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What did you accomplish in ZC today?


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#1801 anikom15

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Posted 22 May 2014 - 01:32 AM

Honestly, I don't even know what to call my quest anymore. But it can't be Adam's Quest II as I don't plan to have it have ANY relation to the former game which as far as I'm concerned should NEVER get a rating above a 3/5. I'm bad with naming and I don't want my game to be a "fairytale". At this point, I may as well call it "The Red Feathered Hat Experiment" with NOTHING to do with ANY hat at all. I mean okay, I COULD have an "Adam's Quest II" with a 100% different storyline like the Final Fantasy series. But really, it's bad enough a title like that would turn people away.

EDIT: Sorry for my rage post before. But I'm really getting sick of not having a good name for my game. Everything I come up with is either stupid or sounds like some random game nobody outside of Japan would have heard of. I officially give up. I really don't know what to call my quest. To be honest, it won't be anything special. I just want it to be a standard 9 dungeon format with a few extra dungeons that house key items and some optional dungeons for bonus items. If it matters, it is more action than puzzle based, although puzzles will be in the game. Essentially, my aim is to target those that like fighting and learning the most efficient way to kill enemies.


How about ... Adam's Quest?

#1802 Shane

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Posted 22 May 2014 - 11:04 AM

http://www.mediafire...wkm/SWAG(2).qst

 

have fun


Edited by Charizard, 22 May 2014 - 11:16 AM.


#1803 Jamian

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Posted 22 May 2014 - 11:56 AM

Honestly, I don't even know what to call my quest anymore. But it can't be Adam's Quest II as I don't plan to have it have ANY relation to the former game which as far as I'm concerned should NEVER get a rating above a 3/5. I'm bad with naming and I don't want my game to be a "fairytale". At this point, I may as well call it "The Red Feathered Hat Experiment" with NOTHING to do with ANY hat at all. I mean okay, I COULD have an "Adam's Quest II" with a 100% different storyline like the Final Fantasy series. But really, it's bad enough a title like that would turn people away.

 

EDIT: Sorry for my rage post before. But I'm really getting sick of not having a good name for my game. Everything I come up with is either stupid or sounds like some random game nobody outside of Japan would have heard of. I officially give up. I really don't know what to call my quest. To be honest, it won't be anything special. I just want it to be a standard 9 dungeon format with a few extra dungeons that house key items and some optional dungeons for bonus items. If it matters, it is more action than puzzle based, although puzzles will be in the game. Essentially, my aim is to target those that like fighting and learning the most efficient way to kill enemies.

 

I actually like "The Red Feathered Hat Experiment". The fact that the quest has nothing to do with any hat even makes it better in a way.


Edited by Jamian, 22 May 2014 - 11:59 AM.


#1804 KingPridenia

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Posted 22 May 2014 - 12:21 PM

I actually like "The Red Feathered Hat Experiment". The fact that the quest has nothing to do with any hat even makes it better in a way.

 

Well to be honest, one of the main characters wears one, so maybe it fits. I guess to me "The Red Feathered Hat Experiment" would be more like the title for a joke quest in the vein of Pessimistic Pizza or the random name contest you held months ago. Perhaps I'm thinking too much about the title though. I mean I have no plans to ever officially release Adam's Quest and to be honest, the one I'm working on has ZERO connection with the previous game, unless you count bonus dungeons being rehashes of ones I made in abandoned quest projects only with rebalanced enemies.

 

In all seriousness though, do you think it's too early for me to have a title, since in theory, I don't need to title it until I'm ready to have it beta tested and/or submitted?



#1805 Jamian

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Posted 22 May 2014 - 12:26 PM

I find that the longer you wait to give your project a title, the harder it is to think of one. But "hard" doesn't mean "impossible" of course. For example, I didn't have a title for Promised Lands until all of the dungeons were finished.



#1806 Aevin

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Posted 22 May 2014 - 03:20 PM

Yesterday, I completely rearranged a quest palette. Doesn't sound bad, until you realize I had already mapped out a whole bunch of stuff. Fortunately, the graphics are pretty simple in this, so it only took about an hour and a half to recolor everything. Only an hour and a half of utterly tedious work. :(

 

Ah well. Now I have a much more logically organized and flexible palette.

 

Out of curiosity, does anyone know a way to copy/paste or swap colors between csets without manually reentering the colors or copying an entire cset?



#1807 Obderhode

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Posted 22 May 2014 - 03:38 PM

Finished level 3 in my remake of my quest, "Flow of Time" after a long hiatus! It really is fun going back through the game and remastering it. Level 3 went from being my least favorite dungeon in the game to my current favorite. If you played the original, there were colored chests in the dungeon that told you how to get through a "maze path", which was too similar to level 2's gimmick. Now, the colored chests serve as a password for unlocking the dark locked chests in the dungeon.

 

Graphical comparison!

 

flowcomparisonLevel3.png


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#1808 KingPridenia

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Posted 22 May 2014 - 09:35 PM

Something I whipped up. Thanks to Moosh for helping me with setting this up. If anyone is curious as to how I did this, feel free to ask. As always, feedback is appreciated as long as you're not flaming.

 

http://www.mediafire...ordBeamTest.mp4

 

EDIT: Here's the process for those of you curious:

 

Basically, what I did was this.

 

Step 1: I drew the tiles for the thrown axe. Below is an export of my sword beam as an example:

24a0jzdjarkaz11fg.jpg

Note that I am viewing that page in CSet 11, yet there are a series of CSet 5, CSet10 and CSet 7 tiles. More on that shortly.

 

Step 2: Create a new animation for the sword beam. For me, I made it start on the left-most axe, the one that points up-left. I set the animation frames to 8 and the animation speed to 4.

 

Step 3: Go into the item editor and set the new animation for your sword beam. For me, I have it called "Sword 3 (Battleaxe, Thrown)". Because there are no tiles to the right of the animation, there is no particle left behind on impact; it just disappears.

 

Step 4: Select the tiles used in the animation and then press B. You will be asked "Do you want to convert the selected tiles to 8-bit color?". Select the Yes option.

 

Step 5: You will need to go back and edit the tiles again, because all of the transparent sections will become black. Simply go back in and convert all of the black to transparent coloring on each tile. If you did everything right, you'll have a sword beam that doesn't flash. Do keep in mind though with mine, I just wanted the illusion of literally throwing your sword/axe. You don't have to have an animation, just the needed tile and the steps above followed.


Edited by RedmageAdam, 22 May 2014 - 11:10 PM.

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#1809 Tree

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Posted 22 May 2014 - 09:52 PM

More work on the Everglades. (I'll probably be talking about this area for awhile. I'm not able to work on it as much as I'd like, so progression is going a bit slower than wanted)

 

I've came up with a pretty deep lore for the area. One of which I'm not sure I'd like to share publicly at the moment, seeing as plagiarism is always a factor. I will say that the Lilly Pad Path pointing Eastward leads to a tribe of Deku Scrubs, not unlike the Deku Palace from Majora's Mask. Don't worry though. The way I mean to handle them will be quite a bit different than their iteration in Majora's Mask. Let's just say 'monarchy' and 'rebellion' are words that describe what's currently going on in this province...


Edited by Tree, 22 May 2014 - 09:52 PM.

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#1810 Shane

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Posted 22 May 2014 - 10:03 PM

oTEfp1f.png

Progress on redesigning stands great. I also managed to sprite several new tiles. I personally will say I have come quite a long way since my first time using EZGBZ and spriting likewise. Sorry for the JPG file, but it's the only way to show my old work since I don't have PNG files on me.

fxwcxu.jpg


Edited by Charizard, 23 May 2014 - 04:57 AM.

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#1811 Eddy

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Posted 23 May 2014 - 11:53 AM

Wow, those look amazing Charizard! I'm really liking the improvements, some really good stuff going on too!



#1812 kurt91

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Posted 25 May 2014 - 12:20 AM

I finished putting together an expanded area in my quest (Forest Ruins), and added in a script off the forums (Thanks Alucard!) that automatically applies BigEnemy settings without needing to place an FFC. While I do have to completely restart the quest every time I want to check the sizing and tweak the settings, it's very helpful for enemies with awkward hitboxes (18x25 pixels, for example). The only major problem is that there seems to be an animation glitch, but hopefully it will get fixed.

 

The script's being used for a new enemy I came up with, where the horns threw it a few pixels off the 16x16 limits, and my re-drawing attempts kept making it look stupid. It's a metal enemy, meaning that light weapons like the Boomerang or Arrows will just glance off without dealing any damage. Striking attacks such as the Sword will deal reduced damage, and fire/explosions will deal lessened damage as well (but more than the Sword). Magical attacks still deal full damage, since it's relying entirely on massive physical protection. It hits relatively hard, dealing 8 HP of damage per hit, but it's slow and has no ranged attacks, so even a beginning player should still be able to take it down without too much trouble other than the amount of time it will take to kill it. It's main threat is that if you're focusing on it, you'll be blindsided by the weaker and faster enemies that are more aggressive. However, if you ignore it completely, if it manages to sneak in close, you're in for a world of hurt.

 

Also, I came up with a pretty nice optional boss (for now. The full game will have it required to kill). It's a large slime that splits into three smaller slimes when killed. However, if you don't kill the smaller slimes quickly enough, they'll re-form into the full slime. If you're not efficient, whether it be effective combat skills or just level grinding until you can overpower it through sheer strength, you'll be dealing with an army of massive slimes! Fortunately, leaving the room and returning will reset the fight, if you think another attempt will help.

 

There isn't a reward for killing it, but like I said earlier, the full game will have you fight this thing much later as a recurring miniboss. (Think of the Stalfos miniboss in Link's Awakening) You'll have to fight it four times to open the pathway forward, and it's a sort of a set of practice battles before you reach the real boss that takes the concept much farther. (A regenerating boss that can heal itself even without re-forming from weaker enemies, although it can do that too.)


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#1813 Lejes

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Posted 25 May 2014 - 03:59 AM

I made a dinky guy that hops. I guess it's not as impressive as Metal Man up there. But I did also make a script that allows for variable jump height in sideview screens, just like a real platformer.



#1814 Shane

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Posted 25 May 2014 - 09:42 AM

http://www.mediafire...w3t838o3o/A.qst



#1815 Aevin

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Posted 26 May 2014 - 03:32 AM

I made the sprites for an elemental enemy, inspired by the elementals from Final Fantasy XII. This is the most complex enemy I've ever made sprites for.

 

Here's a side-moving animation:

output_0zLlsN.gif?t=1401092373

 

And a halt/fire animation.

output_HfISKQ.gif?t=1401092823

 

I'm not a fantastic sprite artist or anything, but for me these were quite an accomplishment. :) (Believe me, they look better in game.)


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