Jump to content

Photo

What did you accomplish in ZC today?


  • Please log in to reply
4964 replies to this topic

#3016 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 23 April 2015 - 05:21 PM

I finished this map, mostly:

 

zelda532.png


  • Eddy, Jared, TK8305 and 3 others like this

#3017 KingPridenia

KingPridenia

    King of Pridenia, Safehaven of the LGBTQ

  • Members
  • Real Name:Adam
  • Location:Pennsylvania

Posted 24 April 2015 - 01:12 AM

Well, I'm finished with the last mini-dungeon of the demo, the Sand Dune Temple. It is a brand new dungeon exclusive to the Redux version of Adam's Quest. It features many of the enemies fought up to that point in the game and adds a couple of new ones in. This dungeon is, not surprisingly, filled with traps. In addition to the threat of having your legs taken out by blade traps, you now have sand that will attempt to pull you into a conveniently placed bed of spikes. While it is an optional dungeon, what you get in there is completely worth the effort. Actually, you'll probably figure it out once you grab the map. Because I'm SOOO original making the dungeon's map look like the main item of the dungeon. I uploaded a screenshot for those that are curious.

 

With all that being said, there's only ONE thing left to do before the first demo is released. Test it again, check for bugs and other issues, then roll it out here and hope for the best. After that, it will be the moment of truth; demo release.


  • Eddy and Matthew like this

#3018 Jamian

Jamian

    ZC enthusiast

  • Members

Posted 24 April 2015 - 07:38 AM

I.... accomplished this:

rIHzxE8.png


  • Magi_Hero, Eddy, Avaro and 8 others like this

#3019 Eddy

Eddy

    ringle

  • Members
  • Real Name:Edward
  • Pronouns:He / Him
  • Location:London, United Kingdom

Posted 24 April 2015 - 10:11 AM

I.... accomplished this:

rIHzxE8.png

WHAT HAVE YOU DONE!?

 

Seriously, how the hell did you manage that? XD



#3020 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 24 April 2015 - 04:23 PM

Finished the layout for the ranger class tutorial minidungeon:

 

 

Needs some work, looks too bland, right now. The "dungeon" portion is meant to be a collection of rooms, like a small school. Later dungeons will be fully freeform. 


  • Eddy, Avaro and KingPridenia like this

#3021 KingPridenia

KingPridenia

    King of Pridenia, Safehaven of the LGBTQ

  • Members
  • Real Name:Adam
  • Location:Pennsylvania

Posted 24 April 2015 - 10:02 PM

Well, got a demo rolled out for AQR and I am considering making Link stay green regardless of which ring he has. In other words, he'll still take 1/2 damage with the Blue Ring, but he'll remain green. Ditto for the Red Ring. Gold Ring? Sorry, but that's too overpowered in my books, unless I do like Evan and just make the rings 1/2, 1/3 and 1/4 damage instead of 1/2, 1/4 and 1/8. To be honest, I think capping at a Red Ring is fair enough for most quests. Just feels like with a Gold Ring, you end up having most enemies be no threat or making enemies severely unbalanced to make up for the 1/8 damage taken aspect.

 

@Binx: It looks fine to me, but then again, I'm not very critical.

 

@Jamian: It's like a game of "Where's Waldo?" only without Waldo because there are so many enemies they all cover poor Link. If only Link had Hurricane Spin and a clock to mow through that room...



#3022 KingPridenia

KingPridenia

    King of Pridenia, Safehaven of the LGBTQ

  • Members
  • Real Name:Adam
  • Location:Pennsylvania

Posted 25 April 2015 - 10:10 PM

Thanks to some feedback I got, I discovered that I had tile errors on my dungeon walls in Adam's Quest Redux. The thing is that I honestly didn't even notice until it was brought to my attention. But since that's just a minor graphical flaw, I opted not uploading another demo just because it seems like a waste of time to do that just for a small tile error fix. Other than that, I've considered the possibility of putting a midway point in one of my mini-dungeons, but I'm on the fence since it's not particularly long. However, if you die a lot, it would get tedious having to redo everything over and over again.

 

How do carryovers work? Like say I want to make it so that beating a boss that doesn't return on screen 45 makes a shutter on screen 32 open that otherwise wouldn't open, how would I go about that, if that is possible to do? I was tempted to try playing around with that to enhance my quest. Sorry for posting that question here, but I don't want to waste forum space with a thread that gets answered and is just me saying "thank you" afterwards.

 

EDIT: Figured it out.


Edited by RedmageAdam, 26 April 2015 - 08:03 PM.


#3023 TK8305

TK8305

    I <3 Keqing

  • Members
  • Real Name:John
  • Location:South Carolina

Posted 26 April 2015 - 02:21 AM

I've cleaned up ToT even more!  Specifically Lvl7, Lvl8 and did some of Lvl9.  Did some more enemy balancing too.  Also, got VirtualMidiSynth so now my midis sound 3x better and really adds to the overworld & dungeon experience...at least on my end!  lol...

 

Keeping busy till Lejes gets those custom bosses done.  


  • Eddy, KingPridenia and Matthew like this

#3024 Eddy

Eddy

    ringle

  • Members
  • Real Name:Edward
  • Pronouns:He / Him
  • Location:London, United Kingdom

Posted 26 April 2015 - 07:16 AM

Submitted yet another bi-weekly update regarding dungeons and what not. That's about all for today lol

 

 

How do carryovers work? Like say I want to make it so that beating a boss that doesn't return on screen 45 makes a shutter on screen 32 open that otherwise wouldn't open, how would I go about that, if that is possible to do? I was tempted to try playing around with that to enhance my quest. Sorry for posting that question here, but I don't want to waste forum space with a thread that gets answered and is just me saying "thank you" afterwards.

 

I believe this is a Screen State. It's kind of simple to do, just that I probably won't be able to explain it well lol. You can find it on Screen Data, and then on the "S.Data 1" tab you can see the Screen State there. You simply set up a secret combo on the screen you want it to be activated on (e.g. screen 32, put the secret flags with the secret combo) and then set up the map and the screen in that area. I dunno if killing enemies will activate it, but I know step triggers can work.

 

Not sure if I explained that well enough lol


Edited by Eddy, 26 April 2015 - 07:26 AM.


#3025 Matthew

Matthew

    Warrior

  • Members
  • Pronouns:He / Him
  • Location:Ohio

Posted 26 April 2015 - 03:21 PM

I remastered an old map of mine today. Anyone remember it? I entered it it a MotM competition some time ago:

 

Spoiler

Edited by FlameCursed, 26 April 2015 - 03:21 PM.

  • Shane, Eddy, David and 1 other like this

#3026 David

David

    Fallen leaves... adorn my night.

  • Administrators
  • Real Name:David
  • Pronouns:He / Him

Posted 26 April 2015 - 04:15 PM

The remastered version looks really great, I have to say. Great job with the tileset transformation; I have no critiques! :)


  • KingPridenia likes this

#3027 KingPridenia

KingPridenia

    King of Pridenia, Safehaven of the LGBTQ

  • Members
  • Real Name:Adam
  • Location:Pennsylvania

Posted 27 April 2015 - 08:15 AM

@FlameCursed: MUCH better than the original by a long shot. Not because of using a different tileset, but the sheer amount of detail added over the original. The more I'm playing with Koten, the more I'm realizing just how difficult it is to give high detail and make things look realistic rather than a bunch of flat rocks with the Classic tileset without tweaking it. I'm actually inclined to take Classic and add darker green, brown and white overworld mountain tiles so that it gives the illusion of depth much better.

 

Prepare for a rant (RedmageAdam ignores the acronym tl;dr):

 

Didn't do too much ZQuest related other than figuring out how to work with carryovers and patching some errors in Adam's Quest Redux. Using that and at the suggestion of kurt91 and Lejes, I have added a Blue Candle trigger near the quest's start for a shortcut in place of a 20 Rupee bombable cave. With screen state carryovers, I was able to have the layered portion of dead trees disappear. HOWEVER, this is where I hit a bug. When I look at the screen with the spacebar map, the map STILL shows the layered tree tiles on the mountain. Playing the game however, it looks okay.

 

I also rearranged a couple rooms in the Abandoned Armory dungeon (spelled Armoury in-game since the dungeon's full name is "Ye Olde Armoury on the Hill"). This was brought to my attention as a suggestion since the armory was designed in a very linear fashion of you going counter-clockwise throughout the entire dungeon to fight a Manhandla for access to the White Sword. After getting the boss key, I have decided to have the next room be a portal room that takes you back to the start and near there is the boss door, so you only go three rooms to hit the boss instead of having to repeat the entire dungeon every time you die.

 

I also fixed a critical tile error that was brought to my attention during a comment on the quest I received. I seriously cannot believe I didn't catch it this entire time. Well regardless, it's fixed now, save for the Guy cave, which I forgot to fix when I uploaded Demo 1.1. Oh yeah, I didn't mention that, did I? Basically due to all of the suggestions I received and finding a few errors, I decided on releasing a version 1.1 demo to address some of the questionable design choices and implement some of the suggestions given to me by both Lejes and kurt91. Lastly, I changed the potion shop owner's dialogue to reflect that you cannot stack potions after someone played my demo and complained that by trying to combine two Blues to make a Red Potion, he wasted money that otherwise would have gone towards a Magical Shield.

 

Small question; what do people think about quests where you still get Blue/Red/Gold Rings like normal, but Link's color doesn't change to reflect his armor upgrade? In other words, I would have the Blue Ring, but Link would retain his green clothes. Same with the Red and Gold Rings.


  • Matthew likes this

#3028 Lejes

Lejes

    Seeker of Runes

  • Members
  • Location:Flying High Above Monsteropolis

Posted 27 April 2015 - 08:48 AM

Didn't do too much ZQuest related other than figuring out how to work with carryovers and patching some errors in Adam's Quest Redux. Using that and at the suggestion of kurt91 and Lejes, I have added a Blue Candle trigger near the quest's start for a shortcut in place of a 20 Rupee bombable cave. With screen state carryovers, I was able to have the layered portion of dead trees disappear. HOWEVER, this is where I hit a bug. When I look at the screen with the spacebar map, the map STILL shows the layered tree tiles on the mountain. Playing the game however, it looks okay.


That's basically unavoidable if you try to do anything complex with layers. The spacebar map will only show changes to layer 0.
 

Small question; what do people think about quests where you still get Blue/Red/Gold Rings like normal, but Link's color doesn't change to reflect his armor upgrade? In other words, I would have the Blue Ring, but Link would retain his green clothes. Same with the Red and Gold Rings.


I think that's fine, especially if you have pickup strings.



#3029 Matthew

Matthew

    Warrior

  • Members
  • Pronouns:He / Him
  • Location:Ohio

Posted 27 April 2015 - 01:27 PM

@FlameCursed: MUCH better than the original by a long shot. Not because of using a different tileset, but the sheer amount of detail added over the original. The more I'm playing with Koten, the more I'm realizing just how difficult it is to give high detail and make things look realistic rather than a bunch of flat rocks with the Classic tileset without tweaking it. I'm actually inclined to take Classic and add darker green, brown and white overworld mountain tiles so that it gives the illusion of depth much better.

 

First off, thanks for the compliment :D

 

 

Small question; what do people think about quests where you still get Blue/Red/Gold Rings like normal, but Link's color doesn't change to reflect his armor upgrade? In other words, I would have the Blue Ring, but Link would retain his green clothes. Same with the Red and Gold Rings.

Secondly, while I personally would prefer for link to look different, as it gives me a sense of progression, it wouldn't at all bother me if his colors don't change.

 

Lastly, how do you all feel about quests with no slash? I'm considering doing that for the remastered quest I'm making, but I want to hear what you all think.


Edited by FlameCursed, 27 April 2015 - 01:31 PM.


#3030 Eddy

Eddy

    ringle

  • Members
  • Real Name:Edward
  • Pronouns:He / Him
  • Location:London, United Kingdom

Posted 27 April 2015 - 02:19 PM

Lastly, how do you all feel about quests with no slash? I'm considering doing that for the remastered quest I'm making, but I want to hear what you all think.

I usually prefer quests with slash nowdays because it's easier to play with. I can play fine without it too though, so it won't bother me that much.


  • Matthew likes this


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users