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What did you accomplish in ZC today?


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#2821 justin

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Posted 12 March 2015 - 03:15 PM

wow!  that looks a lot better.  i'd still consider linking the mountain a bit more fully on the left, but i like this A LOT more than the previous version.  some other suggestions - the stairs, might only need to be one tile high with a one tile high mountain.  the bottom mountains where the shaded meets the regular looks a bit off, the part right of the shaded would look better if it was more than 1 tile before shortening.

 

and i looked at the subscreen for the default classic set, and it is built off individual counters instead of a counter block, and each individual counter has digit set to "1".  but something like rupees will still show more than 1 digit when you have that many.  digit is how many digits to always show regardless how many you have.


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#2822 KingPridenia

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Posted 12 March 2015 - 03:51 PM

Thanks Justin. I actually ended up making the mountain a bit higher to compensate and trimmed a bit above it away. Also, I just tested having Arrow Counter with 1 digit and it properly goes into double digits when the player gets his/her 10th arrow.

 

I finally addressed the severe lack of arrows issue, increasing both the drop rate and adding them into grass patches. I ended up adding a shop that sells them in bundles of 5, 10 and 30, but I decided to make their prices a bit on the expensive side. Considering how much money you'll get and have, I don't think it's terribly unreasonable, but again, I'll see what people think later on if I should adjust prices.

 

By the way, if I have the Red and Gold Potions both set to not "gain all lower level items" and in addition not "keep all lower level items", that means if I have a Blue Potion and upgrade to a Red later and eventually buy a Gold one, I'll only have the Gold Potion? Once I use it, I shouldn't have any potions, right? What if I tried to buy a weaker potion after upgrading to a stronger potion? Would that give me multiple potions? If so, I may consider keeping potions weak like they are now, but just make them multiple doses.



#2823 Limebeer

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Posted 12 March 2015 - 03:54 PM

that does look alot better, though there is one small tile error about one tile over from where it meets with the mountain it looks like :O

Other than that it looks very well done :D I can't wait to see more screens from this!



#2824 Jared

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Posted 12 March 2015 - 04:56 PM

Finished a small area. Getting more excited about this quest with each passing day. :)


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#2825 KingPridenia

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Posted 12 March 2015 - 05:02 PM

that does look alot better, though there is one small tile error about one tile over from where it meets with the mountain it looks like :O

Other than that it looks very well done :D I can't wait to see more screens from this!

 

Ended up catching that after I uploaded the picture. Sometimes I get so excited to show off a screenshot that I leave mistakes like that in. Silly me.



#2826 Jared

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Posted 12 March 2015 - 05:29 PM

8fNnNJE.png

 

*Gets out*

 

Not gonna lie, this idea is really creative and I wish I thought of it first. ;-;



#2827 Limebeer

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Posted 12 March 2015 - 05:49 PM

Ended up catching that after I uploaded the picture. Sometimes I get so excited to show off a screenshot that I leave mistakes like that in. Silly me.

Haha, yeah I'm the same way! I'll upload it, see then fix the error, then post the screenshot anyway :eng101:

 

Not gonna lie, this idea is really creative and I wish I thought of it first. ;-;

I agree... it also would be a great way to make bosses in mini dungeons that each holds the three spells (Din's Fire Nayru's Love and Farore's Wind) that you have to beat in order to get the item... i might have to use that idea later on :whistle:


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#2828 KingPridenia

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Posted 12 March 2015 - 07:18 PM

Well, all my testing went fine. However, I did discover that yes, you could cheat my potion system by buying the highest level potion first, then the 2nd highest then the lowest. With that in mind, I have decided to change it to a different system. That is the following:

 

1. Blue Potions are available from the game's start for 35 Rupees. No Letter required. They only recover 5 Hearts and do not stack to become Red Potions.

2. Red Potions are available once you acquire the level 2 Letter (the used one). They allow you to recover 5 Hearts, then revert back down into their Blue Potion counterpart. So basically, it's 5 Hearts x 2.

3. Gold Potions wouldn't be available until after all 8 dungeons. They would be a triple dose potion, being essentially 5 Hearts x 3. Reverts to Red after first drink, then Blue after second one.

 

As I have stated, you will not be able to collect two blues to make a red. However, higher potions will downgrade to their lesser counterparts when consumed. It's just a matter of how many drinks you get. In other news:

 

-Made caves look nicer since I don't know what color on the palette affects text color so that it looks much nicer on the eye

-Fixed an error with Blue Octorok (fast)'s animation being messed up

-Decided to decrease arrow prices from 40, 60 and 120 Rupees for 5, 10 and 30 packs respectively

-Nerfed Fairies to only heal 4 hearts from 6

-Changed the desert/ruins segment of the overworld to now contain a shop that sells a Magical Shield, Magical Boomerang and Bait instead of the Blue Ring

-Overhauled overall layout of that overworld section


Edited by RedmageAdam, 12 March 2015 - 10:42 PM.


#2829 Shane

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Posted 13 March 2015 - 09:34 AM

I agree... it also would be a great way to make bosses in mini dungeons that each holds the three spells (Din's Fire Nayru's Love and Farore's Wind) that you have to beat in order to get the item... i might have to use that idea later on :whistle:

Farore's Wind = Wind Wizzrobe.

Din's Fire = Fire Wizzrobe.

Nayru's Love = Patra.

 

Just some food for thought. The Goddess spells being a boss (or trial to be more poetic) is a really neat idea.


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#2830 Limebeer

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Posted 13 March 2015 - 09:49 AM

Farore's Wind = Wind Wizzrobe.

Din's Fire = Fire Wizzrobe.

Nayru's Love = Patra.

 

Just some food for thought. The Goddess spells being a boss (or trial to be more poetic) is a really neat idea.

 

Nayru's Love : Mirror Wizzrobe (just to keep in the Wizzrobe motif you had going there ;) )


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#2831 justin

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Posted 13 March 2015 - 02:04 PM

Nayru's Love : Mirror Wizzrobe (just to keep in the Wizzrobe motif you had going there ;) )

 

or stick with the boss theme, and

 

Farore's Wind - Windhandla

Din's Fire - Fire Gleeok

Nayru's Love - Patra



#2832 Eddy

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Posted 13 March 2015 - 02:35 PM

Today I finished my first ever beta-test run of a quest that isn't made by me. It was pretty fun, and there's 2 more coming my way.

 

It feels really great to help others with their ZC quests :D


Edited by Eddy, 13 March 2015 - 02:35 PM.


#2833 Matthew

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Posted 13 March 2015 - 08:38 PM

In an attempt to brush up on my ZC skills, I remade the whole zelda 1 overworld using the "I Hate Mayo Tileset" by Rambly. My little brother, who just got a new computer, is wondering about ZC, so I might make a beginner-friendly quest for him out of it. Here is (kinda) my overworld:

 

It is a bit bare at the moment, and I will be sure to spruce it up later.

 

4LvcjHI.png

Edited by FlameCursed, 13 March 2015 - 08:45 PM.

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#2834 kurt91

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Posted 14 March 2015 - 03:27 AM

I'm about to go to bed, so I don't have any pictures available, but after taking a break that was FAR too long, I've finally just about finished fixing my "Balance of Power" quest. The various changes include...

 

All palettes have been tweaked for better appearance as well as no longer breaking dark rooms.

Every enemy, when struck, will have their name and a health bar appear, like in the Kingdom Hearts games.

Every enemy, as well as Link, now displays damage numbers above their heads when struck.

All bosses now include boss music that changes back to the normal area music after their death.

All bosses now drop a Castlevania healing Orb, that works exactly like in their game of origin. (Basically, just a Triforce Piece that doesn't teleport you. No scripts needed!)

Moscowmodder's LttP-Map system has been implemented, alongside removal of the Spacebar map, to encourage more of a Metroid-exploration mindset.

All enemies have had their hitboxes changed to be pixel-precise rather than measured by tile width.

AutoBigEnemy script has been implemented for more freedom in enemy design.

Nearly every MIDI file used has been modified and/or remixed by me personally, for a unique experience in every area of the game.

The first climax-type area of the game has had a drastic graphic overhaul

The forest now has an animated dithering effect on top of using built-in transparency so that it's easier to see without losing its appearance.

Some existing bosses have been replaced with fully-scripted counterparts for both difficulty balancing as well as a more unique battle.

The EXP system has been completed, so that now HP, Attack, and Defense can be upgraded individually.

All enemies (excluding bosses) now drop at least one form of EXP.

 

It sounds like a lot, but when you factor in how long it's taken to get to this point, I've been slacking off quite a bit regarding this quest. Still, at least I'll be able to start designing new areas and enemies soon. I'm certain once I get past repairing broken features, I'll be able to bring myself to work on this much more easily. (Fixing things is not nearly as much fun as designing them!)


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#2835 peteandwally

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Posted 14 March 2015 - 02:55 PM

that's a lot of work! good job, man. I made a few more cave screens today, but won't put up a screenshot for now. I'm trying out underground 'trees' or mold blooms or whatever they look like to the viewer, just to break up the monotony of the cave areas more. When this thing turns into a quest, it should be fun to explore new places, and with the implementation of HC pieces, you get rewarded for exploration.


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