I decided to have the dungeon I'm working on, as it'll be a large one, have two items in it... atleast sofar I'm having both in it, I may change that you need to find the one in the overworld first... but sofar I'm more liking the two items in one dungeon due to the one item mainly being used primarely in this dungeon and the other needed for traversing the next dungeon and the overworld in order to get to the next dungeon.
Funny thing though, I wasn't even going to use the item in my quest, but too many good uses came up for it and I decided to go with it, even though when I first concieved of using two items, I originally was going to go with the Raft and have that as a Dungeon-only item and just disable the flippers and replace them with the raft on the needed maps... but I didn't quite like that idea as I've been hiding things in water to dive for which I liked better to up the difficulty. Plus, anywhere I would have used the raft to block off progress is easily done so with the hookshot, and done so with more sense.
Also, I apologise (for those familiar with my level 1 hint) with how obscure the hints I'll be leaving in my dungeon may seem to be...However, with some thought put in them and their wording, they should become blatently obvious (in my opinion).
Oh, right, I'll also be experimenting with block puzzles, and depending on their success, I'll also be retrofitting older dungeons with them as well.[Also dependant on my abition for doing so]
What did you accomplish in ZC today?
#3151
Posted 06 July 2015 - 11:52 AM
#3152
Posted 06 July 2015 - 02:33 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
This sounds really cool. I can't wait to see this in an actual quest!
#3153
Posted 06 July 2015 - 04:02 PM
Got a few cutscenes done.
- Jared likes this
#3154
Posted 06 July 2015 - 05:47 PM
I believe i am having too much fun with the whole whistle thing in creating my dungeon here... it is going to be very intrical in solving some puzzles and in general progress. I honestly have no idea why I was so against having it in my quest in the first place when I started making it. i think I just didn't see the potential or just thought it had only very limited uses that I wasn't going to employ. But it has so much more than I thought or have seen in others quests. So yeah... be afraid!
#3155
Posted 07 July 2015 - 01:58 PM
#3156
Posted 07 July 2015 - 02:16 PM
As well as implementing/coming up with puzzle ideas at the same time.
Edited by Nightmeres, 07 July 2015 - 02:17 PM.
#3157
Posted 07 July 2015 - 02:34 PM
Made some really hard custom bosses. I really like how they turned out. Also made some cutscenes.
#3158
Posted 08 July 2015 - 07:27 AM

SimpliCity
My two week contest idea. I'm making it now while I'm on school break. It's a simple sidescroller puzzle solving game that will get you to think outside the box once or twice or hopefully even more. It has some "story" in it, but it mainly focuses on dodging foes (no combat!) and overcoming new obstacles. And who knows? Maybe this screenshot shows one of the main key elements of the gameplay. I hope by (possibly) end production this will turn out better than I currently expect. Also not looking for criticism in regards to screen design or graphics. Do away with (reasonable) suggestions regarding gameplay. Keep in mind I want most of this to be done without the complications of scripts -- I want this project to make me think outside the box as well. But I WILL use a script or two.
But release? Sure, it's a fairly small simple quest I've been wanting to do for a while now. It's to be decided at this point, but I'm shooting for... hm... before 2016. This will keep me encouraged to stay on hiatus regarding Lost Historia as I have designer's block ATM.
- Eddy, Avaro and Jared like this
#3159
Posted 08 July 2015 - 07:30 AM
Looking really interesting and unique so far! I really love the art style and I wish you luck on this project.
- Shane likes this
#3160
Posted 08 July 2015 - 10:49 AM
Working on the final boss in the insect world. Getting very close to completing this world. Just need to make the Ganon sprites and fix up some of the text.
#3161
Posted 09 July 2015 - 09:12 PM
You got an Upgrade To Your Script File! With this, you can now give items in Adam's Quest Redux pickup messages!

This is with me failing to set the game rules "Messages Freeze All Actions" and "Messages Disappear" rules. After that, I was hiding underneath the textbox
. By the way, do items with a pickup script HAVE TO be held up? Also, for those wondering, I'm using the very basic Item Pickup script by Joe123. The only problem is that some of my strings are going to be different, since for store-only bought items, I'm opening the string with "You bought...". However, given that an NPC offers a Blue Potion as one of three free items you can take, I decided to change that one to "You got a Blue Potion" from "You bought a Blue Potion". I did keep the notice in that they don't stack.
Does that script play every time an item is obtained, regardless of method? Like if I for instance gave 1 Rupee pickup text, would it come up every time I picked up a 1 Rupee piece? Though to be honest, for chests and stuff, I could just make a different Rupee item worth the same. So you'd get normal 1 Rupees no problem, but if it was in a chest, it might be like "You just got 1 Rupee. What a letdown!" Eventually, I think I'll also start coloring strings as well.
- Eddy and Avaro like this
#3162
Posted 09 July 2015 - 09:21 PM
I can confirm Item Pickup scripts are not required to be held up.
#3163
Posted 10 July 2015 - 09:37 PM
I started making block puzzles today... however, I need to make a few hint rooms, and perhaps add in a pay-for-info hidden room, because as simple as the puzzle seems to be, there are actually two triggers involved, as well as some other important information needed to be given... but as I do encourage exploration and experimentation in general, hopefully some people will figure stuff out on their own without needing too much help.
#3164
Posted 11 July 2015 - 10:05 AM
Made a few/edited my EZGBZ dungeon palettes. Nothing special.
- Jared likes this
#3165
Posted 11 July 2015 - 03:08 PM
Made pickup strings for all of the items available so far in my quest. However, when using shops, I had a small problem. It seems that with item pickup strings enabled on items, the Faster Rupee Draining script doesn't work until the string disappears. Is that normal behavior? If you're wondering, I have messages freeze the screen, messages disappear, etc all selected as rules.
On another note, is it a good idea to tell the player in the Ring's pickup description that it doesn't work against traps, since I'm using an armor piercing trap script? Something to the effect of "You got the Blue Ring! You now take half damage from enemies! However, it does not protect you from blade traps." Is that detail necessary, or is it better for the player to have to discover that for themselves when the traps hurt just as much with the Blue Ring as it does with no ring at all? One last question; is it necessary to have a pickup message for keys? Because at this time, I don't have one since they're common.
Well, knowing how to put a box around strings is pretty useful, so I plan to go back and add it to ALL of my strings.
- Eddy likes this
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