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What did you accomplish in ZC today?


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#3046 Eddy

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Posted 04 May 2015 - 04:35 AM

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.

I'd say keep the original song for Level 4. It really suits the dungeon and it did become one of my favourite songs in the original quest (just like with Level 5)



#3047 MaximusFred

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Posted 04 May 2015 - 02:14 PM

Started Jamian's quest that weekend, "Forbidden City". I'm in Lvl 1 now :-)



#3048 KingPridenia

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Posted 04 May 2015 - 05:12 PM

Added a shop where you can buy the Letter (used) item. Unlike before, this item acts as though you showed a Potion Shop owner the letter already. So with the Letter (used) item, aka Empty Bottle, you now can buy Blue Potions for 40 or Red Potions for 65. Red basically refills 5 hearts, but turns into a Blue after use, giving it two uses. There will still be Blue Potion only shops for those minimalists out there or those that can't afford the Empty Bottle. As it stands, my potion costs are 40, 65 and 90 for a one dose, two dose and three dose potion respectively.

 

Question: Should I make the lower tier Potion Shops charge more for the lesser potions to better encourage getting the Empty Bottle and put more balance into the quest?

 

Current Potion Shop Rates:

Basic: Blue for 40

Advanced: Blue for 40, Red for 65

Master: Blue for 40, Red for 65, Gold for 90

 

New Rates Proposed (tentative):

Basic: Blue for 50

Advanced: Blue for 40, Red for 70

Master: Blue for 35, Red for 60, Gold for 90

 

As you can see, Blue Potions become cheaper later in the game because of the availability of Red and eventually Gold Potions. Of course, at that point and because they don't stack, there is little reason to buy a Blue Potion once you unlock Red Potions unless you can't afford it. What do you guys think?

 

Other than that, just made a couple more screens. Once I have the level 4 section of the mountain complete, I'll make the junction cave that will allow access to there and eventually level 5 as well.


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#3049 Matthew

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Posted 05 May 2015 - 07:30 PM

Question: Should I make the lower tier Potion Shops charge more for the lesser potions to better encourage getting the Empty Bottle and put more balance into the quest?

 

Yes, do that. Although I would probably get the empty bottle anyways.

 

And I have another suggestion: Maybe you should make the gold potion cost a smidge more, like 100 or 110 rupees, as three doses can be VERY helpful (almost to the point of being OP)

 

But Idk, thats just my opinion :P



#3050 KingPridenia

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Posted 05 May 2015 - 07:50 PM

Yes, do that. Although I would probably get the empty bottle anyways.

 

And I have another suggestion: Maybe you should make the gold potion cost a smidge more, like 100 or 110 rupees, as three doses can be VERY helpful (almost to the point of being OP)

 

But Idk, thats just my opinion :P

 

Possibly, but keep in mind one dose = 5 hearts. So a Gold Potion is more or less the same as having only a single full Heart recovery potion at the end-game, although instead of fully healing you, it's done in three 5 heart increments. Also, the Gold Potion isn't even available until you beat levels 1-8 anyway, so most of the game, all you have at best are two 5 heart potions. Until you get to around the level 4 area, all you have are regular one dose potions.

 

Well, the Empty Bottle is actually the "Letter (used)" item. That is the requirement to unlock the potion shops that sell both Blue and Red Potions. The final one will require the bottle AND a full Triforce to access. So if you don't buy the bottle, you have to go the entire game never having anything more than a pitiful Blue Potion. Kind of took the idea from Promised Lands and Forbidden City where the potions are HEAVILY nerfed. However, I am allowing a bit of mercy by letting you have multiple drinks if you buy the Red or Gold Potions. Two blues however do NOT make a Red in this. I make the shopkeeper of the Blue Potion shop tell you it's just "one per customer" and not to be greedy.


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#3051 KingPridenia

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Posted 08 May 2015 - 12:02 PM

Added a new palette to CSet11; a darker blue. I actually used a picture of the NES palette to make sure I was picking NES-compliant colors. Really helps with the two-tone colored Darknuts and stuff, not to mention opens up a new color I could make enemies. Other than that, I FINALLY discovered why Lynels "glitch" and throw 2 swords back to back. Well, it's not a "glitch", but rather, they have their Extra Shot parameter set to 2. Could someone explain exactly how that works? Is Extra Shot supposed to be n / whatever chance that an enemy will fire two shots before ending its halt, or is it how many shots an enemy can fire in a row before ending its halt?

 

Other than that, nothing much done today. I fixed a couple screens that I forgot to use a screen flag to change the music (same DMap, different overworld section).

 

EDIT: I don't want to triple post, but I now changed Heart Containers to fully heal Link upon pickup. Kind of unnecessary in general, but nice to have. I'm assuming I could do the same with Heart Container Pieces as well. Also found out you can have quarter hearts for your life meter; i.e 3 1/4 hearts max health. Not really practical, but I guess it's cool.


Edited by RedmageAdam, 09 May 2015 - 09:34 AM.

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#3052 KingPridenia

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Posted 10 May 2015 - 11:49 AM

Looks like a triple post is inevitable for me. Anyway, I need help/suggestions with this map. I realize the tile error in the upper middle section; I didn't get around to fixing that just yet. More or less what I want to know is if the dark mountain tiles along the water give the illusion of the mountain being high/tall properly or not. I didn't want to post this in "Post Your Maps" because it's too small, but it doesn't belong in the screenshot critique thread because it's not a screenshot; it's 6 screens.

 

Regardless, I can't help but feel I'm doing something wrong in my attempt to make the mountain look higher up...

 

8f7au36zfzdzamkzg.jpg


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#3053 David

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Posted 10 May 2015 - 01:28 PM

To me it actually looks fine that way you have it, but I'm definitely no master of this particular tileset, so I might be missing a few things. The mountains to me do seem to be looking higher up, though the water(?) on the left does look a bit odd.



#3054 KingPridenia

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Posted 10 May 2015 - 07:38 PM

To me it actually looks fine that way you have it, but I'm definitely no master of this particular tileset, so I might be missing a few things. The mountains to me do seem to be looking higher up, though the water(?) on the left does look a bit odd.

 

To be fair, the file saved the snow layers on each screen. I mean I guess it could be frozen over then just gradually become normal water, but meh. Regardless, I know without a doubt it's much better than my original design, which was literally just copy/paste the same screen over and over.



#3055 Erdrick

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Posted 10 May 2015 - 09:50 PM

@RedMageAdam: I do like the screenshot, but I think the water feels a bit out of place myself.

 

Maybe a sky background would work as an alternate to replace the water?



#3056 KingPridenia

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Posted 11 May 2015 - 12:29 AM

^I'll probably do that for the summit of the mountain.

 

Found something out really weird. I don't know if it's just an issue with Koten, but I noticed Aquamentus' color is dependent on what tunic I have. If I have the Blue Ring, it turns blue. If I have the Red Ring, it becomes a pinkish color. Strange. This also affects my Green Wizzrobes; it wasn't until I played around just now I realized that, for some reason, their color changes based on my tunic.

 

As for quest progress, made five new screens and put an entrance to the Whistle Cavern, moving it from a random island to being at a lower part of the mountain. Same premise though; it's a mini-dungeon you get, not surprisingly, the whistle from. You require the dungeon items of level 4 to get into it. I should really put a new B-button item in; this could be a good opportunity for a fully optional mini-dungeon that awards Farore's Wind or at least a shop with it. Probably the biggest problem at this time is my quest is falling into the "money for nothing" trope, where you get tons of money, but with little to spend it on. This is in contrast to the original where grinding was in general integral to your success. So yeah. Original = hello grind fest, how are you today? Remake = all this money, nothing to spend it on! I should consider adding in a shop with optional items, such as Spin Attack, Peril Beam, etc. That could be a good Rupee sink.



#3057 kurt91

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Posted 11 May 2015 - 12:47 AM

A few days ago, I decided that I wanted to have a graveyard-type area in my quest, where you go down into the labyrinthine tunnels and caverns beneath a tragically overfilled cemetery filled with the restless souls of those who were wrongfully murdered in Ganon's attack. I go through YouTube and VGMusic, looking for a fitting tune, and get the idea to take the Five Nights at Freddy's song, rework the instruments, and make it a bit of a tongue-in-cheek, yet fitting, background piece for such an area. I get a good MIDI file, edit out the unnecessary instruments, get out some orchestra-style instruments to replace them...

 

...and somehow end up with what would, if not for the source, be beautiful church music. What the hell...?

 

...

 

...

 

...

 

...I kind of want to still use this, now.



#3058 Yloh

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Posted 11 May 2015 - 11:55 AM

Looks like a triple post is inevitable for me. Anyway, I need help/suggestions with this map. I realize the tile error in the upper middle section; I didn't get around to fixing that just yet. More or less what I want to know is if the dark mountain tiles along the water give the illusion of the mountain being high/tall properly or not. I didn't want to post this in "Post Your Maps" because it's too small, but it doesn't belong in the screenshot critique thread because it's not a screenshot; it's 6 screens.

 

Regardless, I can't help but feel I'm doing something wrong in my attempt to make the mountain look higher up...

 

8f7au36zfzdzamkzg.jpg

 

 

Wow Adam, you really have come a long way. One thing that can help make the mountain look higher is to add background. Either put mountain tops, clouds, the land far below, or all three. Look at the mountains in the Link to the Past. 



#3059 Jamian

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Posted 11 May 2015 - 12:51 PM

More scripts going bonkers.

 

x5acIwZ.png


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#3060 Lejes

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Posted 12 May 2015 - 05:04 AM

Screen->DrawTile(4, 0, magic_y, rainbowmagic[magic_color_index], 16, 11, 9, -1, -1, 0, 0, 0, 0, true, OP_OPAQUE);

Draw functions, my old nemesis. I WILL get this to display what I want it to. Eventually.


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