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What did you accomplish in ZC today?


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#2431 ZeldaPlayer

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Posted 16 November 2014 - 10:56 PM

image.jpgThis  map here:

 

and I learned how to use scripted enemies!

That looks really good Demonlink!  :D


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#2432 Shane

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Posted 16 November 2014 - 11:05 PM

That looks really good Demonlink!  :D

Demonlink didn't make that map. :P


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#2433 ZeldaPlayer

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Posted 16 November 2014 - 11:08 PM

image.jpgThis  map here:

 

and I learned how to use scripted enemies!

Sorry I meant Dwiese1998. xD Demonlink's and Dwiese1998's profile picture almost looks the same.


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#2434 Yloh

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Posted 17 November 2014 - 12:27 AM

Today: I worked on more cosmetic aspects of my quest, my levels are looking much better now, I fixed some bugs that where pointed out, I learned how to color my streams, some balancing issues have been resolved, and I started working on a new area.


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#2435 Limebeer

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Posted 17 November 2014 - 04:17 PM

I have decided, somewhere in my quest, that there will be a room, a special room, filled with a certain type of enemy, one that does, initially, no damage, but once defeated it splits into a similar tribble enemy which will cause damage and has a massive homing factor, one that cannot be damaged by most weapons... yes, I am creating an evil cuccoo room that must be cleared at some point that needs certain weapons to clear it else you get overrun by many cuccoos! i just have to get around to making them in the enemy editor and make the sprites for them! :bounce:


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#2436 Orithan

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Posted 18 November 2014 - 12:20 AM

MSqig1s.png

 

New screen: Hal obtains the first item in the game - the Bow.

 

Also features a script I was working on.


Edited by Orithan, 18 November 2014 - 12:24 AM.

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#2437 Orithan

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Posted 18 November 2014 - 09:01 PM

Sorry to doublepost...

 

OrHJBY9.png

 

Disregarding the incomplete status of the screen and enemies with their HP modified for testing, Illusion of Gaia/Time-styled enemy health gauges are now in the game. These show you how much damage you are dealing to enemies and can stack up to 10 times, each stack being a different color than the rest.

 

Credit for the script goes to Lejes.


Edited by Orithan, 18 November 2014 - 09:01 PM.

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#2438 KingPridenia

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Posted 18 November 2014 - 09:26 PM

Sorry to doublepost...

 

OrHJBY9.png

 

Disregarding the incomplete status of the screen and enemies with their HP modified for testing, Illusion of Gaia/Time-styled enemy health gauges are now in the game. These show you how much damage you are dealing to enemies and can stack up to 10 times, each stack being a different color than the rest.

 

Credit for the script goes to Lejes.

 

Really liking the sound of that. Now if only Link could do that jump attack Will had...actually nah. That attack was so broken because of it doing +1 damage and making you invulnerable until Will landed. Illusion of Gaia really needs more recognition than it gets; it's a top notch SNES game and is a great middle title between Soul Blazer and Terranigma.


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#2439 Jared

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Posted 18 November 2014 - 11:22 PM

Worked on my tileset a little more today. Ripped some tiles in, and comboed. :)


Edited by Jared, 18 November 2014 - 11:26 PM.

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#2440 Jared

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Posted 20 November 2014 - 12:52 AM

(Yay for double posts!) Today I worked on item tiles, item sprites, and recoloring a Zelda sprite I've never seen in ZC. I'll release it once it's done. :)


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#2441 TheLegend_njf

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Posted 20 November 2014 - 08:48 AM

Getting much accomplished for TRIFORCE the past week or two:

- Completed a Challenge Dungeon
- Started another Challenge Dungeon
- Started Developing a Cave system and designed roughly 15 cave screens or more.
- Added in a Prologue scene involving Link being abducted by "They" (the aliens from Majora's Mask).
- Completed 40% of my first village, including familiar NPCs and brand new custom NPCs all modified to feel more appropriate to the type of abstract quest that TRIFORCE is.

Also, I'd like to include accomplishments with staff involvement:
- Special thanks to Avataro and Lejes for getting side-view water working for this quest.
- Special thanks to Moosh for helping me with a dungeon about Like Likes from Hell.
- Special thanks to Demonlink got helping me put together a fitting subscreen for this quest.
- Oh, and another thanks to Moosh for scripting an evil wind based enemy which is similar, but much different to another evil wind based enemy from Souls 1 that was originally located in a Temple of a familiar name.

For more details, I will make an update in the TRIFORCE quest project page, along with a playable demo hopefully.

Edited by NewJourneysFire, 20 November 2014 - 08:49 AM.

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#2442 Lightwulf

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Posted 20 November 2014 - 09:07 AM

Made an entry for S:CA #61!  Link returns to the Ogg Temple to finish it, this time.


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#2443 KingPridenia

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Posted 20 November 2014 - 11:57 PM

Don't you hate it when there is an obvious secret and yet you can't do anything about it until MUCH later in the game? Put one of those in Link's Blade Crusade. As for AQII, I touched up the graphics on the...someone seriously help me come up with a name for those Bubbles that affect both the sword and items at the same time. Also, at the entrance of level 5 as well as every dungeon from level 6 all the way up to level 9, one of those Blue Bubbles that return both your sword and item usage will be in the entrance room or a room away from it. In addition, they'll also be featured in the "lost levels" as well at their entrances. Pretty convenient to have a Blue Bubble that restores both buttons right at the start, no?

 

Speaking of which, given that with the addition of these Bubbles, wouldn't from a smart game design standpoint I would want to use the Red Bubbles (perma disable sword/items) VERY sparingly? All they would have to do is touch you and now you're completely defenseless. No sword, no items, just your ninja skills and endurance to see you through. It just seems smart to keep them VERY limited if not only used for the archetypical "brutal bonus dungeon". Then again, with the Whisp Ring, they are downgraded to a nuisance and with the level 2 one, able to be abused as a way to avoid damage (since "abusable" isn't a word apparently). I could only imagine Y1oh drooling at the thought of having to deal with said Bubbles :P.

 

Going back to Link's Blade Crusade, in light of Kurt91's comments, I've decided to downgrade the Candle to the blue one and change a few things around so you're actually able to progress the game. This would also mean changing the first level boss so they can damaged by the boomerang, but then they just become a trio of damage sponges. Unless I nerf their HP and make the candle do more damage than the boomerang to give you one chance to kill them slightly faster by means of changing the Boomerang Defense flag to 1/2 damage or something since with a level 1 Boomerang, 1/2 damage and 1/4 damage still end up dealing 1 HP worth of damage.


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#2444 Lejes

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Posted 21 November 2014 - 12:25 AM

As for AQII, I touched up the graphics on the...someone seriously help me come up with a name for those Bubbles that affect both the sword and items at the same time.

 

Double Bubble



#2445 Lightwulf

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Posted 21 November 2014 - 03:10 AM

Double Bubble

Seriously, that's what I was just gonna' say! :D  It just came to my mind, too, as I was reading RedMageAdam's post, before I saw your post.  What a coincidence!

I like it! :)  It's not long and it's easy to remember.




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