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What did you accomplish in ZC today?


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#2926 Binx

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Posted 05 April 2015 - 02:38 PM

click the "special bbcode" button in the top left of the text editor (third from left)
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#2927 Limebeer

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Posted 05 April 2015 - 03:53 PM

spoiler codes are :

[spoiler][/spoiler] or [hidden][/hidden]

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#2928 Limebeer

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Posted 06 April 2015 - 12:44 PM

Well, since yesterday I have finished getting all the forest screens together that will be open for my next demo (which will be when I'm done level 4), including alot of trees for decoration to give it the more foresty feel, which means i should probably start really working on level 4. Level 4 will be a Forest dungeon that has cliffs and water features that you need to use the hookshot to traverse into the deeper regions. (Hookshot will be gotten fairly early in it from how I've been planning it out) I'll have regular swimming water and darker "deeper" water that you cannot cross unless you have the hookshot (the differences will be very obvious so you won't have to guess) I'm also going to have a real mini-boss in this level I think that will set up a warp point that you usually find in Zelda games as this dungeon will be a bit more maze-like. If it goes over well I may include it in previous and future dungeons (where it makes sense to have it, such in level 3 it'd make sense, but level one is too small to need one)

I'm also going to have more forest-type of monsters in it than regular dungeon monsters, so shroomers, ropes, and even my cuccoo enemies will be present. I may also make some more, though I'll try to keep them from being nightmare inducing.


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#2929 Jared

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Posted 06 April 2015 - 03:58 PM

If anyone is wondering, I haven't worked in Zquest much at all lately. The more I look at my quest, the less ambition I feel for it. But eh, what else is new? It's that way for every Zelda Classic project I pursue. It's a dang shame too. I was so excited about it.

Maybe I need to use a new tileset and think of ideas for a quest. Part of me wants to stick to Zelda tradition, because I stray too far away from it, then I start confusing myself with every single detail and it basically becomes a giant fetch-quest.

I will most likely make a thread about this project later in the day, releasing the file and maps and stuff. If I can't make use of it anymore, I might as well release my progress to show people what I was up to, and hopefully give people ideas for their own quests. Everything will be up for grabs, so even maps could be used if wanted. :)

Edited by Jared, 06 April 2015 - 04:10 PM.

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#2930 KingPridenia

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Posted 06 April 2015 - 04:52 PM

Just playing with my quest again. Took this screenshot for laughs of Link firing a Hadouken from the Power Sword. It's only fitting the best sword (besides that other one that was dummied out because of being too powerful and stored on a 1GB flash drive for safekeeping) should have a beam that looks better than just a flashing sword clone.

 

HADOUKEN!

nrrdehrom2v1534zg.jpg


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#2931 Binx

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Posted 06 April 2015 - 04:57 PM

Just found out that I apparently didn't save the last time I closed out my quest, so I just lost some of my work. Annoying, but not the end of the world. I did export a picture of the map, so I can copy it over, exactly, and it's only like 6-7 screens, but it does delay my work on fixing the trees, which I had already started.


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#2932 Limebeer

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Posted 06 April 2015 - 05:39 PM

Just found out that I apparently didn't save the last time I closed out my quest, so I just lost some of my work. Annoying, but not the end of the world. I did export a picture of the map, so I can copy it over, exactly, and it's only like 6-7 screens, but it does delay my work on fixing the trees, which I had already started.

do you not have it set up to autosave ever few minutes? I think I have mine set up to save every 5 minutes to stop me from losing too much if it crashes on me :O

 

 

Just playing with my quest again. Took this screenshot for laughs of Link firing a Hadouken from the Power Sword. It's only fitting the best sword (besides that other one that was dummied out because of being too powerful and stored on a 1GB flash drive for safekeeping) should have a beam that looks better than just a flashing sword clone.

 

HADOUKEN!

nrrdehrom2v1534zg.jpg

The legends are true! the Sword of a Thousand Truths exist!!! Now we must wait for four young heros to arise when a crisis comes forth for it's might to be wielded once again...
But seriously that looks quite awesome!

 

I myself have been poking around and trying different layouts for my level 4. I'm liking the water idea I have and will definitely be having them, though I have to find a way to make it balanced in feeling exploratory and mazelike without having it feel forced...


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#2933 Avaro

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Posted 06 April 2015 - 05:48 PM

If anyone is wondering, I haven't worked in Zquest much at all lately. The more I look at my quest, the less ambition I feel for it. But eh, what else is new? It's that way for every Zelda Classic project I pursue. It's a dang shame too. I was so excited about it.

Maybe I need to use a new tileset and think of ideas for a quest. Part of me wants to stick to Zelda tradition, because I stray too far away from it, then I start confusing myself with every single detail and it basically becomes a giant fetch-quest.

I will most likely make a thread about this project later in the day, releasing the file and maps and stuff. If I can't make use of it anymore, I might as well release my progress to show people what I was up to, and hopefully give people ideas for their own quests. Everything will be up for grabs, so even maps could be used if wanted. :)

 

Oh, I'm really sorry to hear that. I was a big fan of all the screens you have shown of your project. The positive thing is, you keep getting better. Maybe there's a chance that you can release what you've had as a playable demo?


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#2934 Binx

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Posted 06 April 2015 - 06:38 PM

do you not have it set up to autosave ever few minutes? I think I have mine set up to save every 5 minutes to stop me from losing too much if it crashes on me :O

Nah, I don't use autosave,because I have too much of a tendency to mess up and have to revert.

 

EDIT: Whoops


Edited by Binx, 06 April 2015 - 07:28 PM.


#2935 Jared

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Posted 06 April 2015 - 07:21 PM

Oh, I'm really sorry to hear that. I was a big fan of all the screens you have shown of your project. The positive thing is, you keep getting better. Maybe there's a chance that you can release what you've had as a playable demo?


As much as I wish I could do that, it's not playable in the least bit. :(

Edited by Jared, 06 April 2015 - 07:22 PM.


#2936 Limebeer

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Posted 06 April 2015 - 08:59 PM

Nah, I don't use autosave,because I have too much of a tendency to mess up and have to revert.

 

EDIT: Whoops

You can have it keep a few instances back so that you can recover and revert to an earlier instance, not just the latest saved one (though I have a habit that if i screw up too badly I'll just delete the screen and redo it from scratch that way :P )



#2937 nicklegends

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Posted 06 April 2015 - 09:00 PM

I added some much needed variety to the chipper overworld theme I'll be using in my Game-Boy-styled quest.  The melody actually sounds like a journey now as opposed to a jump between destinations, if that makes any sense.  Whether it ends up being liked or not, this song will certainly have polish.


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#2938 KingPridenia

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Posted 06 April 2015 - 09:55 PM

After playing around with some things, I considered adding a new section to AQR's subscreen where "badges" would be kept. Similar to how they work in Paper Mario, different in that you don't need Badge Points. The only problem is that when I tried to design the Defend Plus Badge to resemble its Paper Mario 64 counterpart, it looked too bland for Koten (but should be okay for Classic). So regrettably, I scrapped the idea. However, in playing around with the Whimsical Ring, I discovered the damage bonus is ADDITIVE. So if the bonus is 4, it would add a Magical Sword's worth of strength to your attack. With this in mind. I thought of possibly having a "Power Plus" badge where it would permanently increase your sword, wand melee and hammer damage by 1. That is, where the chance to proc is 1/n, n = 1, so it would ALWAYS activate. I tested extensively and proved that the bonus is added. So now to come up with a way to balance a permanent +1 damage bonus so it's worthwhile, yet not a game breaker at the same time.


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#2939 Limebeer

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Posted 06 April 2015 - 10:58 PM

After playing around with some things, I considered adding a new section to AQR's subscreen where "badges" would be kept. Similar to how they work in Paper Mario, different in that you don't need Badge Points. The only problem is that when I tried to design the Defend Plus Badge to resemble its Paper Mario 64 counterpart, it looked too bland for Koten (but should be okay for Classic). So regrettably, I scrapped the idea. However, in playing around with the Whimsical Ring, I discovered the damage bonus is ADDITIVE. So if the bonus is 4, it would add a Magical Sword's worth of strength to your attack. With this in mind. I thought of possibly having a "Power Plus" badge where it would permanently increase your sword, wand melee and hammer damage by 1. That is, where the chance to proc is 1/n, n = 1, so it would ALWAYS activate. I tested extensively and proved that the bonus is added. So now to come up with a way to balance a permanent +1 damage bonus so it's worthwhile, yet not a game breaker at the same time.

Dear god, by your post i just came up with awesome game mechanics to replace Triforce pieces for future quests... make all the rings and extra stuff like that into what would be the triforce item and basically have it as a powerup for finishing the dungeon!  Sort of like how the Sage Medallions where supposed to work in  OoT before the idea got scrapped ! (though it'd be passive effects like your whimsical ring always being active with the slight damage bonus rather than the 3 magic spells in my mind)



#2940 Binx

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Posted 06 April 2015 - 11:19 PM



Dear god, by your post i just came up with awesome game mechanics to replace Triforce pieces for future quests... make all the rings and extra stuff like that into what would be the triforce item and basically have it as a powerup for finishing the dungeon!  Sort of like how the Sage Medallions where supposed to work in  OoT before the idea got scrapped ! (though it'd be passive effects like your whimsical ring always being active with the slight damage bonus rather than the 3 magic spells in my mind)

That's actually what I've been doing for my quests, sort of, except I'm using active equipment items (i.e. weapons) rather than passive power-ups.

 

 

EDIT: My work for today, finished touching up that map.

 

 

MORE EDIT: Ported in my Sunday Funeral: Destiny's Song mountain tiles into the Koten-based generic tileset, as extra tiles

 

Like I said, it's colored for the Koten Palette, but it shouldn't be too much work to recolor, if anyone wants to use them.


Edited by Binx, 07 April 2015 - 03:29 AM.

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