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What did you accomplish in ZC today?


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#196 Mero

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Posted 04 July 2011 - 09:03 PM

QUOTE(Lynker @ Jul 4 2011, 07:44 PM) View Post

Of course that counts dude! icon_biggrin.gif


Thanks, always glad to share my wisdom.

#197 Shane

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Posted 05 July 2011 - 07:41 AM


no ptux


#198 Jared

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Posted 06 July 2011 - 04:08 PM

This moment, I just decided that my game will have 5 dungeons, not 9. The first 4 wouldn't have any point, after all.
Plus, it's going to be my first completed quest. I don't want to overwhelm myself!

#199 Mero

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Posted 06 July 2011 - 09:05 PM

One of my spriters sent me the sprites for Arulowder. Special thanks to Cukeman!

#200 Old-Skool

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Posted 08 July 2011 - 12:50 AM

Finished spriting Samus for a Super Metroid tileset. She'll be 16x16 because. Because because. Let's not get complicated with the morph ball. Take your SD Samus and enjoy it.

IPB ImageIPB ImageIPB Image

#201 Tree

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Posted 08 July 2011 - 10:19 AM

QUOTE(Midnight_King @ Jul 5 2011, 06:41 AM) View Post


It's a small-project I'm working on. It's a forsaken castle the big patch of grass in the middle is incomplete I threw in a bunch of grass detail to make it less bland. But next time you'll see this there will be a forest maze to replace it. The castle won't be linear you'll get to pic (The ones beside the middle north and south corridors.) witch way to go!

That's All Folks.



It's a good design and cool map. (I don't know if it's any were close to done, but it's kinda empty in the middle.
I can probably tell the center is sorta like a court yard due to the grass, so I'd add trees and maybe dirt paths.
And I don't have the pic, but it's a bit like on of, (I think sheik)'s maps. But it's different enough I guess.

http://users.sephiro...th/14/Sheik.gif
Ehh, yours is quite a bit different.

#202 Cukeman

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Posted 08 July 2011 - 05:46 PM

QUOTE(King Aquamentus @ Jul 8 2011, 12:50 AM) View Post

Finished spriting Samus for a Super Metroid tileset. She'll be 16x16 because. Because because. Let's not get complicated with the morph ball. Take your SD Samus and enjoy it.


That's cool. icon_cool.gif

#203 Mero

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Posted 08 July 2011 - 10:54 PM

I starting envisioning various puzzle elements and failed at implementing moa the way I want. Going to try again tomorrow.

#204 Radien

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Posted 09 July 2011 - 07:35 AM

Figured out how to make Zelda 2-style dungeon curtains extend across the length of the boss room without drawing new tiles. The tiles I drew are repeating. I just didn't realize it before now.

I've done a lot more than that, but it was a particularly satisfying accomplishment, even though it doesn't sound like much. icon_smile.gif I look forward to having epic curtained boss rooms.

#205 Mero

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Posted 09 July 2011 - 01:15 PM

I wrote a script for the Daira enemy, and guess what! It actually works for a change. Things are looking up. icon_smile.gif
EDIT: I just made it so it's possible via a bool to have them throw there axes. Now just need to tweak the speed of the projectile. May'be 350. What's the step of a enemy sword anyway.

Edited by blackbishop89, 09 July 2011 - 01:44 PM.


#206 Ventus

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Posted 09 July 2011 - 06:04 PM

done a lot of things today icon_biggrin.gif
redone lv 1 again with new tiles thanks to Lynker for finding the tiles
and finished making Lv 2 as well and finally thanks to blackbishop89
for helping me with getting his scripts to work:D
starting work on another part of overworld and lv 3 icon_biggrin.gif
that's It

#207 Cukeman

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Posted 09 July 2011 - 06:23 PM

Perfected the first screen of my quest. direct warps enable Sideview Gravity when you climb off the "ladder" icon_smile.gif
Learned to use enhanced music icon_smile.gif

Edited by Cukeman, 09 July 2011 - 09:05 PM.


#208 symbiote01

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Posted 09 July 2011 - 10:34 PM

Burped out another dungeon map. I'm not really satisfied with one of the puzzle rooms, but I'll get back to it eventually (puts it at the bottom of my long list of 'Mostly Done' stuff).
Pulled a slew of house/dungeon entrance tiles from here at PureZC, and started adding custom touches to some screens.
Went through the whole list of enemies and altered several right/left tiles, so there is a difference between them. No longer will Darknuts switch their sword and shield hands every time they turn around! Link got that treatment too, but a little more complex (below).
Discovered that the Fairy Companion script interferes with several other scripts. Hair pulling and gnashing of teeth commenced.
I now have Goron ffcs on the mountains that sense Link approaching, roll up into balls and turn into falling rock enemies. This one was a no-brainer.
I'm thinking either I need to bite the bullet and learn how to use ghost.zh, or get someone else to script my custom bosses. Just saying.
Finally got around to changing the Link tiles to something more Wizzrobe-like. And fixing the LTMs for the shields, so they actually work right with the Link Tile Modifiers switch turned on. I even fixed the script so it changes the tiles for scripted behavior, like Falling Link, Burning Link, and Link Playing Ocarina, too. I should stop calling her Link...

#209 Haylee

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Posted 10 July 2011 - 10:37 AM

just finished making level 2 of my quest icon_biggrin.gif

#210 Mero

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Posted 10 July 2011 - 04:33 PM

Let's see I made king bubbles today after several failed attempts I got one working the way I want. I also wrote two scripts Firebar and Flamethrower. Will work on my Z3moldorm and jumpthroughplatform next.


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