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What did you accomplish in ZC today?


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#2236 David

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Posted 28 September 2014 - 05:38 PM

All of you guys are making awesome progress! :D

 

Which reminds me; I need to work more in ZQuest, though I have too much homework...



#2237 Matthew

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Posted 28 September 2014 - 08:18 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.

 

@RedmageAdam

 

Go with the "Master using it" as I am sure most of us here have played the first quest :P
 

Also, are you putting all 16 hearts in your quest?



#2238 kurt91

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Posted 28 September 2014 - 09:00 PM

I realized that I was completely stupid when organizing the layers for my overworld, so I deleted it and am putting it back together. I'm already nearly done doing so since it was just an 8x8, I already have the original for reference, and I REALLY don't want to have to manually piece together the layers for each individual screen.

 

I'm also making it so that each region of the overworld has a unique palette, to help the player recognize their surroundings and get around without getting too lost. I've got an idea for a nasty gimmick that will make the overworld difficult enough to explore already. 

 

What I did was I took out every other row and column of the overworld to Link's Awakening, and pushed the remnants together to make four 8x8 maps. This means instead of:

 

A1, A2, A3, AA

B1, B2, B3, B4

C1, C2, C3, C4

D1, D2, D3, D4

 

You now have...

 

A1, A3

C1, C3

 

B1, B3

D1, D3

 

A2, A4

C2, C4

 

B2, B4

D2, D4

 

There are now four smaller islands with all the regions still intact, and the landmarks and dungeons spread between them. You not only have to remember where each dungeon and item is, but which overworld it's on, and what caves or passages will let you switch between them.

 

Not much for originality, given that the overworld is based around an existing one, but I'm pressed for time to try and finish at least something. Like I said, it's not a main or even side project, just something I'm throwing together that's hopefully still fun to play through.


Edited by kurt91, 28 September 2014 - 09:06 PM.

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#2239 KingPridenia

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Posted 28 September 2014 - 10:06 PM

@RedmageAdam

 

Go with the "Master using it" as I am sure most of us here have played the first quest :P
 

Also, are you putting all 16 hearts in your quest?

 

Yep. May have to get a bit more creative with how you get them, but oh well. A sharp eye, some trail and error and willingness to backtrack will surely net you two full rows of hearts or close to it. They're done in BS style, which means the meter is more like it looks in Link to the Past and Ocarina of Time. I don't really like the normal heart meter with the 1st row being on the bottom, but that's just me. And yes, the minimum heart requirements of 5 and 12 will exist. To be honest, I was never a fan of that, but I'm deviating from my normal design choices for the mini-quest. Given the difficulty of my first ever quest I made, I figured if you could fight well enough to reach the upgraded swords, you deserved them. Here, I don't think the HCs will be too terribly hard to find, although some will require more thinking.

 

Spoilers from the first quest I made:

Spoiler

 

Yeah, got kind of long-winded. I'm sorry.


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#2240 Lejes

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Posted 29 September 2014 - 12:47 AM

I made a multi-layered, Mega Man Zero style life bar for an enemy. It looks rad as hell.

 

...I really ought to be spending this time balancing the attack pattern and tackling animation, though.



#2241 Yloh

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Posted 29 September 2014 - 12:57 AM

I did quite a lot today.

 

I made my first optional area. Warning, it is quite difficult, and the boss is unfair. Just remember, it is optional, but the reward is worth it, well ... you will get a key that will allow you to get your reward later on.

 

The boss arena 3 is completed. The boss may seem a bit unfair at first, but you just need to play keep away. There is also a very cheap way to kill the arena boss easily. I'll let you discover that strategy for yourself.

 

My game now has 5 custom enemy sprites from scratch today: two of those enemies are optional mini bosses that roam the overworld, one is the boss to arena 3, the other is the boss to the optional dungeon, and the final custom enemy is just a regular enemy for a "Heaven and Hell" inspired area from "Devil May Cry". Every enemy in that area can kill you in one shot, but you can kill everybody in one shot.

 

I figured out what reward I want players to have, if they find the secret level. I have an idea on what I want to do for my secret level.

 

My overworld only has 27 screens left to complete while my underworld is 5/9 complete.

 

Some screens in the overworld now look a lot more interesting.

 

Replaced the sprites of one of my enemies to look more like an atari robot.

 

What else ... I think that is everything for now.

 

It looks like my demo will be able to deliver at least 10 hours of gameplay, when it is released for the expo, however it could be 100% in about 5 hours if you know what you are doing.

 

There is still lots to do before the expo. My intentions are to make the boss to level 5, make some cosmetic changes to one of my caves, make some more mini games, add some shops, and make my secret level before the expo releases. If possible, I would like to complete the pathway to world 6 before the expo, but we will see.

 

I'm really excited to see what others have come up with and to see what the public thinks of my quest.


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#2242 Orithan

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Posted 29 September 2014 - 03:33 AM

Today, I painstakingly added a few things in, including tiles for a new bombable wall and a new palette for my quest in Firebird:

L7Itf14.png

 

Also set up an unused set of doors in the general dungeons set.


Edited by Orithan, 29 September 2014 - 03:34 AM.

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#2243 Eddy

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Posted 29 September 2014 - 10:22 AM

Officially began Level 8 for my secret project. Progress has been going faster than I expected.

 

Though I hope I can finish this quest before my time is up (I got a deadline to meet...)


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#2244 LikeLike on fire

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Posted 30 September 2014 - 06:41 AM

QUOTE(Banjo7J @ Feb 6 2011, 03:23 AM) View Post

This may not be much but I moved my Level 7 from Map 7 to Map 5. Without Exporting or Importing, because it won't let me. 49 screens, copied from one map to another. 32 of those screens need to use Paste All. And I had to change all the layers to the correct map and get rid of what little was still left in Map 5 by moving it to Map 6, but there were only about 6 screens left. Of course, it's only about 11:20 AM in my time so I'll probably copy Level 8 over later. That shouldn't be too bad, it's the same size as Level 7 but without all the layers.

EDIT:Copied Level 8 over to Map 5.

....Oh, my, GOD, dude. Wince wince wince wince wince wince.

I wanna give you the biggest hug in the universe right now. That is NOT FUN. NOT FUN NOT FUN AT ALL. It is very much VERY MUCH pain and I have experienced it before, argharghargh that must have been a nightmare for you. icon_cry.gif

For what reason on God's Green Earthâ„¢ were you forced to do that for? Simply conserving map space? It must have been a serious thing...

(Incidentally, my current task of trying to convert all my Enemy-based Scripts into a new code format is a similar type of morbid-tedious. It feels like my creativity has the flu whenever I've been faced with stuff like that.)

 

 

I did that the one day, that reverse zelda I was working on (does anyone want to adopt it and finish it and figure out why it is the file size it is outside of "premimum sound effects"?

 

I had to do things for my zelda redux(which is supposed to have some suprises that I can't really figure out how I will do it) because I thought I could put all my eggs in one basket.  or is it possible by just setting map types to interrior and make all dungon on one map, and then dmaps share the single map?



#2245 Lejes

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Posted 30 September 2014 - 06:42 AM

Death lasers of variable length are hard. But I have made them. I have made so many of them.



#2246 KingPridenia

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Posted 30 September 2014 - 11:32 PM

Just because I have a couple of screenshots of AQII doesn't mean I'm back into it. I was only testing some stuff I never got around to testing:

 

For those that played the demo last Winter, your complaints about level 5's boss have been addressed:

Spoiler

 

Introducing a new enemy that requires the hammer to break its shell, otherwise it's completely invulnerable:

Spoiler

 

EDIT: Oh yeah, and using the level 4 cheat FTW for taking those picutres.

 

So with the second picture, those are Spiky-Shelled Bits. Only a blow from the hammer can make them open to attack, although the hammer itself is a great weapon to use against them even after breaking their shell.

 

Another random question; does having an Octorok only harmed by bouncing its rocks back at it qualify it as a wannabe Mirror Wizzrobe? The shield will NOT reflect the rocks; you have to actually use the boomerang to deflect them, hence the name I would expect SCKnuckles to give them; Deflectoroks.

 

The mini-quest is coming along nicely. I began level 2. Now things get real.


Edited by RedmageAdam, 30 September 2014 - 11:33 PM.

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#2247 KingPridenia

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Posted 01 October 2014 - 07:54 PM

Funny glitch I found when testing to make sure the cave here worked. Don't know how to fix other than to place No Enemies flags all over the mountains. They're on Layer 1 yet this happens...

 

c0czo3c6du2cecnfg.jpg

 

On another note, I think I painted myself into a corner with my gimmick. Level 2 should hopefully let me get around it (sort of). Then again, you have a new weapon for it, so that should get you somewhere. Also, is there a way I can make the mini-map not look so ugly? The dungeons are fine; it's just the overworld's is YUCK. I tried to modify it in the subscreen editor but there are no options to change its color. If it matters, I changed the subscreen style to the one from 1.92 where it allows for the Hammer, Hookshot, Super Bombs and Lens of Truth in addition to some items like the Amulet and Wallet. I'm using a slightly edited "New Subscreen". Any help would be appreciated.



#2248 Yloh

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Posted 01 October 2014 - 11:23 PM

Fifth major boss is done!


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#2249 Lejes

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Posted 02 October 2014 - 03:29 AM

I finished my Enemy of the Month entry. I didn't do everything I wanted with it because graphics are hard. I thought I could get a leg up this month by eschewing solid, practical design in favor of something flashy, but from a sneak preview of Moosh's entry it seems he already went full Hiroshima in this EotM arms race.


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#2250 Eddy

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Posted 02 October 2014 - 09:58 AM

I made a map for the next Map of the Month, and it's going to be something from Link's Quest for Portugal.

 

Also, I've made more progress on Level 8 in my secret project, though not so much since it's a weekday.


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