"Project RCS" official Project Thread
#196
Posted 02 February 2011 - 08:42 PM
#197
Posted 03 February 2011 - 12:10 AM
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?
Mhm. The Item Fuel Bar at the top of the passive subscreen indicates how much life it has left.
I'm somewhat in the process of adding a visual cue when you're almost out (currently there's only a sound effect), but last time I tried to script it it didn't go well... O.o Figured I'd mess with it later.
Upgraded Boomerangs? Yes. There will definitely be a Magic Boomerang, MAYBE a Fire Boomerang and MAYBE an Iron Boomerang (which is a new addition). Also: my goal is to have it so that non-Wooden Boomerangs will downgrade to Wood when their lifespan is used up, rather than disappear, and then the Wooden one is good for almost the same number of uses. None of this is scripted yet, as you won't be able to access any of the better versions until at LEAST beating Level 1, and I don't want to go terribly out of order...
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?
First: it does! On its last hit, your Boomerang fizzles out in a poof of smoke and you hear something like a buzzer sound effect. I'm thinking about making the text "BREAK!" appear briefly too, which would be used for more than just the Boomerang (as in it'll be an effect that appears whenever an item breaks), but again, scripting it didn't go so well last time so I moved on to other things for the time being
Second: No, I have no intention of doing that, though it would be possible. When you pick up a new Boomerang, it replaces your old one and that's it. But if you pick up a new Boomerang that has a lower amount of uses than yours, you don't lose the difference in uses, instead the lower value gets tacked on (but it can't exceed the value your Boomerang started with unless you pick one up with a higher Starting Uses).
The same rule applies to every item that can break via overuse. I want to be fair, after all.
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!
I would prefer that you don't quote my posts unless they are small.
Thank you for your compliments!
There will also be an item that allows you to remove Push-Blocks from the screen, but I will not say much about it. Yet.
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)
A winRAR is you.
Hey, I love the look of this quest, and it looks fun and nifty (I love scripts XD). Looks promising, keep up the good work!
I like scripts too!
~ ~ ~ ~ ~ ~ ~
New enemy!

The Devilmouse!
A little armadillo-shrew dude. Attacks by rolling into a ball and shooting forward at high speeds until it hits a solid object, or Felix, dealing nearly 3x its usual damage if it hits him with the ball-attack. While in a ball he's also invulnerable to all harm except from bombs (which only harm it for 25% normal damage, but still better than nothing), so don't think you can fend it off mid-charge like you could with NES LoZ's Rope snakes.
In the screenshot, the Devilmouse in the upper right just ran into the mountain corner with his ball-roll attack. They bounce into the air slightly when they hit a wall, which is why you see it airborne. When they hit Felix, they SLAM into him and fly much higher as they rebound off him.
The main reason I made this enemy, actually, was because I decided the game needed more "original" enemies. I drew his graphics completely from scratch, for example.
#198
Posted 03 February 2011 - 12:15 AM
I wish I could play a demo. I can't take it!
#199
Posted 03 February 2011 - 12:18 AM
#200
Posted 03 February 2011 - 12:29 AM
This has probably already been answered somewhere, but what does RCS stand for? Or does it not stand for anything at all?
They WERE the initials to the first name I thought of for this Quest, but I didn't want to decide for sure in case I changed my mind. And sure enough, I did. So "RCS" doesn't stand for the name of my Quest anymore.
I have more than one name for the Quest thought up, but I'm slowly and eventually narrowing it down. I'll have chosen one by the time I release the first Public Demo.
#201
Posted 03 February 2011 - 12:36 AM
#202
Posted 03 February 2011 - 12:38 AM
Seriously, looks awesome. I KNOW I'm gonna die trying to attack it like a Rope.
So when will that first demo come out? A few months?
#203
Posted 03 February 2011 - 02:04 AM
The new enemy is amazing. Although from now on, I will refer to it as Sonic Hedgehog and his Spindash attack.
Hilarious, considering the stronger version is the color BLUE...
Well, there's also a yellow, green, purple and black version of it (and of every enemy) that is consecutively stronger, but even so! (And no I have not programmed the other colors yet, but I will. Probably gonna design Level 1 all the way through first.)
Seriously, looks awesome. I KNOW I'm gonna die trying to attack it like a Rope.

Have fun with that, bro!
So when will that first demo come out? A few months?
If it's raining ice cream and candy outside and everything in the universe is perfect and in melodious harmony, I'll have a demo in time for the next Expo. But don't count on it.
By the way, that's not my favorite question in the universe to tolerate. Just letting you know.
#204
Posted 03 February 2011 - 02:10 AM
#205
Posted 03 February 2011 - 02:37 AM
Critical Problem? Cave networks? Whats that about?
The one in my sig?
Read it. What does it say? That's what it's about.
You're welcome to contribute something to help if you're that concerned about me, as if I haven't said it many times already.
#206
Posted 03 February 2011 - 02:38 AM
Can I help with your quest in any way?
#207
Posted 03 February 2011 - 02:41 AM
Critical Problem? Cave networks? Whats that about?
The one in my sig?
Read it. What does it say? That's what it's about.
You're welcome to contribute something to help if you're that concerned about me, as if I haven't said it many times already.
Lol, my bad. (I too have trouble with cave desings
Edited by Midnight_King, 03 February 2011 - 02:42 AM.
#208
Posted 03 February 2011 - 02:42 AM
Any tileset or anything to build off from?
#209
Posted 03 February 2011 - 08:19 AM
I don't ask people for help. I'm not a little kid. I'm fully capable of stomaching the harder parts of making a game, slow-going or not.
What I meant by "contribute" is that I get tired of hearing almost nothing but "good job I love this quest keep it up", and it would be nice to have some real discussion over this quest (not even my screenshots, but THIS QUEST, and yes there is a difference, imagine that). Lately we've been getting that, and I'm happy.
Oh, and I'm glad you liked the video.
#210
Posted 03 February 2011 - 04:19 PM
The Devilmouse seems interesting. Can they crawl into the ground and pop out like Leevers?
Edited by Moo2wo, 03 February 2011 - 04:22 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

This topic is locked

