-ish walls and blue rocky tiles nice colour mix. Nice path change to, good work.

Edited by Midnight_King, 22 January 2011 - 06:47 PM.


#156 Schwa

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Posted 22 January 2011 - 08:13 PM

QUOTE(ShimmeringFlames @ Jan 22 2011, 01:40 PM) View Post

Smexy. Also, aren't Level 3 octorocks the ones that shoot fire? Anyways, it looks really good, keep up those nice screenshots.Can't wait to getting around to playing this, and I recently viewed your video which makes me want to play it more. I also like the life gauge, something different from the normal hearts. icon_wink.gif

(I don't care if I misspell octorok I just like to spell it like rock now leave me alone. icon_cry.gif)

Thanks. And not anymore they don't. icon_wink.gif The "Yellow" variation of most enemies, a.k.a. Level 3 variation, are typically "Speed Specialist" enemies. This version of the Octorok is very fast and shoots rocks at a VERY fast speed.

QUOTE(Banjo7J @ Jan 22 2011, 01:50 PM) View Post

Whoa. Blue bees and olive-green octoroks look weirdly awesome.

Not as weirdly awesome as the animated walls! icon_awesome.gif You'll probably get a video showcasing this area at some point, when there's more to show at least.

QUOTE(Orin XD @ Jan 22 2011, 02:59 PM) View Post

Eh, the walls confuse the perspective a bit for me, other than that, I say it's a nice screen. Will the L3 octoroks spit fire or will they be diffrent. Wouldn't Felix get killed one hit by one of those death flames if they stay orignal.

My plan is not to have any Octoroks that shoot fire or bombs. They'll all shoot rocks, but some of them will be different kinds of rocks.

For example, I want the Level 4 (purple) or perhaps Level 5 (green) Octoroks to spit rocks that inflict status conditions, such as Paralysis or Dizzy. And there will also be one that spits a three-shot or a five-shot spread. I may decide to go with the bombs and make the graphics into exploding (volcanic?) rocks, not sure.

QUOTE(Midnight_King @ Jan 22 2011, 03:46 PM) View Post

Depends if he made it himself or edited it. Damn that looks awesome Schwa, nice gold-ish walls and blue rocky tiles nice colour mix. Nice path change to, good work.

Thanks! I agree, I love the color scheme here. I had to experiment a little bit, and I admit, designing CSets are not always my strong point icon_heh.gif I'll probably need the critique for CSets as much as possible, especially once I get my first set of beta testers.

~ ~ ~ ~ ~

EPIC NEW FEATURE TIME.

Wanna know what I meant by "that part"? Revamping the internal engine?

Hell yeah.

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Stars now light up to indicate damage dealt to enemies. This works on ALL enemies, I've tested it. icon_biggrin.gif Not only does this look cool, but it is a tremendous help to the player in many ways-- for example, since the sword randomly does normal or +1 damage, you'll be able to see when you hit for that +1 (not to mention once you find the Sabertooth Amulet-- it's an item that grants a slight chance for +4 damage Critical Hits) but even more useful is that you can figure out which enemies are resistant or weak against certain weapons.

Notice how the Leevers only take 1 point of damage, while the Octorok receives 2?

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With the Piece of Power active, you can see just how much more powerful your attacks are. icon_smile.gif

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The Kindling Stone can score combo hits, and it's pretty awesome to watch the flame score multiple weak hits as the damage adds up. Oh, what's this? Bees are weak against fire attacks? Sweet, now I know!

So... This feature is technically only halfway done, as I intend to go a little farther with its capabilities. One of which is to grant the same effect when Felix takes damage, making the star and the number a different color. This will probably be extremely helpful in chaotic frays, as it's fairly easy to lose track of the Life Gauge when you're more focused on trying to fight. When you see a very large red number light up after taking a hit, you'll go "YIKES, I better be more careful around this thing".

But yes, there's something else I plan on adding, something considerably more crazy and awesome. When it's done, I'll have to show it in a video; screenshots couldn't display it right. So stay tuned.

EDIT: There, got it already.

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It's convenient when you can just copy and paste a routine you already wrote and change key variables around and the like. icon_smile.gif Oh, and I'm still meddling with the mathematics of what number shows up to indicate damage, so please forgive me if future screenshots that show this feature aren't consistent with each-other.

Edited by Schwa, 22 January 2011 - 08:48 PM.


#157 Shane

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Posted 22 January 2011 - 08:37 PM

Very nice feature, Is there a bombable cave above the green rock in your third shot?

#158 Moosh

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Posted 22 January 2011 - 09:27 PM

QUOTE(Schwa @ Jan 22 2011, 04:35 PM) View Post

Level 2 Boon

Boon? Boon?
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Dahaha random VIP 4 reference.

So as always, this is looking fantastic! I really like the idea of a dungeon where all the enemies are locked up for research. I also really love the new damage showing feature. May I suggest that you outline the damage numbers in a way that they'll show up better? On say a snowy screen, those particular number sprites would be hard to read. As I was saying earlier, with every new addition this quest looks less and less like a Zelda game and more like a...um...Schwelda...game?

#159 Schwa

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Posted 22 January 2011 - 10:00 PM

QUOTE(Pokemonmaster64 @ Jan 22 2011, 06:27 PM) View Post

QUOTE(Schwa @ Jan 22 2011, 04:35 PM) View Post

Level 2 Boon

Boon? Boon?
IPB Image
Dahaha random VIP 4 reference.

icon_dead.gif

What.

QUOTE(Pokemonmaster64 @ Jan 22 2011, 06:27 PM) View Post

So as always, this is looking fantastic! I really like the idea of a dungeon where all the enemies are locked up for research. I also really love the new damage showing feature. May I suggest that you outline the damage numbers in a way that they'll show up better? On say a snowy screen, those particular number sprites would be hard to read. As I was saying earlier, with every new addition this quest looks less and less like a Zelda game and more like a...um...Schwelda...game?

They flicker two colors, between a bright and medium shade. icon_smile.gif Looks okay in-game, I THINK, but you're right, that's an issue I'm always considering; mostly worried about things showing up on both light and dark backgrounds. I'm trusting in my future beta testers to help me balance that aspect. Thanks for pointing it out, this is good feedback. (I did mention I'm sorta color-handicapped, right? icon_xd.gif My tastes are a little wonky, but I want this game to appeal to more than just myself, and there's the kicker.)

QUOTE(Midnight_King @ Jan 22 2011, 05:37 PM) View Post

Very nice feature, Is there a bombable cave above the green rock in your third shot?

SSSSSSSSSSSSHHHHHHHHHHHHHHHH

#160 Neppy

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Posted 23 January 2011 - 02:45 AM

Wow, still looking fantastic Schwa! I'm really enjoying your styling of screens, as you have a very unique look to your works! icon_biggrin.gif
QUOTE(Schwa @ Jan 22 2011, 09:00 PM) View Post
QUOTE(Pokemonmaster64 @ Jan 22 2011, 06:27 PM) View Post
QUOTE(Schwa @ Jan 22 2011, 04:35 PM) View Post

Level 2 Boon
Boon? Boon?
IPB Image
Dahaha random VIP 4 reference.
icon_dead.gif

What.
Here's a screen as to what he's talking about. A Boss from VIP & Wall Mix 4, a Super Mario World hack, where the main character is named "Boon." Kind of a weird game if you ask me. icon_lol.gif
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#161 Schwa

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Posted 23 January 2011 - 04:21 AM

Not that boon, you whimpering ninnyhammers! THIS boon!

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I didn't make this card though, in fact I have no idea how MAGIC is played, but the custom ones are still kinda cool~ icon_shy.gif

Anyway, NEWSFLASH: Did you know that if you hit an enemy for 2 damage (i.e. 1-Power Weapon) and it has a 1/4 resistance to that weapon, it still takes 1 damage instead of 0.5? icon_biggrin.gif I discovered this while weeding out bugs in my latest "Show Damage Dealt" addition. The moar you know!

#162 Avaro

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Posted 23 January 2011 - 08:39 AM

Schwa, that is amazing ♪
None of your updates are boring, you always have something new to show! I can't wait to play this!

I have questions about the platform script, because I want to use it in my game. Are you able to step from one platform to another while they are both moving? Can link use items like arrows on a moving platform without bugs? Would it be possible to make a platform that flies under solid objekts, so that link will not move if he collides with a solid objekt, but the platform will continue moving? (i know, my english is bad sometimes)
Also, can you list some more limitations for this script?

#163 Schwa

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Posted 23 January 2011 - 04:56 PM

QUOTE(Avataro @ Jan 23 2011, 05:39 AM) View Post

Schwa, that is amazing ♪
None of your updates are boring, you always have something new to show! I can't wait to play this!

I love you too! icon_love.gif *hugshugs*

QUOTE(Avataro @ Jan 23 2011, 05:39 AM) View Post
I have questions about the platform script, because I want to use it in my game. Are you able to step from one platform to another while they are both moving?

Not properly. This is a bug. You reminded me I need to fix this today. Thanks.

It works when the platforms are still, but some of the time if he's positioned halfway between both of them when they're moving in the same direction, they scroll Link too fast or too slow and he usually falls off. It might just be as simple a fix as changing the Rectangle coordinates it detects to something even smaller.

QUOTE(Avataro @ Jan 23 2011, 05:39 AM) View Post
Can link use items like arrows on a moving platform without bugs?

Yes. I haven't encountered any issues with this one yet. icon_smile.gif

QUOTE(Avataro @ Jan 23 2011, 05:39 AM) View Post
Would it be possible to make a platform that flies under solid objekts, so that link will not move if he collides with a solid objekt, but the platform will continue moving? (i know, my english is bad sometimes)

These platforms won't do that as they currently are. However, the moment you said this, a POSSIBLE solution just popped into my mind. Maybe I'll test it out and let you know if I can get it to operate, but don't expect me to drop what I'm currently working on just for that.

Double Post: Preview of what I think I'll be working on next. Taken in ZScript.

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You're free to speculate, but I haven't even started coding it yet. icon_smile.gif

#164 Orithan

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Posted 23 January 2011 - 05:34 PM

So, you are programming the bosses from LA into this quest and I'm already liking them. You have the Piece of Power already in, not sure about the Guardian Acorn yet, planning to have the Golden Leaf sidequest, and now this. I have no idea on what gimic from LA you will put in next?



#165 Schwa

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Posted 23 January 2011 - 06:40 PM

QUOTE(Orin XD @ Jan 23 2011, 02:34 PM) View Post

So, you are programming the bosses from LA into this quest and I'm already liking them. You have the Piece of Power already in, not sure about the Guardian Acorn yet, planning to have the Golden Leaf sidequest, and now this. I have no idea on what gimic from LA you will put in next?

Not exactly, but close. My additions are inspired by LA a lot, but don't expect the Hinox miniboss to behave anything like the LA version. icon_smile.gif I prefer to go with a more dynamic AI, one that reacts to where you are or what you're doing, you know, depending on the boss... I have a semi-vague foundation for this boss's attack pattern thought up, and tonight when I go home I'll take some time and map it down on paper (finally a good reason to use a flowchart! icon_xd.gif ) so I know what it is I'm supposed to code.

The coding will be the EASY part. I just got done doing all the graphics (all of its poses, for example) and MY GOD, I want to just collapse and cry now... icon_cry.gif Graphics stress me out so much. It took me almost half an hour just to edit the angle of his legs for the leaping pose for example. JUST ONE TILE.

Uggghhhh...

EDIT: Before working on Hinox, I got around to designing more of the south foresty area, and with it, two new enemies I had planned for that area (though they will be FAR more prominent in the Swamp, along with their stronger versions too).

Here's an awkward screenshot of both of them in action. icon_lol.gif

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The guy near the top left corner: the Red Pakkun Monster. You've already seen the blue variation, correct? (Very first post of the thread!) This one is weaker in terms of HP and damage, but it has a completely different attack; it prefers to summon invincible Spores that slowly float around for quite a while before dying automatically, so it is an indirect attacker. Tip: Kill summoners quickly, no matter what they are, or they will turn otherwise simple fights into pure pandemonium. (By the way, most or perhaps all of the summoners in my game will only summon a max amount of enemies on the screen at one time, unlike the pre-packaged Bat Wizzrobe. I prefer being able to Shutter-Lock the player in a room in a dungeon with summoners while still being fair about it.)

And the guy just to the right of Felix is a Blue Peahat-- yes, a Level 2 Peahat! It took some extensive scripting (while the Red Pakkun Monster required none whatsoever), but here he is. As he flies, five blue fireballs perpetually orbit very very fast around him, creating a dangerous shield (one hit takes out a heart and a half), but as he slows to a stop, their orbiting speed slows down to a crawl and the circle shrinks a lot, allowing you to get close enough to attack with a melee weapon, though the Slingshot is still a LOT safer, as you have to be very careful not to let the fireballs counterattack you when it takes off and the circle widens again. Killing the Blue Peahat removes the fireballs for good, and they'll be set to drop valuable items at their stage in the game.

So yeah, nothing huge, just a fun random little update for everyone icon_love.gif

I would love to release the Peahat to you guys, actually, the problem is though that all my enemy-spawning scripts are set up to use a somewhat unorthodox Utility routine set up throughout my whole Quest, so if I were to release the script I would have to edit it a bit to make it more universally compatible. icon_odd.gif

EDIT 2: And, solely for the sake of Great Justice™, here's what it looks like when there's TEN BLUE PEAHATS AT ONCE!!

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I would never do this to you guys. Also this got me terrible slowdown.

Wheeeeeeeeeeeeeee~

Edited by Schwa, 24 January 2011 - 06:27 AM.



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