Well .. um ... I kinda finished a quest ...
I've been working on this one for quite awhile, and I'm excited to have it finally finished! ![]()
Posted 27 August 2014 - 05:15 AM
I made a palette in ZQuest. That's something right? I really enjoy making GB palettes out of sheer boredom. A lot of GB quests tend to fail even using the proper palettes provided in the EZGBZ tileset in favor of sprite Csets. They don't look good and I think it's becoming a bad trend seen in EZGBZ quests.
Posted 30 August 2014 - 09:13 PM
Brainstormed a lot of different map designs out of pure boredom. I am tempted to take a stab at making a quest that is a die hard Z1 clone, only with everything in different locations. Below are the 40 maps I came up with. I don't know which ones would be used for which numeric level, but I almost want to make them just to get myself back into the groove of dungeon designing before I continue working on my project that's been neglected lately:

And yes, I'm aware that Hexagon is more like an Octagon in shape. I did some work and determined my average dungeon size was 29.1 rooms, not counting off-map rooms. The biggest map is Fokka at 45 map rooms and Spear the smallest at a mere 14 rooms. Also, a note about "Inversion"; the white off-map area is the dungeon; the blue "on-map" area are the rooms you DON'T go into.
Edited by RedmageAdam, 31 August 2014 - 12:18 AM.
Posted 31 August 2014 - 05:09 AM
Those are some really interesting map designs! It's hard to believe I actually did use some of these designs (with a few tweaks) for TLoZ: Flashback 1st and 2nd quests. The most notable ones would be the Bracelet, Boot, Cross, Hammer, Ring and Sword. Either way, nice work making those maps!
As for me, I finally got work done on my secret project, making more progress and reaching Level 7. I got quite a few ideas planned for this dungeon ![]()
Posted 31 August 2014 - 09:03 AM
Those are some really awesome designs! I might use some of them for my dungeon structure, if that is okay with you?
Posted 31 August 2014 - 09:28 AM
Those are some really awesome designs! I might use some of them for my dungeon structure, if that is okay with you?
Go for it. Keep in mind it's just the mini-map for each dungeon and it doesn't count the off-map rooms a dungeon may have. Also, it's really up to you to interrupt what level each dungeon would be. Things like Fokka, Cape, Helmet, and Hammer are definitely level 7 or 8 tier due to their sheer size, while the others are really up to you. In addition, remember Inversion is opposite, so the off-map (white) area is the dungeon while the on-map (blue) area is NOT part of the dungeon.
Posted 31 August 2014 - 10:01 AM
Go for it. Keep in mind it's just the mini-map for each dungeon and it doesn't count the off-map rooms a dungeon may have. Also, it's really up to you to interrupt what level each dungeon would be. Things like Fokka, Cape, Helmet, and Hammer are definitely level 7 or 8 tier due to their sheer size, while the others are really up to you. In addition, remember Inversion is opposite, so the off-map (white) area is the dungeon while the on-map (blue) area is NOT part of the dungeon.
Thank you for allowing me to use them and for the explanation! ![]()
Posted 01 September 2014 - 03:34 AM
Well, I finished rebuilding my ruins area after a rather long break away from my quest. (remaking maps that have already been put together once is very dull work) Now I have my caverns to fix. Since I'm using a new palette system that has darker shades, my layered shadows and lights are throwing everything off. I could have sworn that I added the needed shades to fix everything once transparency is applied, but I'm probably going to have to check it in-game before I keep going. I may have to bump everything up a couple shades to get it to look right.
Does anybody know a way to force ZQuest's screen-building window to update changes in palette for when transparency is applied? I know it doesn't update instantly, but I can't figure out what triggers it.
Posted 01 September 2014 - 07:47 AM
Try pressing the "B" button when using ZQuest to fix the transparency layer problem. If that doesn't work then I don't know why that's happening.
In any case, your work sounds good, keep it up. ![]()
Posted 01 September 2014 - 11:21 PM
The layout of level 5 is done! I put a ton of work in this dungeon. It is my most bizarre dungeon yet. Quite the overload, but it shouldn't be that difficult to figure out once players get the idea of how the level works. The only thing left for me to do is enemy placement and create a boss.
Posted 02 September 2014 - 05:48 AM
Made some more overworld progress with my quest, nothing really special. Also compiling ideas for my Level 7.
Posted 02 September 2014 - 06:11 AM
Nice to hear that you are making progress on your quest!Made some more overworld progress with my quest, nothing really special. Also compiling ideas for my Level 7.
Posted 04 September 2014 - 02:22 PM
I got to be in the PureZC skype group on August 31st! That was cool! ![]()
Posted 04 September 2014 - 05:25 PM
I experimented a bit with Metroid Nova's items, and turned the beams from arrows into boomerangs. While they can now fly in eight directions and freeze enemies, they *all* either freeze enemies or don't, because that's an enemy behavior. Additionally, plasma beam can't cut through things with it either; it's simply not a boomerang property. My best solution for all of this would probably be scripting, which I'm still not very good at. On a positive note, this also lets me free up another consumable resource slot.
Edited by King Aquamentus, 04 September 2014 - 05:26 PM.
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