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What did you accomplish in ZC today?


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#2701 LikeLike on fire

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Posted 18 February 2015 - 08:50 AM

now it all crashes, with the new zc i was told to download. now i open my quest and it crashes



#2702 Eddy

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Posted 18 February 2015 - 10:16 AM

Been making loads of progress in AR3. I've completed the Fairy's Woods and got most of the Deku Forest completed. Next up is to begin working on Level 2!



#2703 Limebeer

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Posted 18 February 2015 - 03:05 PM

hfDM2gK.png

Added in the wall, thinking on whether or not to block being able to go across the two sides (haven't decided yet) and I will be changing the armos in the wall to something else for a hookshot grab (the appearing armos where it's glinting will also be in the wall and willl be changed as well) I'm thinking on having them be candelabra's hanging in the wall... will be good to have as a feature in future screens if I can make them so. But yeah, while all of this is technically inside (upper floors will have a true outside part) the wall is to show that there is an inner area that will have to be accessed somehow.


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#2704 Yloh

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Posted 18 February 2015 - 03:55 PM

I'm really liking your design Limebeer.


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#2705 Limebeer

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Posted 18 February 2015 - 04:17 PM

I'm really liking your design Limebeer.

Thankyou! I'm really enjoying designing this level sofar... well, the times I actually place things on the proper layer that is. (I had to redo this layer because I ended up placing what was supposed to be on under-layer 3 on layer 0... not fun to recreate as it was basically a whole screen freehand patterned... I probably could make a template and just paste it on, but I like the more personal touch that making screen by screengives, much like when placing the grass tiles. People may not notice, but it gives a better satisfaction once completed ;) )
But yeah, it's... interesting to make these hookshot pathways. So many things to consider and redesign when you are placing things around. I don't think I'll make too many complicated pathways (this one isn't too complex really, but I am planning on making one where you have to go through a few screens to traverse)

I'm also deciding on a new pallet colour... sofar I have about three that I like, a purple, a stone blue and a stone grey that I like. I'll post examples of them soon for people to decide what they like.

 

Edit:
Going with this pallet

new pallet colour


Edited by Limebeer, 18 February 2015 - 04:59 PM.


#2706 Yloh

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Posted 18 February 2015 - 04:57 PM

Knowing what type of dungeon it will be will also help with the color choice. For example, if you where going for a desert themed level, a golden color would fit well. If you are going for a science fiction level, I could see any of your three colors work out. If the villain some sort of royalty? Maybe violet would work best. Regardless, I am looking forward to seeing what your design looks like with the color variants. 



#2707 Limebeer

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Posted 18 February 2015 - 05:08 PM

Knowing what type of dungeon it will be will also help with the color choice. For example, if you where going for a desert themed level, a golden color would fit well. If you are going for a science fiction level, I could see any of your three colors work out. If the villain some sort of royalty? Maybe violet would work best. Regardless, I am looking forward to seeing what your design looks like with the color variants. 

Haha, I literally just edited my last post with the pallet I decided on while you where answering xD

It's a tower dungeon, one of which is technically floating above the skies (you access it through a warp point in the overworld on a raised platform) and it's supposed to be dark and lonely, with few enemies enountered until late in the dungeon. The boss is, I guess you can say is a demon or a spirit? (I'm still working on him right now)
As for the violet, I forgot that two previous dungeons already used that pallet colour (I'm trying to keep from staying in the same colours all through out)

So I decided, unless how I design the rest of the dungeon changes to go with this pallet:

 

kF8JWwN.png



#2708 Yloh

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Posted 18 February 2015 - 05:28 PM

That color goes good with the theme you are trying to portray. 



#2709 Limebeer

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Posted 18 February 2015 - 06:01 PM

the bluer one did too, for the most part, but it got to be too overwhelming in the colour as the floor tiles also went extremely blue as well.
Now... time to decide/make new wall grabs for the hookshot...



#2710 Yloh

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Posted 18 February 2015 - 11:11 PM

I made a block puzzle that is semi hard!



#2711 KingPridenia

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Posted 19 February 2015 - 02:29 AM

Decided to give what I have of AQR so far two runs. The first run was done with the more restrictive grid-like movement of the original NES Legend of Zelda with a stabbing sword while the second run was done with Zelda 3 movement and giving the player slash right off the bat. To be honest, considering that it's meant to be like Zelda 1, I personally felt it was easier for me to play the quest with 4-way movement than with 8-way movement. Maybe it's me for being one of those bitter old men or stubborn, but I just feel odd having 8-way movement. "When I was your age, Link could only stab with his sword, move along a half tile grid system, AND continued with only three hearts when he died. We didn't have fancy 8-way movement, slashing swords and full heart continues when I was growing up. AND WE LIKED IT!" All joking aside, I still feel AQR works better with 4-way movement, being that it's still an NES-style dungeon romper, where the dungeons and overworld are designed more with said movement in mind than 8-way movement.

 

Slash is another story entirely. Now I know for sure I want it in AQR. However, this is the point where I'm really on the fence about just giving it to the player from the start of the game or if I want to go with my original plan and make slash earned later. From what I've gathered, it seems the general consensus favors starting with slash. Furthermore, it also seems that going from stabbing with your sword half the way then all of the sudden being able to slash is questionable. I am even more torn now between the whole thing. Of course, it could just be a vocal minority speaking. In the end, it really is up to me to decide and I shouldn't go out of my way to please others because doing so will just make it fall in the middle, not pleasing anyone.

 

From my play testing and feedback:

 

Pro 8-Way Movement Arguments:

-Tighter and more precise movement

-Combat isn't as clunky; 4-way movement and Spin Attack don't mix well

-Seems to be more preferred and popular

 

Anti 8-Way Movement Arguments:

-Screws with the 4-Way Ladder and Raft combos

-Makes damage combos and Traps more difficult to avoid

-Goes against NES authenticity

 

As for slashing, it seems that people prefer the entire quest to have just slashing or just stabbing for the sake of consistency. Personally I'm more a fan of being stuck with a pathetic little lunge because I feel you need more skill to fight effectively. However, I understand why people like slashing, mostly for the ease of hitting enemies and making combat less clunky (even more the case paired up with 8-way movement). I haven't really drawn any definite conclusions though. I feel it may be better that once I get a demo prepared, I may consider creating one version with 4-way movement and no slash and have the other use 8-way movement and slash. That way I feel people can get a better idea which would work better. My biggest argument is that the original never had slashing at all (since at least in the template I had for 1.92 b1.83, the slash sprite was a glitch tile) and obviously, 8-way movement didn't become an option until 2.50.

 

Yeah, my stubbornness will probably be my undoing :P.


Edited by RedmageAdam, 19 February 2015 - 02:29 AM.

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#2712 Eddy

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Posted 19 February 2015 - 06:10 AM

I've been doing plenty of work on Level 2. It's also the first dungeon which is somewhat new and fresh since it won't be the same as what it was in the Oracle games.


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#2713 Yloh

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Posted 20 February 2015 - 12:54 AM

After playing "To The Top", I am inspired to make a trading quest of my own. I have begun to make some major changes on how to solve the mystery of World 2. The main gimmick of World 2 will be to make a huge trading sequence in order to get the item needed to access Level 2.

 

I also did some cleaning up in various areas in my quest.


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#2714 Lejes

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Posted 20 February 2015 - 01:58 AM

Anti 8-Way Movement Arguments:

-Screws with the 4-Way Ladder and Raft combos

-Makes damage combos and Traps more difficult to avoid

-Goes against NES authenticity

 

The snap-to-tile effect makes you run into garbage all the time. You can line up a raft path easily by just putting a constrained, one block wide pathway before it, but an even better idea is to never use raft or ladder at all.


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#2715 Jared

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Posted 20 February 2015 - 05:20 PM

I made a few screens yesterday, and planned my first temple.

Tonight I plan on doing more of the same thing!
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