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What did you accomplish in ZC today?


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#3136 render8

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Posted 25 June 2015 - 11:05 PM

Worked a little more on my overworld and tweaked my first dungeon a bit. Decided to record the first few screens of my overworld and me playing through level-1. Hope no one minds the video. I tried to put a little hurry in playing to keep the video time as short as possible.

 


Edited by render8, 25 June 2015 - 11:06 PM.

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#3137 Eddy

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Posted 26 June 2015 - 04:21 AM

That's some really cool stuff you got there. It kinda makes me want to play the original Z1 again :P



#3138 MarinaraSauce

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Posted 26 June 2015 - 08:40 AM

I decided that my equivalent to Castle Town will have a sort of rooftop jumping mechanic (which may or may not have been inspired by Assassin's Creed), where some buildings have staircases leading up to the roof (which will be a separate map), and the player can use the roc's feather or the hookshot to navigate around to find secrets, or just get to places in the city faster.  I also decided that I'll probably use this either as a substitute or in conjunction with the obligatory "avoid the tunnel-vision guards" section.


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#3139 David

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Posted 26 June 2015 - 09:05 AM

I definitely like that idea as it seem very interesting. Combining it with those typical guards would be neat as well. Can't wait to see how well you implement all of that! :)


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#3140 MarinaraSauce

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Posted 26 June 2015 - 11:28 AM

I made a test screen just to get myself acquainted with how to work with the mechanic.  Bear in mind that the rooftop tiles will probably just end up being placeholders, but I can't sprite to save my life, so I'd need to have someone else do it.

 

eSpJzZr.png3kiwACi.png

 

Fun tip: the wooden chimneys can be entered, while the stone chimneys are hookshot grabs.


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#3141 Avaro

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Posted 26 June 2015 - 12:29 PM

I made a test screen just to get myself acquainted with how to work with the mechanic.  Bear in mind that the rooftop tiles will probably just end up being placeholders, but I can't sprite to save my life, so I'd need to have someone else do it.

 

 

Fun tip: the wooden chimneys can be entered, while the stone chimneys are hookshot grabs.

 

That is a really fun idea there. Though, I am not convinced that changing the perspective is really needed. You could as well leave the graphics how they are, wether Link is on top of a house or not. But it isn't a bad idea either.



#3142 MarinaraSauce

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Posted 26 June 2015 - 01:42 PM

That is a really fun idea there. Though, I am not convinced that changing the perspective is really needed. You could as well leave the graphics how they are, wether Link is on top of a house or not. But it isn't a bad idea either.

 

I wanted to make it more clear that this is a different sort of "mode" than simply walking around the city.  Also, the different perspective allows you to more easily tell where you're going to land from a jump.



#3143 peteandwally

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Posted 26 June 2015 - 10:19 PM

I taught my 7 year old nephew how to make a quest. He likes 'mazes' and created a new monster based on something from minecraft that shoots 8-way swords, but I have no idea what that could be. It's awesome.


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#3144 Limebeer

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Posted 28 June 2015 - 05:02 PM

Welp, after an unexpected hiatus due to an extreme amount of work for my summer co-op, I have now returned and made a few new screens in a dungeon as well as a clever new enemy which may be harder to kill than I intend....though once figured out it's weakness it gets quite easier.
I also decided on a new theme for the 6th dungeon, which will be a Labyrinth.

I've also decided on making a new quest using the gameboy graphics, though won't get too far into it until after finishing the quest I'm working on now. I'll mostly just set up the items and mechanics, perhaps break up the overworld into the areas that I'll want.

Anyways, I'll post a screenshot or so of new material as soon as I get things looking alright as i'm just doing basic layouts at the moment for the pathways to take in the dungeon.


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#3145 Yloh

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Posted 28 June 2015 - 11:48 PM

I learned how to load and use other people's scripts!


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#3146 render8

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Posted 29 June 2015 - 05:26 PM

Worked a bit more on some new overworld layout, which I admit isn't very good yet, but again, I'm not very good with designing either. Also composed another video to demonstrate the second dungeon. Not quite how I want it, but got the boss and triforce in place.

 

Basic shot of my partial overworld.

 

overworld_test_1.jpg

 

 

And video demonstrating my second dungeon.

 

 

Also figured out how to put the fire animation into my overworld map, which is a big accomplishment for me considering I just did it by messing around lol.


Edited by render8, 29 June 2015 - 05:35 PM.

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#3147 TheRock

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Posted 30 June 2015 - 05:42 PM

Fixed up the enemy variety in levels 1, 2, 3, 4, and 6.



#3148 Astromeow

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Posted 03 July 2015 - 11:11 PM

Good stuff Render8, I enjoy the simple and clean Zelda 1 quest you got going on.

 

Enemy variety is always peachy and a pleasure, bmc 10011!

 

 

Today I finally sorted out my character classes for an upcoming tileset. For days I was thwomped trying to produce unique classes and promotion.

 

Do know. You as a player will have option to play in a quest or design with capability to have different characters/classes.

 

I. Chemist- Scholars from the eastern deserts. Skilled in alchemy, able to provide offense and defense.

   Paladin- These are knights of mystic mastery. The power of alchemy and conquering run strong.

 

II. Samurai- Fearsome warriors passionate about honor. Their unique skills offer diverse warfare.

    Shogun- Lord Masters of the lands. Their focus and speed is unmatched.

 

III. Cannoneer- Warriors from the sea! Rough, able to dish pain... and receive.

     Admiral- Captains of explosives and drinking liquor. Can equip/use many items.

 

IV. Cadet- Aeronauts in training, conducting firearm proficiency and study.

      Aeronaut- Airmen officers whom engineer great technology in warfare.

 

Optional and potential classes/promotions. If you would like to contribute ideas, feel free! I love the concept of classes/jobs

 

. Scout -> Ranger, Druid -> Necromancer, Sage -> Oracle


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#3149 TheRock

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Posted 04 July 2015 - 12:16 PM

Finished two of the overworlds.



#3150 KingPridenia

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Posted 04 July 2015 - 07:34 PM

Well, my cliche creepypasta quest is officially dead. I would post some screenshots of it, but I think they're NSFW and thus won't. Due to my lack of motivation and losing ALL inspiration, consider my trollpasta quest history. During work today however, I've been thinking of an idea for the upcoming two week contest. I still don't know how I want to go about it, although I could finally make use of my graph paper notebook I've had since high school and design the dungeons. Of course, knowing my luck, I'll probably end up either not trying or bailing out. At this time, I'm debating whether to stick with the boring Classic, which would need a lot of edits to make it even half decent on the visual scale (all my previous works in Classic have been shot down for being too bland and lacking detail, no matter how hard I try), use Koten which I'm much more used to now since working on Adam's Quest Redux, or step outside of my comfort level and try another tileset.

 

Either way, I hope that if I go through with my project, it can get positive feedback and make it a good short and sweet quest to get some credibility going.




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