Finished work on my 8th dungeon last night. I'm still planning out level 9 and some areas of the overworld. way it seems this quest might be released at some point in june.
What did you accomplish in ZC today?
#1831
Posted 29 May 2014 - 09:22 AM
#1832
Posted 31 May 2014 - 12:11 AM
I made a sideview Aquamentus boss. Somehow, I'm still having a hard time making it threatening, even after giving it a deathlaser.
#1833
Posted 31 May 2014 - 01:09 AM
To be honest, the only way I could think of making Aquamentus even remotely difficult is upping its damage to extreme levels, making it impossible to have the Magical/Mirror Shield to fight it and making it immune to all weapons except for melee-ranged ones. But even then, it would still be easy to weave in and out of its fireball spread. To be honest, I know nothing of scripting, so I don't know how one would go about making it a legitimate threat other than making all weapon damage set to Block other than the sword or some other melee weapon. Didn't Journey of Link give him a flamethrower or something? Whatever it was, that one's Aquamentus was actually to be taken seriously.
Something I was thinking about and wasn't sure if it would be worth a thread just yet is the feasibility of a "Tri-Beam Scroll". That being said, the idea is that, if such an item is possible to script, when the Scroll is picked up, Link would throw a 3-way beam, in a similar spread to an enemy with its shot type set to "3 Shots". This of course assumes that Link is in good enough health to use them in the first place and that his sword in question can use them. I would also assume that it would stack with the Cross Beam Scroll. Oh god, that would be devastating! Imagine throwing a 3-way volley of sword beams in all four directions, especially with a piercing beam. The beams would do the same damage.
In summary, assuming such an item COULD be scripted, it would basically let Link throw three sword beams out at once with a spread similar to that of an enemy with a shot type of "3 shots". All I'm interested in knowing at this point if something like that is even doable and further, would such an item be overpowered to the point it should be post-game only or if it would be balanced enough for late main-game usage? Again, I'm not requesting such a script, just asking if it could be possible. If it is, I may consider posting a request at a later date in the correct forum.
#1834
Posted 31 May 2014 - 01:53 AM
The main problem is that it's supposed to be an early game boss, so Link's abilities will be limited. The deathlaser looks nice but it can't even hit you most of the time. It keeps you from jumping, though, so I just need to think of a way to use that.
And the Tri-Beam scroll is definitely possible. Just have to spawn some more weapons when a sword beam shows up on screen.
#1835
Posted 31 May 2014 - 03:31 PM
Finished my quest, now begins the tedious task of beta testing... D:
- Yloh likes this
#1836
Posted 31 May 2014 - 11:15 PM
My fourth level is coming along quite nicely. It is by far a very creative and original idea. It is also very complex and I am beginning to understand how much of a headache it is trying to make complex ideas work. I can't wait to show it off.
When level 4 is done. I will patch some things up and release a demo of my quest "Mike's Fun House".
#1837
Posted 31 May 2014 - 11:54 PM
I made two bosses today. They're really a lot more fun to make than rooms. I think I may have made sideview Aquamentus too deadly, though.
#1838
Posted 01 June 2014 - 04:39 AM
All I'm interested in knowing at this point if something like that is even doable and further, would such an item be overpowered to the point it should be post-game only or if it would be balanced enough for late main-game usage?
I would imagine that when you first receive the Sword, it doesn't shoot beams at all. After a while, you receive the ability to shoot single beams that do 1/4 damage, and they work as long as your HP is at least 3/4 full. Even later on, you receive the Tri-Beam ability, at 1/2 damage. However, this one only works at 100% HP. That sounds a bit more balanced, even more so if you tweak damage values to half of that if you're receiving it fairly early.
Now, since you'd be scripting anyways, you could possibly take it further. Make the Cross Beams cut your Beam damage by half, so you can spam beams everywhere as some sort of unholy Touhou-esque abomination, but you can de-activate the Cross Beams if you want so that you're dealing better damage but actually have to aim. (Make the Cross Beam item take up your "B" slot so you can equip/unequip it at will)
#1839
Posted 01 June 2014 - 06:29 PM
I would imagine that when you first receive the Sword, it doesn't shoot beams at all. After a while, you receive the ability to shoot single beams that do 1/4 damage, and they work as long as your HP is at least 3/4 full. Even later on, you receive the Tri-Beam ability, at 1/2 damage. However, this one only works at 100% HP. That sounds a bit more balanced, even more so if you tweak damage values to half of that if you're receiving it fairly early.
Now, since you'd be scripting anyways, you could possibly take it further. Make the Cross Beams cut your Beam damage by half, so you can spam beams everywhere as some sort of unholy Touhou-esque abomination, but you can de-activate the Cross Beams if you want so that you're dealing better damage but actually have to aim. (Make the Cross Beam item take up your "B" slot so you can equip/unequip it at will)
Pretty much, there are five Sword class weapons. The Wooden Sword is pretty much just a useless splinter stick you can slash with. The White Sword and better all fire beams (rather, look like you're literally throwing the weapon in question) that do full damage, but you need to be in perfect health. I was going to make the beams do the damage of one Sword class weapon below them, but after discussion with those that played my expo, I decided to go with full damage beams, although now all weapons require full health to use them.
I think that should I have someone script this for me in the future, I would either make it an item you can't get until after level 8 or put it in a post game dungeon as a bragging rights reward. I think that for the sake of a beta, I would have it in a dungeon that requires levels 1-8 completed to even enter and let the testers decide if it's okay or if it should be a post game item that serves no purpose other than bragging rights and fulfilling 100% completion requirements. I don't really see people keeping perfect health too often, so I think it would be fine as is just being in a post level 8 bonus dungeon, but only time will tell.
After all, I'm not good at balancing things out, hence why post expo I nerfed a lot of problematic enemies and made the decision to buff the sword beam strength back up to normal instead of the damage of a sword one level below it.
#1840
Posted 01 June 2014 - 10:09 PM
The map design for level 4 is half way done. Man, I can't wait to see your reaction, when you see this level.
#1841
Posted 01 June 2014 - 10:24 PM
I finished what amounts to level 2 in my "secret project". It turned out to be WAAAAY too difficult, so I spent a lot of time rebalancing it to make things more manageable.
#1842
Posted 03 June 2014 - 05:17 AM
I decided to fix the main palette in my quest. I needed to rearrange things so that it was easier to draw new tiles and enemies, since I found myself having to shuffle through 8 scrambles shades of each color per tile. The result? My palette is much easier to use and has smoother gradients, resulting in much more beautiful screens. However, it also means that I have to recolor EVERY SINGLE TILE in my quest...
Oh, but that wasn't good enough. I also decided to re-build all of my maps from scratch. Why? Because I wanted to use the LttP Map Display script, meaning that I needed to make each map an Interior-type, separate each area into a different map, and re-orient each one to line up correctly on the map when it's used. Not to mention having to plug the map data for each area into an array and insert it into the script, on top of drawing out all the necessary graphics for the map screen, some of which took three or four iterations to get to look how I wanted.
And yet that wasn't enough work for me either! I'm also re-sorting my tile sheets so that I can find things easier and fit in more enemy graphics that hopefully won't glitch up because ZC has the buggiest enemy sizing system I've ever seen! I really don't mean to upset any of the developers, but I have to ask: Countless revision, bugfix, and beta versions to get to where ZC is at now, and the glitches inherent to Enemy->Extend never got fixed. Why not? (Seriously, I'd honestly like to know. A built-in option in the Enemy Editor to mess with the size settings is probably one of the biggest requests ever. Why is it that it doesn't seem to have been looked at yet, or even the tile glitches when you try to use a script to do so? Honest question, no offense intended.) Of course, moving all these graphics around also means that I have to redo the settings for all sorts of things like my strings (which are getting re-sorted as well!) and my enemies.
On the bright side, I was smart enough to save everything as a second quest file, so I have my original version to use as a cheat-sheet. I even re-arranged some existing screens so they line up between maps better. When I'm done, not only will this be much easier to work on, but I'll hopefully even fix some features that I had accidentally broken like dark rooms.
#1843
Posted 03 June 2014 - 08:57 AM
Started to work on the villain sprites. ![]()
Edited by Charizard, 03 June 2014 - 08:59 AM.
#1844
Posted 06 June 2014 - 05:36 PM
24 finished screen`s in my little thing and some betatesting in 2 days.
#1845
Posted 06 June 2014 - 06:50 PM
Added the Green Lantern which does Wooden Sword damage, but doesn't use any magic, unlike the Blue/Red Candles. I also added this to be used as an offense against a future gimmick enemy:
EDIT: Started on another Take 'Em All On inspired minigame of sorts. Same format as the first one; you go through 5 or so rooms of each level then rematch their bosses for useful items. I wonder how many people would do the post level 6 one just for the chance at winning a wallet that holds up to 9,999 Rupees? Also, I wonder how many people would actually try to grind all the way up to 9,999 besides Eppy and HylianGlaceon (I remember in the expo he actually grinded to test the limit of my wallet upgrade)?
EDIT2: Probably going to spend Sunday working on Adam's Quest II. Gotta get some more tiles and then I should be ready to make level 6. After another 5 hours of "work" that really just amounts to me tweaking enemy stats. On an unrelated note, I entered into EotM #5 with a rather mediocre entry. Eh, at least this time it's more balanced than my past two entries. That Aneru / Salamander that blew up into 32 damage flames was a little extreme (NOTE: Same damage as a Mirror Wizzrobe!) and my Water Sprites just had way too much HP for how much damage they could do. That and having to reskin Flame 2s as bubbles...meh.
Other AQII Changes:
- Din's Fire L1 upgraded to 4 damage from 2.
- Din's Fire L2 upgraded back to 8 damage from 6.
- Green Lantern added. (basically Red Candle w/o magic cost so it doesn't devalue Din's Fire)
- New weapon added. (see spoiler for details)
- Added the "Hall of Endurance", which is basically the Training Grounds on Expert difficulty. The left room can't be entered without a full Triforce while the right side requires both items from level 6 to access.
- Made Wallet L2 give 300 Rupees on pickup and Wallet L3 give 500 Rupees.
- All Bomb Bags and Quivers now give you bonus bombs/arrows when collected. For instance, getting the Quiver (Medium) gives you 20 arrows in addition to increasing your maximum arrow count from 30 up to 50.
- Added a troll room into the cave I made recently.
- Fixed an error with the Cave of Serenity where you could get stuck thanks to a guy talking, preventing you from moving if you entered it from too far up.
- Added Zelda 2's Fairy sound when you hit a Fairy Fountain.
Edited by RedmageAdam, 07 June 2014 - 01:07 AM.
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