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What did you accomplish in ZC today?


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#1756 David

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Posted 10 May 2014 - 05:52 AM

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

Sounds neat! Can't wait to see the dungeon once the quest is released! :)

#1757 KingPridenia

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Posted 10 May 2014 - 03:34 PM

On a non-serious note:

 

RedmageAdam tried to swim in lava (or tomato soup / orange Kool-Aid since the lava is really just orange colored water in coding)

089dj2cn8q8eoccfg.jpg

 

On a serious note, working on a cave right now that will lead the player towards level 6. Still trying to figure out what MIDI I will use for it though. I want to avoid cliche ones like Zelda 2, Zelda 3 or Link's Awakening's cave themes. But I have almost 200 MIDIs; I'm sure one of them will fit. And if not, time to hit up VGMusic.


Edited by RedmageAdam, 10 May 2014 - 03:46 PM.

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#1758 strike

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Posted 10 May 2014 - 03:37 PM

Worked on an area of my game called Uncharted Wilderness. It leads to level three. I like my game. It's fun to work on and to play. Hopefully other people will like it too. I'm thinking I'll release a beta of the first three levels this summer.

-Strike

#1759 KingPridenia

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Posted 10 May 2014 - 10:40 PM

Did a quick cheat-assisted playthrough of my game and fixed a number of bugs I missed:

 

-Having removed the "Freeform Dungeons" rule, I had Link walking on the ceiling in some rooms in level 5. I fixed this by layering the offending piece of the doorway onto Layer 3.

-Didn't place L2 Cane of Byrna in level 5 where it should have been

-Changed some tiles from "Overhead" combos back to "No Flying Enemies" ones.

-Changed a block puzzle in level 5 such that you can just run past the enemies in the room the stairs lead to and get the unguarded Boss Key instead of being forced to defeat two rooms worth of enemies and backtracking if you die, having to re-solve the puzzle.

 

After playing it for the first time in a while, I've come to realize some of the enemies are a bit too much. Also, I need to change it so all of the fire enemies ignore fire damage. Killing Fire Zols with Din's Fire is pretty jarring. So other than a few minor annoyances, I can say it's pretty much bug free. I still need to make a HUGE amount of enemy changes and remove all the "Hold Up Item" flags for every single key in the quest.

 

Oh, and since this game has NO relation to Adam's Quest, my first ever quest, I'm just going to call this game Adam no Bouken. I don't want to make it a sequel or anything; just its own standalone game.

 

EDIT: I might make a Quest Project for Adam no Bouken, but I'm not sure.


Edited by RedmageAdam, 10 May 2014 - 11:01 PM.


#1760 Shane

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Posted 10 May 2014 - 10:43 PM

Made palettes just for each respective dungeon sideview area in my game (6 in total).


Edited by Charizard, 10 May 2014 - 10:48 PM.


#1761 umbrello

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Posted 10 May 2014 - 10:53 PM

Added water to towns and some decorative grassy tiles to overworlds. In other words... I added more zazz.  :awesome:



#1762 Yloh

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Posted 11 May 2014 - 05:14 PM

I have begun designing world 4 "Glitch World" in my game. For something different, I am letting my 9 year old nephew and 8 year old niece help me with the design. Actually, I am allowing them to put what ever they want in the overworld portion of world 4. I'm talking everything, everything like strings, enemies, shops, etc.... I gotta say, I did not expect the mess they are creating. It compares to "DayDay".


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#1763 KingPridenia

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Posted 11 May 2014 - 08:25 PM

That sounds really neat Y1oh! Can't wait to see that in action!

 

vcfkg90f6elfvikfg.jpg

 

A screenshot showing off the three varieties of Darknuts I have so far. This addresses the issue many people had with normal and charging Darknuts looking alike. And yes, I did have a 3rd Quest where in level 2 you were already fighting Blue Darknuts, although in the original, this room was 3 Red and 3 Blue Darknuts.



#1764 Russ

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Posted 12 May 2014 - 02:46 AM

This weekend, I made an entire dungeon, save for the boss, which I'll hopefully script some time this week. That was fun. Exhausting, but fun.
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#1765 Shane

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Posted 12 May 2014 - 07:08 AM

Starting to work more on my Hyrule Field map.

 

The thing was, I didn't want to do more grass screens. It may be boring to travel across. So I decided to make provinces with different design choices and tiles. So far, there was only Faron Hyrule Field. But now, Eldin Hyrule Field:

 

w5sfQ5K.png

 

There is an older version in the screenshot thread. They had the old rocks. I made some new ones, since I made new trees, water, etc.

 

Now what to do with Lanayru Hyrule Field?


Edited by Charizard, 12 May 2014 - 07:32 AM.

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#1766 Yloh

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Posted 12 May 2014 - 09:44 PM

I've managed to get my nephew and niece to create 23 screens for "Glitch World" before they lost interest. They created a more glitchy looking place than I could of ever imagined. Now I gotta find some why to make it all work together. Wish me luck guys, I'm going to need it. 



#1767 Jared

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Posted 12 May 2014 - 10:24 PM

Starting to work more on my Hyrule Field map.

 

The thing was, I didn't want to do more grass screens. It may be boring to travel across. So I decided to make provinces with different design choices and tiles. So far, there was only Faron Hyrule Field. But now, Eldin Hyrule Field:

 

w5sfQ5K.png

 

There is an older version in the screenshot thread. They had the old rocks. I made some new ones, since I made new trees, water, etc.

 

Now what to do with Lanayru Hyrule Field?

 

Very nice! I think you could make Lanayru have a lot of ponds and shallow water patches, maybe. Waterfalls and ledges, too.


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#1768 Shane

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Posted 12 May 2014 - 10:38 PM

I was thinking that... but Lanayru is the sand province (while Faron is the forest province and Eldin is the mountain province).


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#1769 KingPridenia

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Posted 12 May 2014 - 11:54 PM

Rebalancing mostly with a few more bugs fixed:

 

===Rebalancing Matters===

-Bits and Bots have reduced HP and damage. Orignal damage was 3 and 6 for Bits and 6 and 10 for Bots with the Bits having 6 and 12 HP and Bots 14 and 22 HP. Now the Bits have 2 and 4 damage (same HP) while the Bots have been nerfed down to 10 and 16 HP.

-Fire and Ice Sprites are no longer immune to Arrow damage and instead of blocking magic, they are stunned by it. They should be a bit easier to fight now.

-Replaced level 2 Bits with level 1 Bots so there is better enemy variety early.

-Stronger Moblins and Goriyas have had their Step Speed reduced.

-Made Embers have 1-shot fireballs instead of 1-shot (fast) fireballs.

 

===Bug Fixes===

-Fire enemies now ignore fire damage.

 

What do you guys think, particularly those that played Adam's Quest II during the expo? Should I make the sword (or axe) beams do full damage instead of half?


Edited by RedmageAdam, 13 May 2014 - 01:11 AM.


#1770 Eddy

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Posted 13 May 2014 - 11:27 AM

Well, I still haven't played the expo demo myself (saving myself from spoilers), but from what you've told me, I'd say probably make the sword or axe beams do full damage. Personally, having the beams do the same damage as the axe/sword can make things less tedious in a way. I can't really explain it, but I guess it kinda forces you to take damage so you can kill things easier than with half damage from far, when you can just go up to it and deal more damage.

 

That's just my personal opinion, but I still go by making beams do full damage.




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