Progress is going pretty well. I've got most of Level 3 completed in AR3 and all I have left now is to make the path to the Boss Key as well as the end of the dungeon itself.
What did you accomplish in ZC today?
#2851
Posted 22 March 2015 - 12:25 PM
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#2852
Posted 22 March 2015 - 02:15 PM
I upgraded the quality of level 1 in Adam's Quest Redux with some layering. I suppose this is a good way to make a Z1 style quest dungeon look better on the cosmetic side. Namely, I layered on tile shadowing where the bottoms of tiles meet the water. Additionally, I used Dragon's latest conservative lava tiles and some usage of the blue square to change water to make it look nicer. The water tiles are set to add 6 to the CSet color (so using CSet2 for the dungeon, the water is defaulted to CSet8. Lava will be the same, only with 5 Csets added so in CSet2 it will come up as being in CSet7. In addition, the lava tiles are Hookshot or Ladder combos. I don't plan to have lava that damages you. How you can use a Wooden Ladder to cross lava is beyond me, but why question video game logic?
Also, I made a small change to the beginning of the dungeon. Now you kill a pair of Moldorms to get the key in the next room. You come around to that same room later to go right and confront the mini-boss, an upgraded Moldorm for the Blue Candle. Previously, it was you fought the Moldorm in the room with the blocked off paths (a sand-filled room), entered the current room you fight it, and you go into an item cellar after fighting/evading some Ropes. I think that makes the dungeon a bit better. Then again, I am more aiming to make my quest an NES-style quest, although I do plan on at least trying to make a couple dungeons freeform towards the end. So if you don't like Z1 clones, it won't be for you, unfortunately.
Anyway, here is Level 1 - Torch Dungeon version...umm, Beta 1.1?

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#2853
Posted 22 March 2015 - 03:41 PM
Wow that's looking amazing! I do like how it's looking at the moment ![]()
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#2854
Posted 22 March 2015 - 08:40 PM
Now that I'm (mostly) done with changing up the intended first dungeon in my quest, I've been giving a similar treatment to the intended second. I've got a general layout for the new floor mapped out (though nothing too specific yet) as well as some new puzzles I'm adding in. I've taken the ones in the old version out since I wasn't too fond of them for one reason or another. I've got one type of puzzle actually functioning too, which should hopefully be interesting. :3
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#2855
Posted 23 March 2015 - 07:54 PM
I finished the first dungeon in my quest today. I've also begun development on the second level of my quest. I'm planning on it being a melting pot of other 2D Zelda games, in a fashion similar to "The Hero's Memory" by Aevin. I'll be using dungeons and music from other games, with the original zelda overworld to tie it all together. I suppose a quest based on the original zelda is a rite of passage for ZC users. While my quest might be "just another Zelda 1 ripoff", I'm still excited to be working on it.
Here is level 1: (This is my own design. Future dungeons will be similar to dungeons from other games, though.
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#2856
Posted 24 March 2015 - 11:53 AM
Really neat. It gives me memories of those quests made back in the 1.92 days (e.g. Caballo, I Hate Mayonnaise etc).
As for myself, I haven't been doing too much but I've been thinking of ideas for Level 3's boss. What I have right now should be something...
#2857
Posted 24 March 2015 - 07:04 PM
I wrote my first (completely useless) script that actually works
I used Saffith's tutorial.
ffc script LinkHPset
{
void run()
{
Link->HP = 48;
Link->MP = 32;
}
}
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#2858
Posted 24 March 2015 - 07:44 PM
I wrote my first (completely useless) script that actually works
I used Saffith's tutorial.
ffc script LinkHPset { void run() { Link->HP = 48; Link->MP = 32; } }
I will never understand scripting.
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#2859
Posted 24 March 2015 - 07:54 PM
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#2860
Posted 24 March 2015 - 08:07 PM
On the topic of scripting, I seem to understand what the code does, just not how to write it or anything. I was looking over the script file for my quest and I can say if it wasn't for who helped me combine all those global scripts and get me the FFC script I'm using, I'd be staring at a blank text file with a blank moronic stare going "Durr..." Just great to know that people are willing to help those that either don't have time or don't want to learn it to help them out. Then again, I have a good and very patient teacher on my side
. Just hope he doesn't feel annoyed.
@Flame: Sorry for the delayed post, but pretty nice retro-themed dungeon map. Short and sweet.
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#2861
Posted 24 March 2015 - 08:15 PM
@RedmageAdam
Thanks for the compliment!
On another note, I just finished my first entry for S:CA. I'm pretty hopeful for it ![]()
#2862
Posted 24 March 2015 - 09:13 PM
Speaking of layering, I gave my dungeons a brand new entrance, thanks to some layering and more usage of the blue square on the editor. The screenshots say everything you need to know:

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#2863
Posted 24 March 2015 - 09:23 PM
started adding in some more features to the forest area in my quest (slashable mushrooms and such) and will be finally adding in trees! I'll also be starting on my swamp area when doing the trees. Not much of it as it leads into where I have to rearrange some mountains, but I can get a few screens in atleast ![]()
now, just have to decide... grey or blue for a swampy area...
Edited by Limebeer, 24 March 2015 - 09:26 PM.
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#2864
Posted 24 March 2015 - 11:49 PM
started adding in some more features to the forest area in my quest (slashable mushrooms and such) and will be finally adding in trees! I'll also be starting on my swamp area when doing the trees. Not much of it as it leads into where I have to rearrange some mountains, but I can get a few screens in atleast
now, just have to decide... grey or blue for a swampy area...
I was thinking a grayish green myself, but that's just me.
#2865
Posted 25 March 2015 - 12:34 AM
(int the right post this time...)
Edited by SUCCESSOR, 25 March 2015 - 12:41 AM.
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