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What did you accomplish in ZC today?


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#1936 Aevin

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Posted 02 July 2014 - 06:22 PM

You using a script to accomplish that or just secret combo tricks for the light and dark mechanic?

I edited the palette so certain colors brighten instead of dimming when it's dark.


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#1937 MarinaraSauce

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Posted 02 July 2014 - 06:42 PM

I actually have a similar idea that I am going to put in my quest that involves shifting from night time to day time, but it will change a lot more than just visibility.

 

Today, however, I have completed the entrance to the first dungeon in the quest, as well as the boss.  Too bad I haven't done anything in between.

 

I've also been working on a custom tileset.  I'm too far into developing my current quest to implement it there, but if I ever make another quest, which I plan to, I will most likely use it for that quest.  The development of this tileset is very slow, however, so my quest may actually be finished before the tileset, even though I began work on both of them around the same time.



#1938 Shane

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Posted 02 July 2014 - 09:10 PM

Had to redo some of my graphics due to perspective errors. It was well worth the editing but it got me a bit frustrated.

 

Besides that, setting up a climatic-ish title screen. I'm jumping everywhere, but I'm making progress.


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#1939 Yloh

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Posted 03 July 2014 - 12:41 AM

Well, today I worked more on my overworld and underworld. My choice of design is quite interesting. At the beginning it is quite linear, but as you complete more worlds and get more items, the main world starts to open up quite a bit. 



#1940 Russ

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Posted 03 July 2014 - 12:49 AM

So today I tempted the cutscene gods. Sadly, the things I did were profane in their eyes, and I was punished severely for my hubris.

zelda291_zpse75705bb.png

Over 300 lines of code in and this cutscene script is obviously nowhere near done. But I'm getting there. It didn't randomly delete entire layers like before, so we're making progress here.

#1941 Flying Fish

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Posted 03 July 2014 - 05:45 AM

Since I have very liitle knowledge with ZC Scripting, I had to jerry rig my cutscenes in my quest.  I am slowly learning ZC scripting and hope to be able to impliment more of them into my quest.



#1942 LikeLike on fire

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Posted 03 July 2014 - 06:53 AM

So today I tempted the cutscene gods. Sadly, the things I did were profane in their eyes, and I was punished severely for my hubris.

zelda291_zpse75705bb.png

Over 300 lines of code in and this cutscene script is obviously nowhere near done. But I'm getting there. It didn't randomly delete entire layers like before, so we're making progress here.

oohh. we need coding and scripts for cutscenes?

 

and it's not just cheezy screen and dmap? yeah things go wrong in that, right?

 

I still can't get my roc's feather to work.

 

or use that plant graphic from gameboy to make a planthandana

 

I guess fire can do it. firtra. because sometimes you need to swap out graphics to make more bosses if you can't do scripted boss.


Edited by LikeLike on fire, 03 July 2014 - 06:56 AM.


#1943 Jamian

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Posted 03 July 2014 - 09:06 AM

You don't need scripts for cutscenes, you can make them with timed warps, multiple screens, and possibly moving FFCs if you want some animations. I don't know what Russ was going for but it was likely something more elaborate than that.



#1944 Russ

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Posted 03 July 2014 - 11:32 AM

Yeah, my old method involved duplicate screens and auto warps and stuff like that, but that method is very prone to breaking if you're not careful, and for me, it was easier to just script everything. This new cutscene method doesn't require any duplicate screens, and can handle stuff like having the screen pan around, kinda like psuedo-Z3 scrolling, allows me to match to display the speaker's name with the textbox, and gives me much more freedom with the way characters move around (with their movement scripted, rather than handled by changers, I can have them react to Link's position and move accordingly). However, sometimes I have to do really stupid stuff. Like here. I stored all the combos of four different layers in a series of four areas, then systematically deleted those entire layers so I could do my screen scrolling animation, then wrote to the layers using the information from those four arrays again at the end of the cutscene. Stupid, but it works.

#1945 KingPridenia

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Posted 03 July 2014 - 12:56 PM

Well to be fair Russ, that's why the quest maker (hopefully) play tests his/her quest before releasing it. Failing at that, he/she can always ask others to test it because I know there are some bugs/issues I missed in the past or because I play a certain way, I overlook the possibly of things like the game getting into an unwinnable state. There is also the possibility of breaking the game in such a way that makes it easier. In my first game, someone found a way to complete level 5 without spending 2 keys, giving him 2 extra keys the entire game. There was also a mini-dungeon that was fully optional you could walk out with a key or two in the black. To be honest, as long as the author makes a decent story, a cutscene could still work in 1.92/2.10 style. It's not like a 2.10 boss which everyone seems to frown upon on here.

 

Speaking of fixes, I fixed some strings that incorrectly referenced the Splinter Stick as a sword. I also re-wrote a few vague strings and did a few item location swaps, namely making the player have to buy the bow instead of the Wooden Arrow item, since it caused a bit of confusion. Also I should really remake level 1's block puzzle; it's painfully simple and boring.



#1946 Eddy

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Posted 03 July 2014 - 01:12 PM

Got half of my intro completed for my new side quest project, Hero's Legend 2! So far, it's looking really nice!


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#1947 kurt91

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Posted 04 July 2014 - 03:35 AM

I'm finishing up the animation for my fog graphics so I can get a double-translucent effect. (Twice as transparent than the default transparency) It occurred to me that if I can export a tile page into a PNG, and I can leech tiles from a PNG, why not export the graphics I want to work on into an image, work on it with a real image-editor (Paint.NET), and then leech the tiles from the finished image? It worked damn near perfectly, but because of how my tiles are arranged right now (I'm in the process of re-organizing and fixing most of my tiles, I didn't have an empty tile page until page 43. I'm having to move tiles one at a time from page 43 to page 2, and then set them up to animate, which is still taking a while. Still not as long as how I had done everything the first time around, ripping everything by hand and doing all the editing in the tile editor without the proper tools that a normal program provides (copy/paste, straight line, color eraser, layer merging, etc.). I mean, that took me a freaking week the first time. Now, I'll probably be done by the end of the hour if I work on it without any more breaks.

 

Unfortunately, I don't think I'm going to be able to show it off. It relies on getting as close to 60 FPS as possible, so uploading a video on YouTube wouldn't work and break the effect. (YouTube videos currently play at 24 FPS)

 

Other than that, I'm planning a few ideas and figuring out how they'd work. I finally got some graphics to tile correctly for a background, but I'll need to lay down all the combos individually instead of using a single screen and multiple screens set up to all use that one screen as a layer. The "Layer 3 as Background" setting should help set that up, though.

 

I've also been considering an idea for a script, but I'm not sure if it'll be possible. If it's possible to check if a specific screen has been visited already or not (which, considering the LttP Map System script, should be possible to do), I want to use that for music control. For example, you walk into the entrance of a town, and hear the typical happy town music. Once you enter the town proper and see that it's been destroyed completely, and everyone's been taken away or just flat-out killed, the music is abruptly replaced with a horrible tragedy theme. The script would then check if the screen where you actually first see the carnage has been visited, and then change the entryway screen from the happy town theme to the tragedy theme so it fits the rest of the town. (That's not the example I'm actually using, but it should get the point across.) Bit of an extra way to get some additional immersion in.



#1948 Eddy

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Posted 04 July 2014 - 12:03 PM

Completed the intro to Hero's Legend 2 and started work on the main overworld!



#1949 trudatman

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Posted 04 July 2014 - 12:35 PM

I fixed up my thirteen-year-old project. I'm happy somebody was able to describe the problems near the end of the quest well enough that I could correct my mistakes.

#1950 Lejes

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Posted 04 July 2014 - 05:56 PM

I've also been considering an idea for a script, but I'm not sure if it'll be possible. If it's possible to check if a specific screen has been visited already or not (which, considering the LttP Map System script, should be possible to do), I want to use that for music control. For example, you walk into the entrance of a town, and hear the typical happy town music. Once you enter the town proper and see that it's been destroyed completely, and everyone's been taken away or just flat-out killed, the music is abruptly replaced with a horrible tragedy theme. The script would then check if the screen where you actually first see the carnage has been visited, and then change the entryway screen from the happy town theme to the tragedy theme so it fits the rest of the town. (That's not the example I'm actually using, but it should get the point across.) Bit of an extra way to get some additional immersion in.

 

That should be possible by checking if Game->GetScreenState(int map, int screen, ST_VISITED) is true or false.


Edited by Lejes, 04 July 2014 - 05:56 PM.



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