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What did you accomplish in ZC today?


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#2866 Limebeer

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Posted 25 March 2015 - 08:48 AM

I was thinking a grayish green myself, but that's just me.

yeah that'd be ideal. I think I have a pallet set up for it, but I have to check :o

Edited by Limebeer, 25 March 2015 - 08:49 AM.


#2867 Eddy

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Posted 25 March 2015 - 12:30 PM

I made a userbar for AR3 (can be seen below in the "Quests I support" section.) That's about it lol


Edited by Eddy, 29 March 2015 - 07:28 AM.


#2868 Matthew

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Posted 25 March 2015 - 07:35 PM

I did some experimenting with FireBird today. I found a map I drew as a child of my own zelda world, and made part of it into reality.

 

Ss8V920.png

Edited by Matthew, 02 January 2020 - 10:48 PM.

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#2869 Limebeer

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Posted 25 March 2015 - 09:14 PM

I must say, putting the combined canopy of a few trees together sucks... on the plus side, I am now adding in trees to the forest section (assuming I don't decide to rage-quit on it and go on to something else because it won't look how i want it to :P )



#2870 Matthew

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Posted 25 March 2015 - 09:16 PM

Yeah getting just those trees in my map set up was a pain. I'm not looking forward to doing the forest area...



#2871 Limebeer

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Posted 25 March 2015 - 09:23 PM

yeah, I'm hoping i won't have to do too many trees to get it looking right and good...
Here's the first screen I'm doing sofar with some new canopies added in :

 

1aWpXy7.png

 

still needs some more work, especially that one tiling error in the center right of the combined canopy there... then again I'm still learning how the tiles all fit together as i have only used these ones once before for a minimal part :P

 

Edit:

Aaannnddd naturally, as soon as I post about it I figured it out and got it looking right :derp:


Edited by Limebeer, 25 March 2015 - 09:25 PM.

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#2872 kurt91

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Posted 26 March 2015 - 12:59 AM

I did some more bug-fixing, making sure all of my secrets activate properly, resizing a boss that wasn't activating the AutoBigEnemy script, as well as lining it up with the circling enemies created by another script. I also redid the edges on a set of cliff tiles to give them a more natural look, which means that I'm going to have to go back and fix the newly-created layering issues that doing this created. Yeah, it's more work again when I was certain that I had just about finished fixing all of my maps, but in this case, it shouldn't take me too long, and the edits only affect a portion of one map. Plus, if I decide to add a scrolling background via scripting instead of my current stationary one, it'll be much easier to do so.



#2873 kurt91

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Posted 26 March 2015 - 09:16 PM

Sorry for the double post, but...

 

I don't know why, but I got the idea to play with NES colors. I found a picture showing the full NES palette, and the Link graphics from Link's Awakening. I know that some games got away with faking extra colors on a sprite by layering multiple sprites over-top of each other, so I set up the colors to imitate it, restricting myself to what would have been two sprites on top of each other, and taking transparencies into account, and recolored a couple frames of the GB sprite to see how it would look.

 

After that, I opened a new quest in ZC and moved everything over to there. I'm following the restrictions that an NES would have had, and recoloring some GB graphics (not from Link's Awakening) to see how it would look, just because for something like this, the tile editor in ZC makes it easier to play with. I'm making sure to keep the NES restrictions in mind with how many colors that I'm allowed to use in total, but I'm allowing myself the layering capabilities of ZC. Because of how solidity works in that you can only have fourths of a Combo solid instead of the edges, I'm putting together a really simple-looking fence. However, because of the layering setup so that Link appears to be behind the fence instead of the whole thing being solid, I'm discovering just how complex something like this is.

 

Anyways, it's just a play-around kind of thing. I doubt that I'll do anything too serious with it. At most, I'll piece together enough to make a kick-ass Screenshot of the Week image.

 

On a more "serious" note, I'm starting to look up how to put together an idea I had for an "intelligent" scripted enemy. If I can get it working, it will fly towards Link to hit him, but swerve away from any LWeapons on the screen that it's vulnerable to. Right now, I'm just focusing on movement. I'll get attacking figured out next, but I'm certain that as long as I focus on one point at a time, I can hopefully finish it without it being too complicated. I'm planning on replacing a badly-imitated enemy that I made before using only the Enemy Editor with a more authentic-behaving version. I can't wait until I can get it working and get some poor sucker to have to deal with it, since it'll show up BEFORE you get the weapon to kill them.



#2874 Limebeer

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Posted 27 March 2015 - 10:03 AM

The trees have started invading... still a work in progress though! And Damn, they are turning out to be just as annoying as I feared they would be :/

H3gso9y.png


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#2875 Matthew

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Posted 27 March 2015 - 07:56 PM

I made the main town of my game, Regalia town.
 
eUTZ7FP.png
 
...Is that Castle Town from Minish Cap I see in here? I think it is...

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#2876 peteandwally

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Posted 27 March 2015 - 09:54 PM

I put enemies all over the overworld, and played with making some common enemy variants. So far my octorock 3 shoots, well, 3 shots and either walks normally or hops like a vire. I wanna add a few new overworld enemies for variety, but haven't made up my mind about it. Some of the weaker dungeon enemies will inhabit the underworld/cave system, saving the stronger baddies for my dungeons. Since everything else is so large, I don't know how large each dungeon will end up...


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#2877 Eddy

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Posted 28 March 2015 - 10:01 AM

Today I finally finished Level 3 of AR3 (though I haven't tested it as of yet). Next up I'm going to be making the cutscene from picking up the 3rd emerald and then begin making the path towards Level 4.


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#2878 KingPridenia

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Posted 28 March 2015 - 12:44 PM

Began level 3 finally for Adam's Quest Redux. I decided to go with kurt91's idea for revamping it and I'm actually changing up the enemies you fight within thanks to 2.50's enemy editor. So far on the line up, we have:

 

Spoiler

 

This is the first instance where I'm changing a dungeon item as well. What will it be in place of what it used to be? It's a secret to everybody. (then you find it the dungeon item is just 1 Rupee)

 

Also, small question; if you have access to potions (only a one use 5 heart recovery potion), 6 hearts maximum, White Sword (full strength sword beams enabled at full health), no ability to use the doorway to trivialize the fight and have no defense upgrades, how many heads would be balanced on a Gleeok for a level 3 boss? I was going to go for a 3-headed Gleeok as the boss, but I think 2 would be a bit more reasonable given what little you have to work with. I don't want to make the game unfairly difficult but at the same time, I don't want the Gleeok boss to be a joke either. If it helps, assuming you game over during the boss fight, you only would have to travel 5 screens to reach Gleeok for another attempt. That's where I'm unsure if it should be 2 or 3 heads. Because 3 seems a bit much that early.



#2879 kurt91

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Posted 28 March 2015 - 04:58 PM

Well, if you don't mind editing the enemy, you can always tweak damage values around. Or, you could change the point of the fight to where it doesn't breathe fireballs and just has a ton of heads (like 9 or 12), so that rather than the main threat being dodging the fire (which can be done rather easily once you get a good rhythm down), you're having to evade an ever-growing number of heads in the room.

 

By the way, will the player have access to Roc's Feather at this point? Like I said, fireballs can be easily dodged since there's always a sort of rhythm to it, and if the player can jump over the flying heads, preventing them from potentially breaking their rhythm, you'll want to compensate for it.

 

Now that I've got Gleeok on the brain, I've got to go look up who scripted the fight where there were three of them in different X locations. Not the one in the current Enemy of the Month, but an older one. I'm starting to want to see if I can figure out how it was done, I always thought that it was hard-coded and couldn't be changed, and my ideas on how to do so (faking location by large BigEnemy coordinate graphic and hitbox offsets) wouldn't work since the fireballs would still come from the middle.

 

Also, I'm stealing that idea FlameCursed used (or stole from Minish Cap, so I'm stealing a stolen idea? :) ) where he framed the town in with the Castle Walls. I've got a town I've been trying to build, and I've been having trouble getting it to look right.


Edited by kurt91, 28 March 2015 - 05:04 PM.

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#2880 KingPridenia

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Posted 28 March 2015 - 08:21 PM

@kurt91: I don't plan on having Roc's Feather in it at all. My main reason is that it's one of the biggest game breaking items available. Not as broken as in Link's Awakening, but still. I could do that as well, since at this time, I just have it as a vanilla 2-headed Gleeok with default HP and damage. I mean personally, I could probably defeat a 4-headed Gleeok under those circumstances without a potion and I've seen a video of someone defeating THREE 4-headed Gleeoks in a row with only a Wooden Sword and 3 hearts in Zelda Outlands without taking one hit. However, I think for the casual player, that would be overkill that early. That would make the boss fight interesting though. I also forgot to mention that I changed AQR to allow 8-way movement and giving you slash at the game's start.

 

To be honest, my biggest problem is that I tend to make quests at first too difficult. My expo of Adam's Quest II was a good example of how I made some enemies unfair, despite me thinking that they're balanced. Now I try to make the difficulty a bit easier than I'm used to making it. However, now I'm worrying that things may be too easy. I want to get the difficulty into the "Just Right" tier. I want it to be tough to the point it makes you have to work towards victory and knowing that every death was your fault, not because of cheapness. The biggest weakness I feel I have is that I am a poor judge of balanced difficulty. Where I thought my game was tough but fair, someone else thought I went a bit overboard, especially when faced against 1 shot (fast) Blue Octoroks and Octoroks you had to use the boomerang to knock their own rocks back at them. IIRC, our expos both required you to reflect rocks back at enemies to kill them.

 

But back on topic, I feel that the only way I'll know for sure whether or not my difficulty is correct is to eventually roll a demo out. Speaking of which, how much content should be available in a demo? Because as it is, once I have it done, I'll have the first three main dungeons and two mini-dungeons done. I mean is it okay my demo would be three main dungeons long, or should I just cut it off after a dungeon or two?


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