I'm learning to BS Tileset:

Posted 16 June 2014 - 10:59 PM
I'm learning to BS Tileset:

Posted 17 June 2014 - 10:15 AM
It's really sad to see the Enemy of the Month contest die off again to the point the person running it is literally begging people to make enemies. I remember the very first one was pretty big with what? Like 8 or so entries? Then the second was a mere THREE entries and by the third one, we were literally BEGGING people to submit enemies for it. Once David took over, it was revived for the fourth EotM but sadly, it's back to being nearly dead again. In all honesty, what is it about EotM that is so unattractive and makes it dead? Even though I'm clearly outmatched, I still do love seeing all of the custom enemies people submit. For instance, from EotM #4, I really loved the one fighting Fryguy using minecarts and the Magnetic Gloves and the Diabolists which attacked with fireballs that burst into flames on contact. Hell, even the more simplistic Fire Wizzrobe that spawns fires that reform into more Fire Wizzrobes if you're too slow to kill them was amazing to me.
I don't think EotM is already dead. We've already got 5 submissions, almost the same as last time. And there's still more time to submit if someone wants to! ![]()
Posted 17 June 2014 - 10:20 AM
Last night I created an 8-screen map. Can't wait until the final release of Firebird to enhance it even more! ![]()
Posted 17 June 2014 - 03:19 PM
I'm becoming a slightly better programmer and put together by first major script for my game!
I now have a puzzle that requires you to light torches in a certain order for a secret to trigger. Granted, it isn't the most friendly code and works for my game only, but I'm proud of myself!
You can also do that with secret combos and a lot of tedious combo flag settings, but it gets the job done! Regardless, I'm sure a script would work a lot better ![]()
Posted 17 June 2014 - 11:04 PM
With four main dungeons completed, my first refining process is to start making some mini dungeons. I am almost done with my first mini dungeon.
Posted 18 June 2014 - 05:25 PM
Well, not much today, but Adam's Quest II has officially hit 1 year of development based on a video I uploaded about it yesterday last year. Although half of that time or more was me not working on it due to lack of time and/or motivation (the latter mostly), I still think I got a good bit done. Look how bland and primitive it used to be:
https://www.youtube.com/watch?v=ktJg2-ZQtSo
Yeah, so what do you guys think of semi-common enemies in level 1 taking six hits to kill with their stronger variants taking NINE hits? Tedious enough for you?
EDIT: Changed the Wooden Sword to look like a plain generic crappy looking stick. This is mostly targeted at Eddy who WILL get the reference as every time the topic of "Wooden Sword" comes up, I always refer to it as that to him.
Edited by RedmageAdam, 19 June 2014 - 12:01 AM.
Posted 19 June 2014 - 10:12 AM
EDIT: Changed the Wooden Sword to look like a plain generic crappy looking stick. This is mostly targeted at Eddy who WILL get the reference as every time the topic of "Wooden Sword" comes up, I always refer to it as that to him.
Spoiler
Heh, yep, I'll probably call it that during the LP for old time's sake lol
Posted 19 June 2014 - 11:00 PM
Finishing off my first mini dungeon and making a second mini dungeon. I'm also redesigning Cliche World as I feel much more comfortable with ZQuest now. It is looking much better now, and the secrets are better hidden. I will also redesign my Water Temple as I feel the original design is terrible. With my new knowledge of ZQuest, it will be a much better dungeon with better traps that are hidden in plain sight.
It is amazing how much higher your standards get when you get more experience.
Posted 20 June 2014 - 03:50 AM
I almost completely finished a new area in one day. This includes not only the design and building, but also scripting a new enemy and spriting it and two others, setting up some complex ffc situations, and more. Seriously, I can't believe how much I accomplished today. Hopefully this productivity streak continues!
Posted 20 June 2014 - 10:09 PM
I almost completely finished a new area in one day. This includes not only the design and building, but also scripting a new enemy and spriting it and two others, setting up some complex ffc situations, and more. Seriously, I can't believe how much I accomplished today. Hopefully this productivity streak continues!
Same; I've been having a random boosts of motivation. It's a really nice feeling.
Nice progress!
Edited by Charizard, 20 June 2014 - 10:09 PM.
Posted 20 June 2014 - 10:17 PM
I've completed work on two areas today I haven't done anything with the dungeons yet, I figured I would make the overworld first. This quest I'm working is the beginning of the end. (I'm not going to say what is the end but maybe you guys will find out.)
Posted 21 June 2014 - 11:04 AM
Making sprites so I don't have to just rely on pure palette swaps for enemies. Man, it is a huge PITA to make the sprites by hand in ZQuest and even getting them done with Paint is turning out to be a headache as well. Hopefully it will all pay off in the end. At any rate, I'm also in the process of making level 6's boss. I swear if Moosh sees what it is, he will come to where I live and strangle me. HINT: It's something he hates being in a room with shutters with.
Posted 21 June 2014 - 02:02 PM
In other news, ragequit with importing tiles. It's too slow, too tedious, and all of the colors are screwed up. The hell with it; I'll just resort to palette swaps, unless someone can tell me a much easier way to do it than having to tediously grab it tile by tile and have to painstaking do grab and recolor EVERY SINGLE TIME.
Posted 21 June 2014 - 02:08 PM
You poor, poor man. Hold down shift to select multiple tiles.
-Strike
Posted 21 June 2014 - 02:13 PM
You poor, poor man. Hold down shift to select multiple tiles.
-Strike
It won't let me. I hold down shift and all it does is move the picture around. (sigh) Guess I'll just go back to the old fashioned tedious drawing it out in the editor...
EDIT: Screw importing tiles for now. I just went ahead and added some new areas and made a few minor changes as follows:
-I removed "Hold Up Item" from all items in dungeons save for Dungeon Items. I remember some people were complaining about having too many fanfares playing at once. Plus nobody cares about Link holding up a measly 5/10 Rupees...
-Better enemy variety in level 5 to include Fire Gels, both in normal and tribble forms.
-Added some new areas that are blocked off by the hammer and hookshot.
-Added the first of very few 500 Rupee bags.
-Changed Summoners so that when they're defeated, all of the crap they summon is too.
Edited by RedmageAdam, 21 June 2014 - 08:04 PM.
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