Added Lttp-style Map Display script by MoscowModder
now to make more mini-icons for the map.

Posted 11 November 2014 - 08:39 PM
Today I moved some of my new tiles to a new tileset. Still working on it. ![]()
Posted 12 November 2014 - 12:19 AM
I played a joke quest today. Despite not being able to beat it, it was an enjoyable experience, and that's what counts the most, right?
Posted 12 November 2014 - 09:28 AM
Added Lttp-style Map Display script by MoscowModder
now to make more mini-icons for the map.
Posted 12 November 2014 - 09:49 AM

Slowly getting their with my active! This is what the subscreen should look like once you get a sword at the beginning of the quest. Note no other items have been implemented yet because the guy writing this post is lazy, but more truthfully, feeling tired as of this writing. But he's lazy too. ![]()
Posted 12 November 2014 - 11:49 PM
I've sofar done 5&1/2 more screens on my starting floor of dungeon 3... though I may have to end up changing how they are due to it beginning to look a bit schizophrenic as the area styles changed a bit... nothing extremely major, just goes from solid flooring to more floating stone bridge style floors. However I may be able to make it work when I design my bottom floor, depending how it will progress. Still, any progress made is progress towards releasing this damn demo for people to get a taste of this quest ![]()
Posted 13 November 2014 - 07:54 PM
http://i.imgur.com/yhrARLm.png
http://i.imgur.com/BOPLm1l.png
I was bored and made a thing. Not sure I'll ever use it in a quest but it exists now. Yes that sword is doing 510 damage.
http://i.imgur.com/C3iuAG4.png
HEALROBES
Edited by Lejes, 13 November 2014 - 11:23 PM.
Posted 14 November 2014 - 02:09 AM
Posted 14 November 2014 - 11:59 PM
Shane, I kept my promise to you:
Probably going to make that a bit more serious later on. Regardless, figured I would take advantage of the Teachings of Moosh (who was responsible for teaching me how to remove the flashing from sword beams and I evolved that idea into a video I'm going to link) and make that an 8-bit color tile so I had a legitimate green cactus WITHOUT having the sand be green too.
Anyway! Onto a list of changes to Link's Blade Crusade. Note that the version for the Expo is the exact same as it was the day the Expo started. I won't update the quest file on there UNLESS someone finds a game breaking bug.
Also, a couple Adam's Quest II update videos without sound. Mostly showing a few things off. These are from a while back, but I haven't gotten around to showing them off until now. Oh, and I should mention I upgraded the Sword Beams in AQII now to do full sword damage instead of half. Actually, after re-watching the first video, it makes me really miss Gauntlet Legends on the N64.
Updated Sword Beams: http://www.mediafire...ordBeamTest.mp4
My Take on Cracktoroks (old): http://www.mediafire..._Cracktorok.mp4
As we speak, I'm importing more sprites from other games into both Adam's Quest II AND Link's Blade Crusade.
Edited by RedmageAdam, 15 November 2014 - 12:13 AM.
Posted 15 November 2014 - 04:09 PM
Really nice stuff going on there Adam! And I do love that one spoiler, it deserves 10/10 ![]()
Also, nice work on the updates, I'm sure that will make people not screw up on Level 1 like I and a few others did. As for the videos, that's some pretty neat stuff. Getting me a bit more hyped for AQII lol
Posted 15 November 2014 - 06:06 PM

Posted 15 November 2014 - 06:22 PM
AHAHAHAHAHA I FINALLY RELEASED THAT DEMO.
Last night and today I worked like crazy to add missing caves, secrets, strings, and whatnot, and also do a lot of testing.
It wasn't enough testing. The first person who played the demo reported a bunch of dumb bugs. Ha ha ha.
The moral of the story is, you can never test enough. No matter how much you test, it's not enough. This is true x100000 with the script-saturated mess that is Solaris.
Anyway, demo is out. I'm telling people to play it.
@Russ: Setting variables to powers of 2 at random? That's even more beautiful than the bug where ZC says an item's MaxIncrement value is always 1 when it's supposed to be 30.
Posted 15 November 2014 - 09:44 PM
Got some of screens done for what I hope will be the hardest map to recreate in the new tileset. Ported over the enemies from the old version and started on recreating the custom items.
Posted 16 November 2014 - 05:38 AM
This map here:
and I learned how to use scripted enemies!
Posted 16 November 2014 - 06:14 AM

New doors for this quest.
0 members, 1 guests, 0 anonymous users