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"Project RCS" official Project Thread


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#181 Moosh

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Posted 26 January 2011 - 07:43 AM

icon_omg.gif That is one nifty script! Once again, you've outdone yourself, Schwa. I personally like the transparent look better.

I've also noticed that since you have a little bar for both items, that probably means you have the rule that let's you set the A button item enabled. This is a nice feature, but a side effect that I hate is that it disables the L and R item switching, making the player have to open the subscreen more...do you think you could maybe script it so the item switching works like it normally does, but with both button items (it's possible to use the extra 4 buttons in a script, isn't it)?

Edited by Pokemonmaster64, 26 January 2011 - 07:43 AM.


#182 Eddard McHorn Van-Schnuder

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Posted 26 January 2011 - 07:56 AM

QUOTE(Pokemonmaster64 @ Jan 26 2011, 01:43 PM) View Post
icon_omg.gif That is one nifty script! Once again, you've outdone yourself, Schwa. I personally like the transparent look better.

I've also noticed that since you have a little bar for both items, that probably means you have the rule that let's you set the A button item enabled. This is a nice feature, but a side effect that I hate is that it disables the L and R item switching, making the player have to open the subscreen more...do you think you could maybe script it so the item switching works like it normally does, but with both button items (it's possible to use the extra 4 buttons in a script, isn't it)?
I'll admit that I do enjoy this feature myself, but have any other Zelda games had this feature? I'm not making a point actually, I'm just asking icon_razz.gif I don't think so though, but still... I get what you say, it's a nice feature to have, but I fear that if there's two separate buttons (IE. two sets of "L and R" buttons), one for each item slot, it could become a little too hard to keep track of it, or at least be confusing. An idea is to have it so that it's only possible to "scroll" one way, so that say, L would scroll the B-button items, while the R would take care of the A-button items. It's not as good as being able to go both ways, but it'd make it considerably less frustrating and confusing to keep track of... but then again, it'd be much faster (sometimes, depending on the item placement) to just open up the subscreen and select the item you want manually.

Anyways, Schwa, I've told you before, but this game is just... it just looks like so much fun to play. I truly admire your creativity and originality, and I can safely say that I think this quest looks like it'll be the favorite of many. In fact, I'm inclined to say that it looks more original than any other Zelda quest I've seen. I've told you this before though, but yeah... keep it up bro!!!1!11


#183 Schwa

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Posted 26 January 2011 - 10:17 PM

QUOTE(Pokemonmaster64 @ Jan 26 2011, 04:43 AM) View Post

icon_omg.gif That is one nifty script! Once again, you've outdone yourself, Schwa. I personally like the transparent look better.

I've also noticed that since you have a little bar for both items, that probably means you have the rule that let's you set the A button item enabled. This is a nice feature, but a side effect that I hate is that it disables the L and R item switching, making the player have to open the subscreen more...do you think you could maybe script it so the item switching works like it normally does, but with both button items (it's possible to use the extra 4 buttons in a script, isn't it)?

Sorry, but no, you'll have to do with opening the subscreen. I prefer to keep the L and R buttons reserved for other things, if I decide I want them to have a use (for example, oh I dunno, my shops icon_razz.gif), and also, I think it's good that the player makes pausing/unpausing a habit, to give himself time to think in between all the chaotic battles he'll be putting up with.

And also what Robin says is true, too, in that using the X buttons will make things more confusing. If at all possible, I want to make this entire Quest without any of the X buttons, except MAYBE during certain minigames. Big maybe.

QUOTE(Robin @ Jan 26 2011, 04:56 AM) View Post

I've told you this before though, but yeah... keep it up bro!!!1!11

Can do.

IPB Image IPB Image IPB Image

A cursor highlights the item you're standing closest to, and a text description briefly describes that item and its functionality.

This was the first time I dabbled with "string.zh" and it took me FOREVER to bugfix this (as in I screwed up/corrected a lot, even though it was just a two-day period).

Wanna know what it looks like in the String Editor?

EDIT - Our friend Nathaniel pointed out to me that these shots are over the allowed size, so I've made them URL links instead of IMG tags.

http://i4.photobucke...ingShopsEx4.png
http://i4.photobucke...ingShopsEx5.png

Pretty trippy, in'nit? I agree. But the important thing is that it works. God, if I hadn't been into Super Mario World ASM hacking for a year, I can't even imagine how I would've figured out how to code this.

Edited by Schwa, 26 January 2011 - 10:22 PM.


#184 Neppy

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Posted 28 January 2011 - 04:09 AM

Well Schwa, that is looking pretty dang slick! icon_biggrin.gif Very very cool way you have this set up. I could only wish to be able to script like that. Keep up the great work man. I can't wait to see what insanely awesome trick you have up your sleeve to show us next. icon_smile.gif

#185 Moosh

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Posted 29 January 2011 - 12:50 AM

So does the script use only strings or does it combine shop types or something? This is looking really good! You should work for Nintendo and show them a thing or two! icon_razz.gif

#186 Shane

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Posted 29 January 2011 - 12:59 AM

The way I see it if nintendo saw that they worship him everyday or something! You must be god or something to do such scripting icon_eek.gif.

#187 Schwa

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Posted 29 January 2011 - 01:55 AM

QUOTE(Pokemonmaster64 @ Jan 28 2011, 09:50 PM) View Post
So does the script use only strings or does it combine shop types or something? This is looking really good! You should work for Nintendo and show them a thing or two! icon_razz.gif
QUOTE(Midnight_King @ Jan 28 2011, 09:59 PM) View Post
The way I see it if nintendo saw that they worship him everyday or something! You must be god or something to do such scripting icon_eek.gif.

Absolutely not. I got these techniques FROM Nintendo, not the other way around. I learned how to operate Byte and Word Tables while I was in on the Super Mario World ROM hacking scene, coding custom sprites in Assembly code.

Look closely at the ZQuest shots. In the second one, notice the ID# of the String? Can you see where that's written in the first one with all the numbers?

That's right. All I did was turn a String into raw Pointer data (to other Strings), then draw the pointed-to String on the screen as a text primitive. The syntax took some figuring out, and it also took "string.zh" which I had to import just for this.

Anyway.

NEW STUFF.

Been working on some of the game's important items! Here's the Bomb!
IPB Image IPB Image IPB Image

Custom explosion animations! They are EXTREMELY powerful in battle-- a dead-on hit delivers 12 damage, however they have a fuse duration of 4 full seconds, making them difficult to hit with. They're excellent during chaotic skirmishes, but not so well-suited for dogfights.

And the other one: I went ahead with the Boomerang after all!
IPB Image IPB Image

You can buy it in the shop, but it WILL break after enough use (and a use only counts as striking an enemy or stopping a missile, so if you miss, it won't age). After it breaks, you gotta buy another one, and fortunately the Wooden Boomerang is a commonly-seen item in many Shops. It is completely optional to play with the Boomerang, and while it may be useful, you can play through the entire game without it and win.

The Boomerang stuns most enemies without harming them, but against less-armored foes such as the Boon, you'll stun and harm it. This makes the Boomerang EXTREMELY effective in the forest regions to combat all the beehive areas (beehives are stationary Summoners, in case you've forgotten).

You can use it to protect yourself, too:
IPB Image IPB Image

The Boomerang destroys all the same missile attacks the Level 1 Shield normally blocks: Rocks, Arrows and Boomerangs. Sadly you're out of luck against sword-throwers and magic-users (and the little dude in the first few shots of the Bomb throwing a dagger at me).

I've also designed some new sword graphics for the Level 2 (the Steel Sword, shown in my inventory) and Level 3 (the Salamander) swords. Nice to have that out of the way. icon_smile.gif

In other words, production's coming along very nicely! I want to take some time to answer questions if anyone is curious about something, so fire away if you're wondering about something.

#188 Neppy

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Posted 29 January 2011 - 02:49 AM

Absolutely wonderful work Schwa! icon_biggrin.gif That is just excellent work right there. I love the idea of the wearing boomerang. Even though it'll make me sad when it breaks on me, because I usually have the boomerang as my main item, but that may be completely different with this quest, as this isn't the same old run-of-the-mill quest. Just love it!

#189 Moosh

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Posted 29 January 2011 - 03:43 AM

So since you now have the level 2 sword, does that mean you're done with the first dungeon now?

#190 Schwa

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Posted 29 January 2011 - 09:12 AM

QUOTE(Angeal @ Jan 28 2011, 11:49 PM) View Post

Absolutely wonderful work Schwa! icon_biggrin.gif That is just excellent work right there. I love the idea of the wearing boomerang. Even though it'll make me sad when it breaks on me, because I usually have the boomerang as my main item, but that may be completely different with this quest, as this isn't the same old run-of-the-mill quest. Just love it!

You bring up a very good point. You've just earned a spot in the credits. I'll explain.

I mentioned earlier I want the player to be able to play through and beat the game in his own personal style, and thanks to your comment, I just realized that many Zelda players do indeed prefer the Boomerang as the primary B-Button item, which could be problematic for people and contradict my above statement if the Boomerang is constantly at risk of vanishing from the inventory.

What I believe I'll do is add a place (or two) where, upon completing a sidequest, you can buy Boomerangs for a somewhat cheap price that have an EPIC lifespan (something like 500 or 1000 strikes' worth), allowing the player to go with his preferred style after all while not having to worry about a breaking Boomerang for an extremely long period of time.

It'll take some work, but in the end I'll find a way to balance the gameplay with this. icon_smile.gif

QUOTE(Pokemonmaster64 @ Jan 29 2011, 12:43 AM) View Post

So since you now have the level 2 sword, does that mean you're done with the first dungeon now?

No sir, but I can see where you'd think that! icon_wink.gif Really I was just putting the graphics on display for you guys, so you can see what some of this stuff looks like.

However, there is a bigger reason I went and made some of the later Swords early. Remember the Moblin's Shop I showed you? Yeah, he sells you the Level 3 Sword for a price you can't afford early on (as in you need a bigger Wallet and then come back later).

Wanna see why it's called the "Salamander"?

IPB Image IPB Image IPB Image

It took some work before I was satisfied with the graphics though. icon_smile.gif You might think 8 damage is not too great a step-up from the Steel Sword's 6 damage, but... well, the Salamander comes with some special abilities none of the other swords get... icon_wink.gif

Edit: Oh right, and the reason I made the Level 2 sword was because I didn't want that ugly gap in between my item list. icon_deformed.gif IT BUGS ME OKAY

Edited by Schwa, 29 January 2011 - 09:14 AM.


#191 Avaro

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Posted 29 January 2011 - 09:23 AM

Lol, you don't have to explain, how boomerangs and bombs work.
And yes, Pokemonmaster is right, I always have the boomerang on B if I don't need an item!
I believe the salamanders special ability is shooting flames/swordbeams.

#192 Zenith

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Posted 02 February 2011 - 03:50 PM

Interesting stuff you're doing with the Boomerang...but I'm a little worried about knowing when they're going to wear out. Is there any kind of visual clue you could give to how much longer they're going to last? And are you planning of adding in upgraded boomerangs somewhere?

#193 Moo2wo

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Posted 02 February 2011 - 07:39 PM

QUOTE(Zenith @ Feb 2 2011, 03:50 PM) View Post

Interesting stuff you're doing with the Boomerang...but I'm a little worried about knowing when they're going to wear out. Is there any kind of visual clue you could give to how much longer they're going to last? And are you planning of adding in upgraded boomerangs somewhere?


One way you could go about doing that is when you hit an enemy with the boomerang, in addition to having it say how much damage the enemy took, you could have it say how many more hits you have with it. Also, when the boomerang makes it's last hit, you could have it do some kind of neat little crumbling animation when it makes contacts with the enemy.

About your idea about the sidequest and the boomerang; would it be possible to have it be like the LttP-bottle system, so the player would be able to stock up on boomerangs?

#194 Tree

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Posted 02 February 2011 - 07:43 PM

QUOTE(Schwa @ Jan 29 2011, 01:55 AM) View Post


NEW STUFF.

Been working on some of the game's important items! Here's the Bomb!
IPB Image IPB Image IPB Image

Custom explosion animations! They are EXTREMELY powerful in battle-- a dead-on hit delivers 12 damage, however they have a fuse duration of 4 full seconds, making them difficult to hit with. They're excellent during chaotic skirmishes, but not so well-suited for dogfights.

And the other one: I went ahead with the Boomerang after all!
IPB Image IPB Image

You can buy it in the shop, but it WILL break after enough use (and a use only counts as striking an enemy or stopping a missile, so if you miss, it won't age). After it breaks, you gotta buy another one, and fortunately the Wooden Boomerang is a commonly-seen item in many Shops. It is completely optional to play with the Boomerang, and while it may be useful, you can play through the entire game without it and win.

The Boomerang stuns most enemies without harming them, but against less-armored foes such as the Boon, you'll stun and harm it. This makes the Boomerang EXTREMELY effective in the forest regions to combat all the beehive areas (beehives are stationary Summoners, in case you've forgotten).

You can use it to protect yourself, too:
IPB Image IPB Image

The Boomerang destroys all the same missile attacks the Level 1 Shield normally blocks: Rocks, Arrows and Boomerangs. Sadly you're out of luck against sword-throwers and magic-users (and the little dude in the first few shots of the Bomb throwing a dagger at me).

I've also designed some new sword graphics for the Level 2 (the Steel Sword, shown in my inventory) and Level 3 (the Salamander) swords. Nice to have that out of the way. icon_smile.gif

In other words, production's coming along very nicely! I want to take some time to answer questions if anyone is curious about something, so fire away if you're wondering about something.

Geezus! Those are amazing! They are so beautiful. It makes my cry just looking at that classic majesty. 11/10! Even you know this isn't a rating thread...Anyway, You are a ZC God! The only complaint is that the screens look to cluttered. Maybe getting rid of some of the big trees and junk would help trim it down. Anyway again, I just love those palettes!

Edited by Keiichi123, 02 February 2011 - 07:46 PM.


#195 Moosh

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Posted 02 February 2011 - 08:35 PM

QUOTE(Zenith @ Feb 2 2011, 03:50 PM) View Post

Interesting stuff you're doing with the Boomerang...but I'm a little worried about knowing when they're going to wear out. Is there any kind of visual clue you could give to how much longer they're going to last? And are you planning of adding in upgraded boomerangs somewhere?

Wouldn't the little bars above the items do that like they do with the candle? (hint: if you look at the screenshots, you can see that they do)


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