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What did you accomplish in ZC today?


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#3241 Yloh

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Posted 12 August 2015 - 11:51 AM

XHnnYu9.png

This happened when I got the args of a script I was using in the wrong order.
Reminder folks, This is how easily scripting can break quests.

Edit: The script has been fixed and is now working flawlessly.

 

I think the script is fine the way is it. :P


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#3242 Gabriel Baron

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Posted 14 August 2015 - 08:42 PM

tested my knowledge on combining global scripts trying to include the GB-style shield in my globalscript thingy.i think it worked,but i was unsatisfied with the sprites i had for it,so i made new ones myself.Also made a few new enemies with the normal enemy editor



#3243 Evan20000

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Posted 14 August 2015 - 09:00 PM

I made a boss fight that takes place on more than 1 screen.

#3244 Yloh

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Posted 16 August 2015 - 11:36 PM

I made a boss fight that takes place on more than 1 screen.

 

Any 2.10 style boss fight takes more than 1 screen :P. I know that is not what you mean and I am very intrigued to see what this boss looks like.

 

On my quest, Level 7's warps are done, secret tiles have been set, screen carry overs have been made, some enemy placement has been set, a little play testing has been done, and fixed some bugs. The excitement is real.



#3245 TheLegend_njf

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Posted 17 August 2015 - 11:02 PM

Pushed myself to get back into Zquest, decided to end my summer break early because I took it early. I have been working on TRIFORCE today and made very good progress in just one day alone. 


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#3246 Logos

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Posted 18 August 2015 - 12:27 PM

I did more work on my remaster of the "Outlands" hack. Here's what I've accomplished so far:

 

uD8D0EL.png?2

 


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#3247 Yloh

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Posted 18 August 2015 - 09:56 PM

Well ... I finished reading the Saffith's basic tutorial on scripting. It is time for me to practice.


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#3248 Evan20000

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Posted 20 August 2015 - 03:38 PM

Figured out how to make some things look good using drawn primitives.
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#3249 CyberGamer1539

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Posted 20 August 2015 - 10:00 PM

I did absolutely nothing because it was the first day of school.  It was crazy.



#3250 Lüt

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Posted 20 August 2015 - 11:17 PM

Lots of nitty-gritty that I pushed off to the end. Tile tweaking and the like - adding animated water/dirt/etc into the corners of the rock walls so the bare square spots would go away, editing floor/door tiles to match a different color set, tweaking enemy/sprite palettes for different scenes - all that tedious stuff. SO close to done :)

 

Also that looks like a fun overworld Logos.


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#3251 KingPridenia

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Posted 21 August 2015 - 01:01 AM

Very little, but after a lot of inter debate, I decided to buff my potions in AQR to recover 7 hearts instead of 5 originally. Same system though. Just seems 5 hearts is too few, especially for 40 Rupees. Besides, fairies already recover 4 hearts, which would make potions less useful. Maybe one day I'll actually get some real progress done aside from just going in there and changing one or two small things...


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#3252 Shane

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Posted 21 August 2015 - 11:15 AM

I am picking up an old idea and reviving it.


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#3253 FalsePower

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Posted 21 August 2015 - 11:33 AM

I got a little bored with the default DoR NPCs, so I figured out how to add new ones from FFVI and animate them correctly. They finally work as of today.
I'm so pleased with the result that I'm considering changing almost every NPC in the game.


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#3254 KingPridenia

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Posted 22 August 2015 - 01:34 AM

Replayed a very old quest I made YEARS ago. My god, I made it waaaaaaaay too hard. In the later dungeons, I noticed I had the AlphaDawq Syndrome (in his 3rd quest, he has some serious statue fetish as in the later levels, there is almost always at least 4 statues per room and in level 9, usually 6 per room, most of which have limited room to move). To further give the finger to the player, dead-ends that dump the player back to the dungeon's start were ALL OVER THE PLACE from level 6 onward and sometimes even the stairs were one way where going back actually took you forward. The quest was intended to be my take on the 3rd quest, only it was more or less designed just as a very small lifeless overworld that served as a hub for the levels. Pretty much a summary:

 

Level 1: Damn Goriyas and their 1 full heart boomerangs. Oh and no dungeon item at all. Point of the dungeon other than a beginner's death trap? Luckily, a little exploit makes them much easier to deal with. #halftiletrick

 

Level 2: Thank goodness for offering the player a Heart Container to get the White Sword with, otherwise this place would have been really bad. What was I thinking to have Blue Darknuts in level 2 when you only have 5 hearts and a White Sword to your name? Heaven forbid you only had FOUR hearts...then you'd better be an expert at Darknut fighting with regular movement and just a dinky thrust...

 

Level 3: Pretty easy overall, has Red Wizzrobes in it and one really bad room with a combo of traps and Like-Likes. Other than that, not bad.

 

Level 4: Very linear for the most part and has the first bomb upgrade as well as one of those money or life rooms. Jerk move hiding the Raft a room to the right of the boss and having a trap to the left of it.

 

Level 5: I start to require some backtracking, mostly to kill a Digdogger for a key. And yes, you FINALLY get a Boomerang here. Oh and you get locked in a dead-end with a Digdogger if you go the wrong way.

 

Level 6: The beginning of bad design. Luckily, you can finally get the Blue Ring, and you'll need it and your best Darknut slaying skills. This dungeon had too many passageways that kicked you out to the start and even required you to fall into one of them to get a key needed to progress. And if you don't get the Wand in here, you can't beat the boss. You're required to Wand bash a 4-headed Gleeok with 10 hearts, Blue Ring and no potions and dealing with 4 statue shooters. Have fun.

 

Level 7: This level is actually incomplete. I used the AlphaDawq level 8 one tile wide corridors with statues shooting at you and a ton of Blue Darknuts rushing you. Bad. Luckily the dungeon item is very close to the start in a relatively easy to overlook room. Also, too many Darknuts. But at least you have the Magical Sword and after the Stepladder, potions. Had to cheat to access the boss room though, since I never finished level 7.

 

Level 8: My ultimate jerk move. Millions of bad passageways, LOADS of Blue Wizzrobes, Red Bubbles everywhere, and TWO instances of passageways where you have to attempt to go back down them to progress through the dungeon. What the hell was I thinking??? I made this frustrating to the point it feels like going through the original game's level 9 in the 1st and 2nd quests.

 

Does give me ideas for how to improve them to be more NES compliant and/or rebalancing them should I decide to "revive" them somehow in a mock Randomizer style. Hell, maybe one or two could be added as bonus dungeons for Adam's Quest Redux once fixed up? Note to self, fake difficulty was strong with that one. At least it gives me ideas what to avoid in the future.


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#3255 Jared

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Posted 22 August 2015 - 09:05 PM

Worked a lot on fitting tiles on certain pages, and still comboing it up! Soon the NPCs will be worked on.


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