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What did you accomplish in ZC today?


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#2221 Eddy

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Posted 24 September 2014 - 11:04 AM

I was talking to my Humanities teacher and mentioned the Expo coming up. I accidentally turned ZC from a hobby into homework. (Part of the class involves going to 5 art events. Apparently, between the Expo and Eppy/Jubbz streaming the entries again, if they decide to do so, it counts as an event and will get me school credit if I participate and write about the experience.)

Talking about this... 2 years ago I told my Maths teacher about ZC. He seemed really interested about ZC and asked me to explain how it all works. To this day though, I still have yet to show off how capable ZC 2.5 is. I may show it to him soon.

 

Also, one year before that, I gave a class presentation to my class based on ZC. All my classmates seemed pretty interested, especially my teacher at the time.

 

Also, today I found out that one of my irl friends used ZC back in the 2.10 days... and I never knew about it. That counts as a ZC accomplishment, right?


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#2222 Orithan

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Posted 24 September 2014 - 03:46 PM

Also ran into a nasty bug. For some reason, I cannot change B-button items on that quest. I use default controls and whenever I press Z or X, nothing happens. It doesn't happen on any other quests that I made or played. Is that a side effect of the "Can select A-button item" rule? Is there a way to get around that?


That is indeed not a bug and is a side effect of the Can Select A-button item rule. The only way around it that I know about is by finding a script that restores this function to L and R and turns EX1 and EX2 into buttons that quickchanges the A item like what Isle of Rebirth had. Nothing too major though.

#2223 KingPridenia

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Posted 24 September 2014 - 07:17 PM

That is indeed not a bug and is a side effect of the Can Select A-button item rule. The only way around it that I know about is by finding a script that restores this function to L and R and turns EX1 and EX2 into buttons that quickchanges the A item like what Isle of Rebirth had. Nothing too major though.

 

Thank you Orithan. It's a minor inconvenience for me, but I think I can get used to that since you had to manually switch in the original game. I suppose I'm too used to quests the sword is defaulted to A. Guessing Randomizer uses that script you're mentioning.

 

EDIT: Decided to buff the HP of level 1's miniboss since he's a bit too fragile and give the boss a buff as well to make things a bit more difficult. Should still be easy, though. Also changed the arrows to C-Set 11 and refer to them as "Steel Arrows". Made a crappy sword sprite and gave the Magical Sword a nice touch, thanks to Moosh teaching me how to make a non-flashing sword beam. It shoots a huge blast of divine energy that smites down anything in its path. Well, at least equal to Magical Sword damage and until it hits something.


Edited by RedmageAdam, 24 September 2014 - 07:59 PM.


#2224 Orithan

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Posted 25 September 2014 - 06:47 AM

After noticing that Firebird lacked a functioning CSet 10 and 11, I decided to whip together a couple of CSets:

 

D2s65No.png

CSets are 10 and 11 from left to right

CSet 10 uses gradients of Crimson/Pink and Brimstone Green (Or Brass :heh:) for the primary features.

CSet 11 uses gradients of Deep Purple and Mud Brown/Grey for the primary features. The Brown/Grey could be removed in place of Light Blue, but I already have those elsewhere and I'm not afraid to run 8-bit.

 

These are their effects on a selection of enemy sprites:

 

CSet 10

KduuxT7.png

 

CSet 11

8BJiOvX.png

 

Edit: Reworded post.


Edited by Orithan, 25 September 2014 - 07:11 AM.

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#2225 Astromeow

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Posted 25 September 2014 - 08:20 AM

I would be able to say I gave link 10000 calories by scoring that much in funshinedx. ..

But photobucket isn't cooperating

Edited by Astromeow, 25 September 2014 - 08:21 AM.

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#2226 KingPridenia

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Posted 25 September 2014 - 09:56 PM

Tried a new method of making a dungeon. Basically, I'm using Excel to make the 8x8 grid for the map. I have three of them. One just shows the 8x8 map as it would appear in game. The second uses numbers instead and various colors to indicate sections so I can kind of divide the dungeon up that way. It won't necessarily be linear mind you. For instance, you may have to go to Section 1, then 3, then 6 to get back to 5 where you can grab the dungeon item. Obviously, I do plan to throw in some dead end passageways that either dump you off at the start or in another section of the dungeon. The final section uses letters to show where things are at. So for instance, M is for map, C for compass, B for boss key, numbers for dungeon item locations, T for Triforce, G for Ganon and Z for Zelda.

 

Off-topic: What are people's thoughts about "dead end passageways" that lead you back to the dungeon's start or near it? I know the 3rd quest has an obsession with them, especially in its level 9. But is that maze-like nature a bad thing to you guys?


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#2227 Orithan

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Posted 25 September 2014 - 10:31 PM

Off-topic: What are people's thoughts about "dead end passageways" that lead you back to the dungeon's start or near it? I know the 3rd quest has an obsession with them, especially in its level 9. But is that maze-like nature a bad thing to you guys?

 

Use them very sparingly and in places where they won't interrupt the flow of the dungeon, if at all. They actively punish you for exploring the dungeon if used carelessly. The odd one here and there, with some subtle hint that it is a trap, is okay.



#2228 KingPridenia

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Posted 25 September 2014 - 10:59 PM

Use them very sparingly and in places where they won't interrupt the flow of the dungeon, if at all. They actively punish you for exploring the dungeon if used carelessly. The odd one here and there, with some subtle hint that it is a trap, is okay.

 

So basically, how AlphaDawq spammed them in the 3rd quest is a bad idea? And by subtle hint, could it be like "Misfortune befalls those using the living dead's stairs" or having an early trap with certain enemies that signify you'll be sent back? What do you mean by interrupting the flow? Regardless, I think I'm understanding that those traps are NOT a good idea. What about how the 2nd quest's level 8? That dungeon doesn't kick you to the start, but it's very confusing your first time through, and it's easy to get lost.



#2229 Shane

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Posted 26 September 2014 - 12:37 AM

Working on a humble project which is intended to be a spiritual successor of Lost Historia. Started it a exactly two days ago, though production has been limited to a half an hour per day. But nonetheless, I can ensure you a lot of progress has been done, even if I only worked on it for an hour roughly. I have one map almost complete, an interior called Hyrule Castle! Hyrule Castle is designed to be pretty small, as it plays a very minor role in this quest. It's inspired by Spirit Track's New Hyrule Castle, so you can probably imagine the layout and features of my castle already. I did a lot beyond just screen design, I've composed some new graphics such as flora, castle decorations and door frames. I've also written most of what each NPC is going to say. Speaking of NPCs and graphics, I intend to possibly redesign the guards along with Impa and Princess Zelda. I won't give out much details but I know for sure that the current Impa sprites I have don't fit her character in this quest, and it would be nice to have some new sprites to look at instead of seeing the same NPCs for the billionth time. I know a lot of people don't really appreciate custom graphics and they think they don't make a quest, but I have fun with making graphics and I put a lot of effort into making them look good, so at the end of the day, I don't really care if you consider custom visuals pointless or not. Though, on a more important and tactful note, I wanna stress the castle isn't finalized yet; somethings might change depending on the story and such. I still need to give this map a wave of polish or two likewise.

 

You can probably tell I have really no motivation for the overworld at the moment. I'm surprised I made a Castle Town mock-up which a fair majority of people ended up liking a lot. I've complied the castle town graphics into my modified EZGBZ 2.5 tileset with some of the old Lost Historia tiles. I'm drawing out the overworld as we speak on paper. It's just a bunch of un-scaled drawings, but it's something to work with either way. I'm probably going to avoid talking much about my projects and show almost nothing at all to prevent stress and motivation loss. As for criticism, well, I appreciate it, but I'll leave it to my beta testers to decided if they're a fan or not, and hopefully provide constructive feedback. Speaking of which I need to reassemble my Lost Historia beta team, as we not only discuss the betas, but the project itself. I plan to let them discuss ideas and whatnot with the successor project too, so I guess you can say, my project is a collab project, in a sense that I'm being helped quite a bit through support and conceptual discussions.


Edited by Shane, 26 September 2014 - 12:49 AM.

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#2230 Lejes

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Posted 26 September 2014 - 02:43 AM

I made custom hitboxes. It may not be enough, though. ZC's screen size really is too small.



#2231 KingPridenia

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Posted 26 September 2014 - 04:38 PM

Well, not too much to report other than a bit of rebalancing on the mini-quest. Also finally began work on level 2, which is going to be much larger than the first one, but still manageable. Still debating if I should stick with the traditional "Master using it and you can have this" line or if I should be Captain Obvious and make the guy say "You need at least 5 Red Hearts to take this". Then again, I'm assuming everyone's played at least the first quest of Zelda 1, so they would know what the former line means. I am a bit concerned about the maximum hearts for each dungeon so far. You could in theory have up to 5 hearts before 1 but only 7 before level 2. Remember, this quest is only going to be 4 dungeons (3 main ones then the final). Granted, I'm going under a blind assumption most players will only have 3 hearts for level 1.


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#2232 anikom15

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Posted 26 September 2014 - 05:34 PM

Very excited about the new quest I'm working on and all the new MIDI techniques I'm learning!
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#2233 SpacemanDan

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Posted 28 September 2014 - 12:06 AM

I managed to get some scripting done for the first time in awhile. I've finally settled on a new item for the third dungeon in my quest after several iterations and ideas. ._. Should be fun to work with for puzzles and the like! :) Hopefully I'll be able to post a full update soon. :3

As a side note, I got an idea for another quest, though it wouldn't be anything like Zelda. Gotta gather some tiles for it. Dunno if it'll take off though. >_<
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#2234 Eddy

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Posted 28 September 2014 - 04:24 AM

More progress with Level 7. Getting close to finishing it actually :P


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#2235 LikeLike on fire

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Posted 28 September 2014 - 07:43 AM

i am teetering on the edge of "i give up"

someone help me with my LikeLike quest.

 

I have a lv 6 to make good, a lv 8 to make sense and a lv 9 with two ways because I want to make a psudo multiple endings. and then I will need some more 2.10 cutscene


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