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What did you accomplish in ZC today?


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#1741 KingPridenia

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Posted 06 May 2014 - 04:33 PM

Had the worst idea ever and Eddy beat me to the punch to "play" my bad idea. No joelmacool12's were offended by the bad idea other than jokingly threatening to sue me. And no, the bad idea wasn't there to flame, troll or harass the author either. It's all good fun. I think it got me out of my slump.

 

EDIT: Fixed an idiot typo I made.


Edited by RedmageAdam, 07 May 2014 - 11:35 AM.

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#1742 Shane

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Posted 07 May 2014 - 01:24 AM

Yeah, it's meant to resemble the Sheikah Eye. Either way, I redid it. It's a lot more creepy now. I won't get into detail. You'll see this scene at the end of the demo.



#1743 Eddy

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Posted 07 May 2014 - 01:33 PM

Finished my Level 5 and I'm ready to make the area in which Level 6 and 9 are located. Progress is going pretty rapidly these days and I'm pretty proud.



#1744 Aevin

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Posted 08 May 2014 - 01:35 AM

"Finished" the 7th of 8 overworld areas, and assembled some cool pieces for the 8th. It's gonna be something special ...

 

This is the first day in awhile that I've worked on the quest, but it was a really productive day. :)


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#1745 kurt91

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Posted 08 May 2014 - 05:29 AM

Today, I got a ton done for my quest.

 

I made a script request and got it made for me, then used it to make an amazing custom boss. The best part is, if I tweak the script slightly, I can make another boss that's completely different, more difficult, and just as unique.

 

I replaced some of the BigEnemy scripts in my quest with the BigEnemyDX script, fixing a couple problems. Although, I did find a situation where the BigEnemyDX script doesn't work as needed, so I'm going to have to make a custom one-time script with all the things I need hard-coded in instead. There simply aren't enough arguments to make it work. Still, it's just tweaking a collision box a bit tighter around a boss, so it's nothing major.

 

I replaced some music tracks in my quest that I finally decided didn't quite fit. Now my Hero's Shade boss has more of a dangerous climax feel without using the Star Wolf theme. My new track that I'm using has a bit of a more mysterious feel to it. (look up "Genetos Price of Prosperity" if you want to hear the song ahead of time.)

 

I fixed the EXP system so that all three different types of experience points work correctly and are dropped by enemies. The only drawback at the moment is that the defensive EXP uses a few empty levels. My original plan isn't going to work without very heavy scripting that I'm not sure I can manage, so I have to decide whether to forge on ahead on it, keep the empty levels as-is, or ramp up enemy attacks much higher as the game goes on and make the game extremely unfriendly towards low-level runs. (10 hearts of damage as one of the absolute weakest end-game attacks.)

 

I play-tested the entire thing multiple times today, and fixed every problem I could find. Providing I didn't miss anything, not including the collision issues with a single boss battle, it should be completely bug-free, leaving me finally ready to start working on new content! Once I fix that boss, I'm thinking that I should be ready to put up a Quest Project Feed for it at last, and an updated version of my Expo demo.

 

By the way, I'm a bit curious. Did anybody record themselves playing my M-Quest demo back during the Expo? I remember Eppy and Jubbz both did, and I wanted to make sure I didn't miss any feedback I could use to improve what I've got. I've been using every reaction and opinion I've been given to tweak my quest and improve it.



#1746 Tree

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Posted 08 May 2014 - 05:42 AM

I started working on province called "Hylia Everglades". Basically, it's a very thick, crowded swamp with little solid ground. It's in the South-Eastern part of Hyrule, and is basically the Hylian equivalent of Florida. The swampy bits of Florida, anyways. I should totally make an alligator custom enemy... 

 

I shall supply a screenshot sometime in the near future.


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#1747 Lejes

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Posted 08 May 2014 - 11:12 PM

Attained complete and total mastery over ghost.zh. Also made a small boss intro.



#1748 Orithan

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Posted 09 May 2014 - 07:00 AM

Scripted a couple of challenging Wizzrobes, one of which is going into Enemy of the Month. They are not complete yet, because of bugs in one of them and the other being incomplete. These are going to make the Blue Wizzrobe look like a joke.


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#1749 KingPridenia

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Posted 09 May 2014 - 10:39 AM

Scripted a couple of challenging Wizzrobes, one of which is going into Enemy of the Month. They are not complete yet, because of bugs in one of them and the other being incomplete. These are going to make the Blue Wizzrobe look like a joke.

 

Oh great. Making my most hated Z1 enemy even harder. *ragequit* But in all seriousness, can't wait to see the one that's going into EotM.



#1750 Eddy

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Posted 09 May 2014 - 12:15 PM

So, Level 6 and 9s area is coming along nicely.

 

I've suddenly gained a lot of motivation for my quest and that's actually pretty good. I'm expecting to get Level 6 started hopefully by tomorrow.


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#1751 Shane

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Posted 09 May 2014 - 12:17 PM

Making my quest playable. Sidewarps, secrets, scripts, etc.

 

I do map design than add gameplay, to ensure I don't make any mistakes on both tasks.


Edited by Charizard, 09 May 2014 - 12:18 PM.

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#1752 AlphaFrost

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Posted 09 May 2014 - 09:57 PM

Did a lot in my Metroid Quest today. Rounded out a lot of the areas and made it easier around the Norfair bit, but it is still a challenge.



#1753 Lejes

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Posted 10 May 2014 - 12:30 AM

I made another enemy for Enemy of the Month #4, this time using ghost.zh. The enemy pretended to be a flight of stairs for a while, but I eventually outsmarted it.



#1754 kurt91

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Posted 10 May 2014 - 04:16 AM

Pretty fun day for today. I put together the special BigEnemy script I needed, so my recurring boss will work properly. I also started tweaking sound effects, so now there's a lot more unique sounds than what I had before. (A major complaint I remember from my last demo was too many pickups using the same sound) I even replaced the Low Heart Warning sound with Link's pained gasping from Wind Waker, so the game should be much less irritating when you take a major hit. I'm considering whether or not I should give every boss a unique hit and death cry, or conserve the number of sounds I'm using and just have two or three for the type of enemy you're fighting.

 

I also re-did the missing bombable wall tiles for my Forest Ruins area, and started expanding it into a full-sized explorable area. You're not meant to do any real progress just yet, so most places are still blocked off, but it'll be nice to have it a bit more fleshed out in my next demo. (That was another complaint, only stepping in, grabbing the next progression item, and then leaving immediately.)



#1755 Eddy

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Posted 10 May 2014 - 05:32 AM

Started Level 6 this morning and I'm planning to make this a very unique Mines dungeon.


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