Jump to content

Photo

What did you accomplish in ZC today?


  • Please log in to reply
4964 replies to this topic

#3166 Eddy

Eddy

    ringle

  • Members
  • Real Name:Edward
  • Pronouns:He / Him
  • Location:London, United Kingdom

Posted 11 July 2015 - 03:12 PM

Regarding your first question (on the second paragraph), I think it would be worth mentioning that, since most people are used to Rings affecting traps, so a short pointer like that could work.

 

As for the 2nd question, it can be fine to have an item pick up message for the first key you find in the game, but after that I don't think it would be very necessary anymore since it would be boring to see the same message being displayed over and over.



#3167 TheRock

TheRock

    Go glitches

  • Members

Posted 11 July 2015 - 07:43 PM

Adding secrets to the insect world in The Land of Anarchy.



#3168 Nightmeres

Nightmeres

    Defender

  • Members

Posted 11 July 2015 - 08:16 PM

Added some screens the first dungeon of the quest I'm working on

#3169 Limebeer

Limebeer

    You can do anything with the abuse of the Animal Husbandry skill

  • Members
  • Real Name:Aaron
  • Location:Ontario, Canada

Posted 11 July 2015 - 08:19 PM

some more screens are completed, as well as a hint room. Still deciding on where to put the pay-for-info room... I want it hidden but not too difficult to find... hmm, maybe I'll have it past a burnable tree or so!



#3170 Alucard648

Alucard648

    Magus

  • Members
  • Location:castle Dracula

Posted 12 July 2015 - 02:43 AM

Written simple LttP landmine item script.

//Landmine from LTTP. Explodes on attempt to pick up.
//D0 - Damage from explosion, in 1/4ths of hearts.
//D1 - Explosion type. 0 - normal, 1 - super.
item script LTTPLandmine{
	void run (int damage, int type){
		eweapon boom;
		if (type>0) boom= Screen->CreateEWeapon(EW_SBOMBBLAST);
		else boom= Screen->CreateEWeapon(EW_BOMBBLAST);
		boom->X = Link->X;
		boom->Y = Link->Y;
		boom->Damage = damage;
		
	}
}

Edited by Alucard648, 12 July 2015 - 02:44 AM.


#3171 Eddy

Eddy

    ringle

  • Members
  • Real Name:Edward
  • Pronouns:He / Him
  • Location:London, United Kingdom

Posted 13 July 2015 - 07:35 AM

2y1veM3.png

As Link came across a set of two open doors... he entered the door on his left.

 

Currently trying to get back into ZQuest by making something a bit special.


  • Shane, Avaro, Jared and 2 others like this

#3172 Yloh

Yloh

    My Face!!!

  • Members
  • Real Name:Michael
  • Location:Mike's Fun House

Posted 13 July 2015 - 04:26 PM

Well, I didn't do all of this today, but lets just say with in the past couple of weeks.

 

I've looked through the scripting database and selected what scripts I want to use for my quest! So far, I made a test quest to test these scripts. I feel comfortable using four scripts right now. All of them are FFCs. There are some cool enemy scripts that I want to use, but I need to learn how to use ghost.zh. I gotta buckle down and get to learning. 

 

Speaking of scripting, while I don't expect to do anything amazing, I've gone though the basic tutorial for scripting and learned some of the basics. I feel that I can look at a script and not be 100% lost. 

 

I don't plan on making "Mike's Fun House" a script heavy quest, however, I will go back and add some scripts to previous existing enemies and a handful of screens. Each area may have a simple script or two and that is it. Some areas will remain script free. 

 

With that said, I'm done the overworld for World 7 (no enemies yet)! There are some scripts planned for about 4 screens. Part of me really wants to spoil what World 7 is, but I'll have to hold back and make you wait. I feel that my level design skills are getting better and I feel World 7 is very creative.

 

I've gone back and made some cosmetic changes to Level 5. That level is a PAIN to work on. 

 

Some of you may have ran into my Mega Man themed basement when playing my demo. The whole basement is almost done now. All that is left is Air Basement and Wiley Basement. I'm not worried about spoiling my basement because when you see it, you will know that my basement themed after every level in Mega Man 2. You even fight all eight robot masters!

 

Made some cosmetic changes to the Main Lobby area. It looks better now.



#3173 MarinaraSauce

MarinaraSauce

    Magus

  • Members
  • Real Name:Grant
  • Location:New York

Posted 13 July 2015 - 05:51 PM

2y1veM3.png
As Link came across a set of two open doors... he entered the door on his left.
 
Currently trying to get back into ZQuest by making something a bit special.


The Link parable, perhaps?
  • Eddy and alek like this

#3174 symbiote01

symbiote01

    Doyen(ne)

  • Members
  • Real Name:Doug
  • Location:WA

Posted 13 July 2015 - 07:10 PM

So far this week- got a partially working mirror script to work, thanks to some folks in a forum discussion (UNames, ywkls).  Drew 2x and 4x tiles to go with it.  Drew custom Mirror Darknut tiles and got them autoghosted.  Changed their color drastically.  I think I'll probably change them back to gold...

 

I have painstakingly added left-facing tiles to many of the enemies, so they look appropriate- if the the darknut is holding his shield in his left hand when facing forward, it should be more behind him when he faces right, and more in front of him when he faces left.  Similarly, enemies holding a weapon in one hand should consistently hold it in that hand regardless of facing.  Darknuts (shielded and non-, in all variations), Stalfos (lvl 1 stalfos now only hold one sword), lynels, moblins, and etc.


  • Astromeow likes this

#3175 Limebeer

Limebeer

    You can do anything with the abuse of the Animal Husbandry skill

  • Members
  • Real Name:Aaron
  • Location:Ontario, Canada

Posted 13 July 2015 - 08:33 PM

Finally got around to adding my hint room... must say though I forgot what I was going to have as the third hint, so I am keeping it open right now with a placeholder. I may have it be a hint about the boss, or, if I'm having the boss room hidden where to find it... or perhaps I may make a puzzle in order to find the hookshot that will need a hint. Who knows, I still have alot to go on this level. I'll be doing some more rooms, hopefully going up to getting the Hookshot, which would thus complete the first half of the dungeon, which currently has... *opens ZQuest and counts the screens discreetly*... 23 screens. I'm hoping it won't use the whole map, but I always intended to have it a large dungeon, due to it being more or less a single floor dungeon. Some travel caves will be issued in it, but it will be more to get from A to B rather than to do all too much with doing too much in them. Anyways, I'm hoping to playtest the first half of it really soon before working on the hard, somewhat confusing part, of this dungeon.

In other news, I got to work on the breakdown on the new quest that I'll be wanting to start. As it'll be a more story-driven quest, I'm breaking it down to 4 main "Acts", with the dungeon "tri-force" items being more than decorative items. One, for instance, will take place of the Ring (or Blue Mail), another will be the 1/2 magic upgrade, and so on. I'm not saying the Tri-Force won't be a part of the story, it will be incorperated in some way, just that I'm going with something a bit different for dungeon completion.
But yeah, I'll be writing out the story, planning the aspects and what mechanics for where, and breaking down the "acts" before actually cracking open ZQuest for working on this quest (which will be using the EZGBC tileset), which because of that, it shouldn't slow down the already slow progress of my current project.


  • Astromeow likes this

#3176 Astromeow

Astromeow

    RESPECT DA OBOE SOLO

  • Members

Posted 13 July 2015 - 10:47 PM

You guys inspire me to keep on and keep on!

 

I got around to making more progress on my tileset. Players have an option to design using 6 classes/jobs. This is the final product.

Originally... I wanted to offer class upgrades however it would be quite a project there on, something to try another day..

 

I still have some touching up to do on the sprites but this should give you an idea of whats about.

zelda007.png

 

-The following is in order from left to right.

 

Ranger: Master of Archery and general Knighthood.

Slayer: Fierce warriors wielding hammers. Can equip shields.

Alchemist: Expert potion brew-master. Provides support and crowd control.

Oracle: Mystical scholars rich in mana.

Samurai: Swift swordsman, with strong offense. 

Buccaneer: Well rounded "Freelancer" whom may use a variety of equipment/item


  • Avaro, Jared and Logos like this

#3177 Eddy

Eddy

    ringle

  • Members
  • Real Name:Edward
  • Pronouns:He / Him
  • Location:London, United Kingdom

Posted 14 July 2015 - 03:27 AM

The Link parable, perhaps?

Something like that yeah :P



#3178 TheRock

TheRock

    Go glitches

  • Members

Posted 14 July 2015 - 03:58 PM

Added names to all of the dungeons. Also made some houses for the insect world.



#3179 Nightmeres

Nightmeres

    Defender

  • Members

Posted 14 July 2015 - 06:08 PM

made a tone of screens for my main project's first dungeon, yay! downloaded/save a bunch of scripts to the computer and planning in my head the stuff for a side project. 


  • Jared likes this

#3180 Limebeer

Limebeer

    You can do anything with the abuse of the Animal Husbandry skill

  • Members
  • Real Name:Aaron
  • Location:Ontario, Canada

Posted 14 July 2015 - 08:59 PM

I just thought up of a great enemy that I'll use in my quest. I shall call it a Carroite, and it'll start out in the ground which, after using a specific item, will emerge, which then will need to be defeated before it returns to the ground to regain it's health. Though i will need to make the tiles for it, unfortunately, but will be worth it in the end!
And yes, it is exactly as the enemy sounds... Link will be fighting a giant evil carrot! Now, time to make those tiles...




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users