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What did you accomplish in ZC today?


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#3271 Limebeer

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Posted 31 August 2015 - 08:29 PM

I have been contemplating and trying to find a way to alter the story-line of the project I'll be starting soon as it is way too similar to Lost Historia for my liking (I did not realize how similar it was, atleast on the outside, until I read up more about the quest project, and while it's easy to identify the differences, i don't want them to be compared to eachother) so i've been thinking of some alternatives on how to present the story I want. The best way sofar, I'm thinking, is having Hyrule being evacuated to one of the alternate realms for an unknown reason, and slowly uncovering the reason as to why rather than having the history being unknown and the kingdom moved on and having the quest being on having the past uncovered for that (as a gross readers digest version of the overall storyline).

Yeah, as I think on it, having the reasons shifting from uncovering the past to uncovering as to why Hyrule was evacuated can work quite well...

Anyways, I've also been stuck on where to take the next half of my dungeon as I want to get alot of it done this week whilst I'm off. This next half i want to be alot more maze like while having more puzzles, but I'm just having a problem figuring out a balance between all the aspects without making everything too tedious navigating through the whole thing... (though I guess making short cuts that can be open after the initial travel through can fix it, but also leaves alot of bugs open to watch out for...)
I'm also thinking that starting my second project may be good as I'm feeling less and less inspired to continuing my current project, and having an outlet on doing something new will be good as it'll help rejuvenate me and let me come up with new ideas and come up with new methods on doing things.


#3272 Jared

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Posted 31 August 2015 - 10:25 PM

I actually ended up working on a lot of the tileset today! It was mostly castle tiles, which I completely forgot about. Inserted the combos and it was an easily fixed error. :)



#3273 Evan20000

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Posted 01 September 2015 - 01:27 AM

Spriting. I'm terrible at it but at least this is passable.

#3274 TheLegend_njf

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Posted 01 September 2015 - 10:39 AM

I somehow made a way to make bait an acceptable dungeon item! lol


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#3275 MarinaraSauce

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Posted 01 September 2015 - 11:05 AM

I somehow made a way to make bait an acceptable dungeon item! lol

 

Impressive.  I plan to find a way to use the wallet as one at some point in my quest.



#3276 KingPridenia

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Posted 02 September 2015 - 07:09 AM

I somehow made a way to make bait an acceptable dungeon item! lol

 

Poisonous bait that enemies eat and get sick off of? Some kind of magnetic spike ball that drags enemies into it, repeatedly damaging them? Just spitting out a couple uses other than the "Hungry Goriya" rooms and using them to bunch up beast type enemies.



#3277 Limebeer

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Posted 02 September 2015 - 09:32 AM

Poisonous bait that enemies eat and get sick off of? Some kind of magnetic spike ball that drags enemies into it, repeatedly damaging them? Just spitting out a couple uses other than the "Hungry Goriya" rooms and using them to bunch up beast type enemies.

I was thinking as an other idea is that it could more be that there could be some enemies you cannot kill in a room blocking your progress (small walkways or something like that) and you place the bait to lure them away so you can get through without them killing you. It'd actually be quite clever doing something like that as a mechanic in a dungeon!



#3278 KingPridenia

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Posted 02 September 2015 - 09:36 AM

^Fair enough, but aren't one-hit kill enemies something nobody likes seeing in quests? Maybe if it was something that had Wallmaster properties upon being hit (1/2 heart to a heart of damage and being kicked to the dungeon's entrance) instead...but that too just adds tedium and frustration. Unless the bait could be used in a way to make some kind of harmless enemy that blocks your path move. Then again, I guess we'll have to wait and see, unless NJF is willing to share what exactly he did with the bait.



#3279 Limebeer

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Posted 02 September 2015 - 10:28 AM

I was more thinking a swarm of enemies that are heavily armored (darknuts) that aren't exactly one hit, but does quite a bit of damage, atleast early on in a quest.
Or you can have it that, if you kill an enemy, it'll cause the way forward to be blocked, and so you have to use the bait to lure them away without killing them.



#3280 Eddy

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Posted 02 September 2015 - 11:30 AM

Went ahead and changed up the shields a bit for AR3. Instead of having actual shields to hold, you got to purchase a "shield upgrade" inside Lynna Shop. The normal shield upgrade (looks like a small shield with one plus) acts like a small shield, and the shield upgrade plus (looks like a small shield with 2 pluses) acts like a magic shield. I also decided to scrap the Mirror Shield since I have alternate methods for reflecting stuff.

 

Besides that though... that's about it lol


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#3281 elektriktoad

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Posted 02 September 2015 - 01:08 PM

Made a "Mind Control" Item for my quest. It's a wand that fires a projectile, and if it hits an enemy, the enemy allies with you. It no longer damages you, gets a CSet change, and when it collides with other enemies it damages them equal to its power. There's still a few bugs to work out, but when I fix those I'll upload it to the database.


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#3282 FalsePower

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Posted 02 September 2015 - 03:19 PM

Made a "Mind Control" Item for my quest. It's a wand that fires a projectile, and if it hits an enemy, the enemy allies with you. It no longer damages you, gets a CSet change, and when it collides with other enemies it damages them equal to its power. There's still a few bugs to work out, but when I fix those I'll upload it to the database.

That sounds awesome. Great idea. I definitely look forward to seeing that in action.

I mainly today have just gone through VG Music and found the perfect midis to use around my map. It's kind of surprising that a midi of Dodongos Cavern doesn't exist though.

Edited by FalsePower, 02 September 2015 - 04:05 PM.


#3283 KingPridenia

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Posted 02 September 2015 - 05:28 PM

Made a "Mind Control" Item for my quest. It's a wand that fires a projectile, and if it hits an enemy, the enemy allies with you. It no longer damages you, gets a CSet change, and when it collides with other enemies it damages them equal to its power. There's still a few bugs to work out, but when I fix those I'll upload it to the database.

 

That sounds awesome. Kind of reminds me of a ranged version of the Hypno Shroom from Plants vs Zombies.

 

In other news, been playing around with something in ZC to hopefully get me back on track with getting level 4 of AQR done in time for the expo next month. Pretty much, take Z1, keep the same bland, boring uninspired design just in another tileset that's based off Classic, take an old quest that was originally my (dungeon only) answer to the 3rd quest, throw in a few things to rebalance it (including features that weren't in 2.10), make the character say stuff that isn't garbage and what do you get? Another remake, this time Adam's (Take on the) 3rd Quest Remake. I suppose I got the idea after re-watching NightmareJames play through the various 5th quest contest entries before BigJoe was officially declared the winner. Feels weird having Z1 default music and with Koten's SFX. Not to mention I feel so weird going back to 4-way movement and just pathetic little thrusts where in AQR, I'm used to 8-way movement and slash.



#3284 FnrrfYgmSchnish

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Posted 03 September 2015 - 09:37 PM

Noticed that the way I had boss rooms in my quest set up means that looking at the map on the subscreen during a boss battle will look weird (like, a big ol' blank map with one screen filled in as visited... that screen being the boss room.)  So I decided I'd give each boss room its own "active" subscreen, replacing the dungeon's name with the boss's name and replacing the map with a bigger picture of the boss and Link in a fight, along the lines of a cartoonier version of the NES Zelda games' instruction manual artwork for a lot of the enemies.

 

The first two bosses are done already.  I would post a screenshot or two, but then I'd give away what the first two bosses in my quest are (neither of them are default Z1 bosses), so I'll just leave it text-only for now. XD



#3285 Yloh

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Posted 06 September 2015 - 05:53 PM

I made warps for 448 screens today.




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