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What did you accomplish in ZC today?


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#3031 KingPridenia

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Posted 27 April 2015 - 03:29 PM

@FlameCursed: When I first began playing Zelda Classic, I was very weirded out playing 1.92 Test and having the ability to slash my sword. Thus, I always preferred to be limited to stabbing. However, as time has gone on, I really have become more open to having slash. Personally, on both my main quest projects, I start people with slash because I know there are a lot of people that dislike being limited to stabbing, and having 8-way movement, it seems awkward having just a pitiful lunge attack. However, I don't care whether or not I have slash. I do however feel that slash and 8-way movement should go hand in hand.



#3032 Matthew

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Posted 27 April 2015 - 06:16 PM

@FlameCursed: When I first began playing Zelda Classic, I was very weirded out playing 1.92 Test and having the ability to slash my sword. Thus, I always preferred to be limited to stabbing. However, as time has gone on, I really have become more open to having slash. Personally, on both my main quest projects, I start people with slash because I know there are a lot of people that dislike being limited to stabbing, and having 8-way movement, it seems awkward having just a pitiful lunge attack. However, I don't care whether or not I have slash. I do however feel that slash and 8-way movement should go hand in hand.

Makes sense! Thanks for the reply :)



#3033 KingPridenia

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Posted 27 April 2015 - 06:57 PM

@Lejes: I was afraid of that. Perhaps I could keep just the top row of trees, although that would be illogical? Or just not worry about it and keep it as is? As for the other feedback, I'll add in the item pickup script later, probably around the time my quest goes into Beta. I'm not really concerned about that for now.



#3034 Binx

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Posted 27 April 2015 - 08:30 PM

 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.

 

Yeah, Koten is a bit limited, in that regard. I ended up reworking the palette just a tad, for my quest (and by extension, the generic tileset) added a brighter green ramp to CSet 2, a darker brown for CSets 1 and 3, a more straight forward grey for CSet  11,  and gold and green for 8 and 7, respectively (all taken from what was already available in the palette). It gives a lot more color variation,but it also forces you to use either CSet 4 or layering for water, which is a downside.

 

The bigger issue, to me, is the lack of detail. With classic-style sets, the mountain tiles are pretty close to a solid color, so it's extremely hard to make subtle flags, like a bombable wall, that isn't so obvious that it may as well have a neon sign saying  "bomb here". That was the biggest reason I ported my own mountains into Koten.


Edited by Binx, 27 April 2015 - 08:33 PM.


#3035 Binx

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Posted 28 April 2015 - 04:15 PM

Most of this was last night, but I finished one of 2 fonts for my quest:
NewFont_Big.png


Edited by Binx, 28 April 2015 - 05:08 PM.

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#3036 Binx

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Posted 29 April 2015 - 01:37 AM

Drew these game icon tiles for my quest. Each represents a character class, in order: Ranger, Mage, Warrior, Bard

Champions%20Game%20Icons.png


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#3037 MarinaraSauce

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Posted 29 April 2015 - 03:57 PM

I just checked a SotW from a week or two ago, and noticed that somebody (I don't remember who) thought I had misspelled "Canyon" as "Canton", as the map label on the HUD said "Gartalnet Canton".  I doubt that anyone still cares, but "Canton" refers to a type of country subdivision, which my quest has nine of.  Like I said, kind of irrelevant, but I thought it might be worth mentioning.



#3038 Frocks7Snee

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Posted 29 April 2015 - 06:27 PM

I drew some graphics for 3 levels of ice, fire, electricity, and healing spells.



#3039 Orithan

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Posted 29 April 2015 - 07:27 PM

Finally got the groundwork for the Metroid-style drops down. The actual script is written up, but I need to fix many bugs.


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#3040 Binx

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Posted 01 May 2015 - 11:43 AM

Edited some of Dragon De Platino's "Link" tiles to make a new, "Ranger" sprite for Champion of Eluriya, will also double as the basic Link sprite in the generic tileset I'm working on (since it, itself, is a Koten adaptation).
 
CoERangerMalePlayer.png


Edited by Binx, 01 May 2015 - 04:03 PM.

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#3041 Binx

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Posted 01 May 2015 - 04:04 PM

Sorry for the double post, but here's an update: finished the second class, the Wizard:

CoEWizardMalePlayer.png

 

EDIT: 10:45 PM, finished warrior and Bard sprites. I'm pretty disappointed with the bard, ponytails are hard to draw

 

CoEWarriorMalePlayer.png

CoEBardMalePlayer.png


Edited by Binx, 02 May 2015 - 12:46 AM.

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#3042 TK8305

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Posted 03 May 2015 - 01:39 AM

I'm almost finished revamping ToT further.  Tweaked enemy balance some more, fixed up Lvls 8 & 9 further.  Should have a new update for it sometime tomorrow!  


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#3043 David

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Posted 03 May 2015 - 10:09 AM

Sorry for the double post, but here's an update: finished the second class, the Wizard:

[picture]

 

EDIT: 10:45 PM, finished warrior and Bard sprites. I'm pretty disappointed with the bard, ponytails are hard to draw

[picture][picture]

Those sprites look great! I honestly think that the bard looks fine. :)



I'm almost finished revamping ToT further.  Tweaked enemy balance some more, fixed up Lvls 8 & 9 further.  Should have a new update for it sometime tomorrow!  

Great! Looking forward to seeing the update.



#3044 KingPridenia

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Posted 04 May 2015 - 01:02 AM

Began making the mountain area that will house level 4 and a post level 8 dungeon once you have a certain navigational item from said level obtained. Only made two screens so far. I layered snowfall to create a snowy atmosphere the original game's mountain area lacked. Also decided to nerf Red Lynels to a full heart of damage with their sword beams instead of the default of two. As for the cave that connects the western and eastern halves of the world...that can wait. I have bigger fish to fry.

 

In other news, since you get the L1 Hookshot so early, I made all Wizzrobes have their Hookshot defense be Stun or Block. That is, the level 1 Hookshot doesn't do anything to them (otherwise the game would be trivial if you have a Wizzrobe stunner as soon as level 3). But the level 2 Hookshot, or the Longshot, WILL stun them. Also, for other enemies, it will also do Wooden Sword damage. At least I'm assuming Stun or Block means a 1 damage Hookshot won't damage them. Also debating with myself whether to keep the original MIDI for level 4 or use something new. If it makes a difference, it's from Area 6 of Blaster Master. Since I can't link MIDIs from VGMusic, I'll just tell you the MIDI's name is Blaster_Master-Stage_6_v2. I think it would be more fitting if I actually make level 4 a cave like the name suggests.


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#3045 Binx

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Posted 04 May 2015 - 02:00 AM

Started on the process of making all the shield tiles  to overlay/underlay on Player Characters. Progress,  so far:
EDIT, Finished:
CoEShields.png

Edited by Binx, 04 May 2015 - 04:16 AM.

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