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What did you accomplish in ZC today?


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#3091 KingPridenia

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Posted 29 May 2015 - 11:38 AM

Thanks to FireSeraphim for the sprites. This is a test screen of all of my new enemies I made tiles for using his template:

 

rvq990qouf6egr8zg.jpg

 

Basically, the Red and Blue Medusa heads are Red and Blue Wizzrobes respectively and the knights are the Gibdo replacements. The other Wizzrobes are the lesser Red and Blue Wizzrobe versions that just fire fireballs at you. As of now, the Silver Knights are more or less the vanilla Gibdos and the Blue Knights are more durable. Unlike normal Gibdos though, they're immune to lesser boomerangs, but the Hookshot can still stun them. Also, being armored, arrows are of no use and flames do nothing to them.

 

In summary:

 

Red Medusa = Red Wizzrobe

Blue Medusa = Blue Wizzrobe

Green Wizzrobe = Teleporting Bullet Shooting Wizzrobe

Gold Wizzrobe = Walking Bullet Shooting Wizzrobe

Gray Knight = Standard Gibdo with altered defenses

Blue Knight = Stronger Gibdo with altered defenses


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#3092 SkyLizardGirl

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Posted 30 May 2015 - 01:08 AM

^Yays Kid Icarus Overworld Enemies.* //


Edited by SkyLizardGirl, 30 May 2015 - 01:09 AM.


#3093 KingPridenia

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Posted 31 May 2015 - 10:12 PM

Let's just call this post "RedmageAdam's Balancing Act Part 1". That being said, I've been exploring ways to rebalance what I would consider "unfair" enemies. This can be because of their damage output, speed or anything else. I guess you could say that this is future planning for my project for when these enemies become relevant. In particular, the enemies of interest for Part 1 are as follows:

 

-Death Knights

-Cracktoroks

-Stalfos 3s

-Mirror Wizzrobes

 

All three of the above do, in my opinion, way too much base damage going by vanilla values. For those that want the figures, see the spoiler below for their damage output (assumes you don't have any rings):

 

Spoiler

 

So here are my opinions on how to balance them in a quest that caps at the Red Ring and said ring is not available until either around level 8, in level 8, somewhere before level 9 or within level 9 itself:

 

The Death Knight is just broken. He does way too much damage; if you fail to stun him, you're pretty much stuck getting into a corner and tanking him, praying that you kill him before he kills you. I was thinking of reducing his contact damage down to 4 hearts damage (same as a Super Darknut) and making his weapon damage 6 hearts. In addition, I considered a nerf to his movement speed since he's faster than Link and it's pretty much impossible to shake him off once he's on you. For reference, that's 1 heart contact at Red Ring level and 1 1/2 heart with his swords. Reducing his step speed to 100 and giving him Rope movement could be more forgiving as well.

 

The Cracktorok is similar to the Death Knight, but not quite as bad, mostly because even a crappy boomerang can stun it. Still, it's too fast and in a sticky situation, it can quickly combo the snot out of you with its high contact damage and really unforgiving magic damage. For the sake of my rebalance, I reduced speed from 200 down to 150. Now in terms of damage, its contact damage down to a base of 2 hearts and magic damage down to 4 hearts. It still hurts quite a bit and is still considerably strong, but not overpowered.

 

Stalfos 3s I consider to be borderline unfair. Why? They are pretty fragile, but pack a punch. The fact they throw in four directions and deal the damage they can makes them really dangerous in a busy room. That's 6 hearts a hit per sword. The contact damage is fine as it is. However, for sword damage, I'm kind of on the fence whether it should be 3 hearts base damage or 4 hearts base damage. If it matters, I currently have it set to 3 hearts of weapon damage. Like I said, Stalfos 3 isn't as unfair because it has low HP and isn't too fast. Heck, you can fight a room of 2-3 Stalfos 3s with just a White Sword pretty easily as long as you're paying attention.

 

The Mirror Wizzrobe is a gimmick enemy. Obviously, he's only hurt by reflected magic, and said magic and even his contact damage are grossly high; a whopping 8 hearts each hit. To be more balanced, I decided to reduce contact damage down to 2 hearts and have magic damage be 4 hearts. This also means I would have to reduce his HP since if his magic does half the damage, it would take 12 hits to kill him instead of 6. I think to be reasonable, 4 or 5 hits is enough. As it stands, I have him setup as above, but currently with 80 HP. That way, it takes exactly 5 of his own shots to off him while keeping Link from taking gross amounts of damage.

 

As always, I appreciate any feedback on the above rebalances.

 

In addition, I began designing a few more screens of level 4. My goal is to have it be a hybrid of a cave and NES dungeon. In short, it would kind of be a cave system with a small temple inside of it.


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#3094 Lejes

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Posted 31 May 2015 - 11:13 PM

Four or five for a mirrorobe still seems like too much. One hit is more like it.

#3095 FireSeraphim

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Posted 02 June 2015 - 08:17 AM

@SkyLizardGirl:

Ma'am, you are clearly mistaken. I take it you have never heard of Castlevania at all? Because I know my own spritework and I know I did not frankensprite up some Kid Icarus enemies, Those two enemies in there are clearly Medusa Heads and Axe Armours, both from the Castlevania Series.


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#3096 KingPridenia

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Posted 03 June 2015 - 10:12 PM

Here's a quick preview of level 4 so far:

 

y6l5imtdqqgubwfzg.jpg

 

Comments and feedback anyone? Oh and before anyone says about the room to the upper left having a tile error, I didn't catch that until I uploaded the picture, so I know that's wrong. This is my test with mountain tiles that are half light and half dark.


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#3097 David

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Posted 03 June 2015 - 10:25 PM

Looks pretty good so far! The only issue that I see is regarding the paucity of ground details. Adding a few rocks, trees, statues, etc. would certainly ameliorate the quality of the individual screens. Otherwise, you did an acceptable job with the structure, for sure. Looking forward to more previews of your quest! :)



#3098 KingPridenia

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Posted 03 June 2015 - 10:29 PM

Well to be fair, it's supposed to be an ice cave. I could still have statues thrown in or maybe throw in patches of ice that slow your footing down. Although my original "Ice Cave" did have trees in one of the earlier rooms you got a key in, which made no sense whatsoever.



#3099 David

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Posted 03 June 2015 - 10:33 PM

I could still have statues thrown in or maybe throw in patches of ice that slow your footing down.

Adding those two things would be suitable in terms of detailing, actually, so I encourage that you incorporate them, if you desire. :)



#3100 Eddy

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Posted 04 June 2015 - 11:15 AM

Yeah, ice and snow would look like really cool additions to the dungeon. It gives the place more of an icy cave setting rather than just a cave in blue and purple. Other than that, it's looking pretty sweet so far. I'm loving the depth with the mountains.


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#3101 SkyLizardGirl

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Posted 04 June 2015 - 04:15 PM

One giant modern based underground center tower city - just like i saw in my dream with futuristic apartments everywhere with nerds inside on their computers all playing Zelda classic titles.

 

Now to design the giant walking mechs and the army guy boss driving one around attacking after link.*

 

124_npd17m.png  124_npd171.png

124_npd17c.png 124_npct3x.png


Edited by SkyLizardGirl, 04 June 2015 - 04:18 PM.

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#3102 Valientlink

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Posted 05 June 2015 - 02:01 PM

Not today but dear god the other night I finally opened up zquest and did some stuff, I've been largely inactive on it since May 2013


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#3103 Astromeow

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Posted 09 June 2015 - 08:11 AM

I really dig what you have going on there Red Mage Adam! Lovely NES themed open atmosphere flow.

 

Loving the colors, SkyLizardGirl! I cant wait to play.

 

 

-----

Finally back into ZC. Small work so far for one project, but, I like where this is going.

zelda003.png


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#3104 strike

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Posted 09 June 2015 - 08:21 AM

Oh, that pallet is beautiful.

#3105 Shane

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Posted 09 June 2015 - 08:41 AM

I'm liking the colours, Astro, looks really good. It reminds me of a palette for a custom tileset that never took off actually.

 

And speaking of colours...

 

L0aGpE4.png

 

...I built a test screen to show off a fairly large portion of my palette. That's right; that's not the only colours available in my palette. I am using six csets (thanks to empty space within the main palette) to create a universal palette for the entire overworld. I am also figuring out if there is a way to disable dark rooms from lighting up because I want to the use the "dark" feature for the graveyard area. :)


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