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What did you accomplish in ZC today?


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#3286 FalsePower

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Posted 07 September 2015 - 12:20 AM

Realized that I had incorrectly layered two of the rooms in my first dungeon so I had to wipe them and recreate them with the layers correct this time.
Also, I dipped my toe in the waters of ZScript and read my first tutorial.

#3287 Jared

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Posted 07 September 2015 - 11:22 PM

Worked on the tileset a lot today. Got a lot of misc cave stuff done. Soon the waterfall tiles will be done too!


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#3288 FalsePower

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Posted 08 September 2015 - 12:14 AM

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.

Have you made any progress with this? I definitely want to try this out once you have it up and running.

As for me today, all I've done was work on my title screen. It was a slow ZC day other than that. I need to get on it tomorrow; those dungeons aren't going to build themselves..



#3289 Shane

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Posted 08 September 2015 - 01:20 AM

Sprited a few cool things. Roughly planned out my overworld on paper, now to structure it in ZQuest and add more details as to what goes where. Then I can finish the overworld by filling the bare bones and giving it a wave of polish. Don't know how long this will take, but it's way easier said than done. :P


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#3290 kurt91

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Posted 08 September 2015 - 01:22 AM

Well, I just about finished a back-up submission for the Expo. It has the same amount of content as my previous demo, but has been fully tricked out with a number of bug fixes, palette improvements, a couple scripted bosses to replace ones that caused issues before, and a ton of added scripts to enhance what's already there, including an amazing layer-scrolling script that I've finally gotten fully working after an unbelievable amount of frustration and many visits to the scripting forum for help (Thanks Zoria and Lejes!)

 

Now, I say "back-up submission" because I'm not very happy with how progression works currently. The quest was inspired by games like Super Metroid, but fails to hold up the same standards. To be honest, you just kind of aimlessly wander around and it's poorly laid out. I'm in the middle of a revision right now that should fix the layout issues. I'm designing it while studying a design analysis of Super Metroid, to make absolutely sure that I'm not forgetting any important design points. For example, one rule that I ended up breaking the first time around was "Never show the player the key before showing them the lock". Breaking that rule makes whatever tool for progression feel like nothing more than a key to fit into a slot. Showing the "lock" first helps the player feel that they're making real progress and not just unlocking a new type of door.

 

Hopefully, since I already have the technical stuff finished now and am just drawing better-laid maps, I should be able to finish the revision version in time for the Expo. If so, the new overworld and vastly expanded areas (what was once functionally just three screens is now half an Interior-type map!) should be much more enjoyable.


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#3291 Limebeer

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Posted 08 September 2015 - 09:59 AM

I finished plotting out the layout of the last half of my dungeon, decided to make it in the shape of a seed! (was going to go for a Bush, but seed had a better natural look to it) all I have to do now is set up the maze like portion and plot it out now as I'll be having cliffs for the second half to take advantage of the hookshot and such. Plus add in alot more puzzles! Hmm, May have the hookshot as a component of finishing a puzzle or two, just because :P

Other than that, I'm starting to write up what I want to be able to be done and where link is able to go before the first temple in my new quest! Yes, I'm actually making a plan in order to make it less chaotic this time around in making the quest (mainly because I was, when I first started my first one that I'm working on, I was more thinking open world concept and more organic looking rather than how it would be for playability... Turns out I'm more of an aesthetic designer if given free reign. Works well if there where scrolling screens rather than fixed, but hey, atleast I've learned and gotten more experience now for it!)
I've also adjusted the storyline I originally written for it for reasons I've mentioned in earlier posts. Once I have a project page set up I'll post what the original story was to be and the changes to it (without spoiling anything naturally ;) ) if people want, but until I actually work on it in the editor outside of getting the tiles and items set up I won't set up a page. Amdbyes, the level 3 potions will make a return to being hidden around dungeon entrances, because I'm a nice guy ;) the fairy rings on the entrance room emblems though will be moved to the midpoints in the dungeons to discourage continue spamming to replenish life. They are staying in the Rusted Soul however. Mainly because of reasons.
I'm also going to be playing alot of the Oracle games and Links Awakening as I work on this quest in order to keep track on how to design game boy style screens.
I'm also contemplating having a "warp world" that you traverse rather than cave systems to get to different areas and to get to certain points, sort of like a dark world, but not one that is a distorted mirror of the overworld but rather unique pathways and areas that can be as small as a few screens or as large as a mini dungeon. I'm still kicking around the idea though so we'll see if it goes to fruition :)

#3292 FalsePower

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Posted 10 September 2015 - 12:01 AM

Today I learned how to create bridges. For a little while now I'd wanted to create one you can walk both on and under.
I decided to stop procrastinating and sought out a tutorial finally. The answer was surprisingly more simple than I expected.

So yeah, Fall of an Empire now has functioning bridges. Yay.


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#3293 Flying Fish

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Posted 10 September 2015 - 04:43 PM

I had to use warp tricks to get my bridges to work in my latest quest project the second installment of Tower of Courage, (Labyrinth of Wisdom). If there is an easier way to do it I am definitely interested in that. I been looking at boss scripting and item scripting for awhile but with my time restraints haven't really made anything cool.  I am tired of making ghetto 2.10 boss with warp tricks and combo tile tactics to make a boss like a scripted boss.

 

With labyrinth of Wisdom getting really close to finishing up the main overworld and starting the cave network and shortcuts to get around the overworld along with some of the world secrets.  I am hoping to get a working demo for this soon with at least a playable dungeon.



#3294 Jared

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Posted 10 September 2015 - 10:37 PM

Finished up getting my first temple tiles into my tileset. Combo'd a few of them too. I'm probably going to finish it up tomorrow. Then I'll work on everything that will get the tileset beta out ASAP!! :D


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#3295 Twilight Knight

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Posted 11 September 2015 - 06:28 AM

I had to use warp tricks to get my bridges to work in my latest quest project the second installment of Tower of Courage, (Labyrinth of Wisdom). If there is an easier way to do it I am definitely interested in that. I been looking at boss scripting and item scripting for awhile but with my time restraints haven't really made anything cool.  I am tired of making ghetto 2.10 boss with warp tricks and combo tile tactics to make a boss like a scripted boss.

 

With labyrinth of Wisdom getting really close to finishing up the main overworld and starting the cave network and shortcuts to get around the overworld along with some of the world secrets.  I am hoping to get a working demo for this soon with at least a playable dungeon.

You can make "bridges" without warps by using tiered secrets. There is a tutorial in the database. You might be able to do it with scripting too, like enabling and disabling layers when walking over a certain combo, but I reckon using tiered secrets is easier.

 

Concerning your bosses, using FFC's can do wonders. Using some scripting along with them will be even better.



#3296 Yloh

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Posted 11 September 2015 - 01:25 PM

I almost have a good understanding of the intermediate tutorial for scripting. Today, I used what I learned to write my first useful script for "Mike's Fun House". Without scripting there was a problem with a gimmick that I wanted to do from the very beginning. I had to accept defeat and move one, but now I can add in my gimmick with no problems. Not only that, but I can do more unique things with my original gimmick. I'm so happy.


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#3297 TK8305

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Posted 11 September 2015 - 11:32 PM

Fixed a couple more minor glitches in ToT.  



#3298 Eddy

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Posted 12 September 2015 - 11:56 AM

Finally got more AR3 work completed since I found some free time from college. Finished off Level 4 at last and I'm now working on some story stuff.


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#3299 kurt91

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Posted 14 September 2015 - 05:11 AM

Been working on my new version of Hyrule Field. To be completely honest, I can never figure out what to put in a field area to keep it both full of things to do, yet not be so crowded as to lose that "open field" feel to it.

 

So I cheated. I downloaded a copy of the overworld map to Minish Cap, and cut away everything that wasn't Hyrule Field and Castle Town. I swapped Castle Town's location with that of the open area above it, between it and Hyrule Castle. I then cut away excess areas and smashed it together until it had the general shape that I needed. After mutilating it until it was in the proper shape, I began to incredibly roughly hack it into pieces, and put those pieces into a grid that had the same number of spaces as the number of screens for my field area. After scribbling in spaces in the trees to link broken areas back together, I started copying the general patterns of those roughly-hacked chunks of field into ZC, adapting it to fit my tileset, and clean up the broken-up spaces in between chunks.

 

In the end, I've been ending up with areas that look relatively nice, and if you've played Minish Cap to absolute death, you may recognize a couple minor areas from before they were smashed, mutilated, chopped, and then cleaned. Otherwise, it should be a relatively original-looking area with a very vaguely familiar feel to it.


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#3300 Orithan

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Posted 16 September 2015 - 07:55 AM

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This is what happens when I overhaul screens.


Edited by Orithan, 16 September 2015 - 07:59 AM.

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