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What did you accomplish in ZC today?


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#1846 Eddy

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Posted 07 June 2014 - 04:45 AM

That new item looks really interesting! Probably something I haven't seen being done before.

 

And those new changes look pretty good, especially when expansions give you a little boost (like wallets give additional rupees, quivers give additional 20 arrows etc). That could come in handy for some things when playing the quest.



#1847 Shane

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Posted 07 June 2014 - 04:56 AM

Been working on a massive sprite for my quest. It's day 3 and it has seen ground up remakes, lots of polishing and perspective editing. I still need a lot to do but all in all I'm really pleased with how it is coming out.


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#1848 KingPridenia

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Posted 08 June 2014 - 08:18 PM

Sample of a small change I made to my subscreen:

Spoiler

 

Subscreen with a different item selected:

Spoiler

 

So what do you guys think?



#1849 Yloh

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Posted 08 June 2014 - 08:33 PM

Sample of a small change I made to my subscreen:

Spoiler

 

Subscreen with a different item selected:

Spoiler

 

So what do you guys think?

 

 

Interesting RedMageAdam, instead of your passive items being separated, they are all in one open space. It looks like there is a lot more room for more items. Is that what you where going for?

 

Progress in my quest. Every room is built and works for level 4. Now I just need to place enemies and make a boss.


Edited by Yloh, 08 June 2014 - 08:37 PM.


#1850 KingPridenia

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Posted 08 June 2014 - 08:50 PM

Interesting RedMageAdam, instead of your passive items being separated, they are all in one open space. It looks like there is a lot more room for more items. Is that what you where going for?

 

Progress in my quest. Every room is built and works for level 4. Now I just need to place enemies and make a boss.

 

All I really did was just make a few minor tweaks to the active subscreen. And yes, every item within a default quest file will be available, although I did swap a few item spots. For the actual B-Button items, I added the CURRENT ITEM in place of SELECT AN ITEM with the item name below. So other than a handful of item location switches, it's the normal "New B" subscreen set. A few of the items you're seeing are new ones I made in the item editor.

Spoiler

 

I may potentially see about having someone script me a new scroll to go in the slot that the Stone of Agony normally occupies because frankly, that thing is worthless. I'm not 100% sure on it though, but I already know what I would want the scroll to do and a Lejes has already told me the item is feasible to make. All I would have to do, should I decide to go with it, is find someone willing to script the scroll in question for me.



#1851 Lejes

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Posted 09 June 2014 - 01:07 AM

http://www.mediafire...h6zl/TriBeams.z

 

That's what I did today. Facing left or right makes the sword beams look slightly off, but I won't worry about it for now.

 

 

EDIT : blaaaade stooooorrrmmm

 

I fixed it. The beams are in more or less the right position now, and they respect enemy shields. Also changed their spawns a bit to make things like stray single beams and infinite swordstreams probably impossible, and it cooperates with the cross beams scroll. As an added bonus, the beams actually do damage now.


Edited by Lejes, 09 June 2014 - 07:54 PM.

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#1852 kurt91

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Posted 10 June 2014 - 04:02 AM

Well, I'm realizing that re-building my tiles and palettes isn't going to take nearly as long as I thought it would. I just make a copy of each tile, apply the palette changes with the Wand tool, make new combos that go with each tile (also sorting my combo pages into something much easier to navigate), and then delete the old tiles and combos. (Is there a keyboard shortcut to remove combos? I couldn't find one, and it would save so much more time) Afterwards, I copy and move the tiles into a more compact and better organized sequence in the tile page.

 

I haven't gotten to finish re-building my field area yet, but I have fully re-built both sections of my sunken ship map, inside as well as outside, and re-assembled all the secrets and flags. It's rather nice to see how all my graphics look in my new palette, the colors flow into each other so easily that even at 640x480 resolution, you don't notice the individual pixels all that much. It fixes a lot of tiles where I didn't like how the shading and texturing looked originally.

 

Speaking of texturing, I've been adding in additional tiles and graphics while I've been re-building, using some of the Game Maker graphics that Koh released in the "Sprite a Day" thread. (Don't worry Koh, I'm giving full credit when I'm done.) They're very beautiful graphics, and the extra colors aren't a problem at all with my new palette. I've got 8 shades of every color I need, so I really doubt that there's going to be anything I can't add in if I want to. The only limitations are what would match my tileset and not clash with the existing graphics.

 

The only problem with my palettes is that a couple of my enemies look a bit washed out now, but I can always adjust things when I'm done, so that I can see what won't break other graphics using the same colors.



#1853 KingPridenia

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Posted 10 June 2014 - 01:42 PM

http://www.mediafire...h6zl/TriBeams.z

 

That's what I did today. Facing left or right makes the sword beams look slightly off, but I won't worry about it for now.

 

 

EDIT : blaaaade stooooorrrmmm

 

I fixed it. The beams are in more or less the right position now, and they respect enemy shields. Also changed their spawns a bit to make things like stray single beams and infinite swordstreams probably impossible, and it cooperates with the cross beams scroll. As an added bonus, the beams actually do damage now.

 

That is sick. Oh I could only imagine the chaos you could cause with that and a piercing sword beam. You would be so sickly overpowered. It would be really good against swarms of enemies. Great design.



#1854 David

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Posted 10 June 2014 - 11:03 PM

http://www.mediafire...h6zl/TriBeams.z

 

That's what I did today. Facing left or right makes the sword beams look slightly off, but I won't worry about it for now.

 

 

EDIT : blaaaade stooooorrrmmm

 

I fixed it. The beams are in more or less the right position now, and they respect enemy shields. Also changed their spawns a bit to make things like stray single beams and infinite swordstreams probably impossible, and it cooperates with the cross beams scroll. As an added bonus, the beams actually do damage now.

Wow, this looks pretty sweet. It looks really nice, honestly! :D



#1855 Lejes

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Posted 11 June 2014 - 12:31 AM

Thanks. Much to my delight, piercing sword beams seem to operate on some kind of global basis, so I don't even have to do a convoluted work around for that.

 

The ZQuest thing I did today was less interesting. Made a couple rooms, and made a small script that causes an item to appear underneath a block when you push it.



#1856 Shane

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Posted 11 June 2014 - 02:12 PM

I made a few sprites.

#1857 Lejes

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Posted 11 June 2014 - 10:55 PM

I made rocks.

 

Hey wait a minute.

 

I'm starting to think these aren't regular rocks at all.

 

...Maybe I should just go.



#1858 KingPridenia

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Posted 11 June 2014 - 11:24 PM

Made another enemy for the EotM contest, although this one is more meant to be more novel than practical. If you must know what it is, just wait until the contest begins. But yeah, for once I actually made an enemy that:

  • WILL NOT be used in my main quest project
  • Has a gimmick related to the 3-5 minutes of gameplay you'd actually get out of the quest, if that
  • Has a story to it
    Spoiler

So yeah, this time I was bored enough to make an enemy more along the lines of being silly rather than professional.


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#1859 Eddy

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Posted 12 June 2014 - 09:57 AM

Heh, an EotM entry with a story huh? Interesting...

 

Meanwhile, been playing Throwback, and this is definitely one of the best/interesting Z1 remakes I've ever seen.

 

Edit: Oh and the accomplishment here is that I'm playing a ZC quest.


Edited by EddyTheOliveira, 12 June 2014 - 10:18 AM.


#1860 strike

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Posted 12 June 2014 - 10:10 AM

I finished level three a few days ago and now I'm working on a minidungeon that's only playable if you do the dungeons out of order. :lol:

 

I have about three overworld screens left, a cave system, polishing off the plot, and then the demo will be released.

 

-Strike


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