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What did you accomplish in ZC today?


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#3361 Flying Fish

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Posted 22 October 2015 - 01:06 PM

I cleaned up some errors in Tower of Courage with typos, improper gfx errors, and other various problems I noticed from SCKnuckles LP of the quest.

I will problably release an update after SCKnuckles finishes his LP of the quest because I am bound to find other mistakes/problems that will be needed to be corrected.

here is the link to his LP of my quest http://www.purezc.ne...444#entry977714 .

 

As for Labyrinth of Wisdom I still working with recoloring tiles and with it being finals week it has all been halted till finals are finished.



#3362 Shane

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Posted 25 October 2015 - 08:26 PM

Made a bunch of cave screens.


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#3363 Yloh

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Posted 25 October 2015 - 11:48 PM

I just submitted my demo for the expo. Many improvements have been made.


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#3364 kurt91

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Posted 26 October 2015 - 04:40 AM

I finished up another expanded area for my quest demo. Went to test it, and found some layering issues. Apparently, "Overhead" combo types don't like to work when not on Layer 0. I had to go back and fix all of my forest log tunnel entrances by layering them in reverse. This is also going to be an issue when testing another area, but I'll get to that probably tomorrow.

 

I redid the MIDI instruments to a song I like, and for the strangest reason, ZC decided to slow it down to half tempo. I don't know why, but it makes beautiful overworld music for Hyrule Field, so I kept it in. Who knew Monmusu Quest's battle theme music would sound so great in a Zelda game? :lol:

 

I'm having some Subscreen trouble, but after about a half-hour of tinkering with it, I finally gave up and posted a topic asking for help. Hopefully somebody will give me a hand and I can get things working. Last demo I released, somebody managed to lock themselves in an unwinnable situation because the quest wouldn't let them select a needed weapon. I want to make sure that doesn't happen again.



#3365 Golden Guardian

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Posted 26 October 2015 - 05:17 AM

Early morning, but I still managed to get quite a bit of work done. Made more concepts for dungeons that I really like and continued working on one that's nearly done now. Oh, also, technically not today, but yesterday I started playing and got near the end of the 3rd dungeon in Link's Quest for the Hookshot. Goodness parts of that quest are already sadistic and I'm not even half way through. (I keep hearing things about dungeon 7... Not a huge confidence boost.)



#3366 LikeLike on fire

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Posted 27 October 2015 - 08:26 AM

i think sometimes my screens or layers get eaten. is this normal? i save and save and it...gets eaten



#3367 Nimono

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Posted 27 October 2015 - 01:09 PM

I scripted the Seed Shooter in ZC! Was fun! :D Surprisingly few issues, in fact. Now I just have to add fluff to it. ^_^


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#3368 ywkls

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Posted 27 October 2015 - 01:49 PM

Finalized a script which allows each secret flag to activate separate secrets, combined with a script that tracks all combos on screen and if you trigger them all, activates screen secrets; then submitted it to the database.

 

This allows for the easy creation of 'light all fires' type rooms without using tiered secrets. A limit of 8 permanent secrets and 16 non-permanent secrets. Also allows the use of more secret flags than 16-31. (Probably going to be expanded so that both screen secrets and other secrets can be triggered.)

 

Also does sounds, such as pots being smashed and block switches being thrown.



#3369 KingPridenia

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Posted 27 October 2015 - 03:38 PM

Did another test run of my expo entry and corrected a string error in addition to removing some of it that was giving repetitive information. I think everything is fine as it is, but I'm wondering if I should do a run of it in the new 2.50.2 to make sure it works in that. Since there are a few scripts, I imagine there may be a possibility of something breaking. Other than that, all I need to do is collect some screenshots for the expo and make the thread finally.

 

Oh, and I changed the level 4 sword name to "Sword 4 (Crystal)" and based on my recent poll, made it have a purple hilt with a pink blade, which won the poll by a large margin. I do have to wonder how much harder my quest would be stuck with 4-way movement and stabbing only. Having 8-way movement and slash kind of feels like it knocks out a lot of the difficulty, but then again, the grid-like movement and stabbing is pretty dated. Not to mention going from stabbing to slashing seems frowned upon as well. Also, with some weapons, stabbing would be illogical.

 

On one last note, I'm thinking about making all segmented enemies ignore sword beams and arrows due to the risk of them crashing the game. It doesn't seem to trigger with any consistency, though. I mean in the original AQ, one room in level 9 has four Red Lanmolas that I fired a Gold Arrow into and it didn't crash my game. If it makes a difference, I was coming out of the left side of the room and firing to the right immediately. The last thing I noticed is that with Rope movement, it just adds 100 Step Speed when they're lined up. Also huge thanks to Lunaria for discovering that using a Door Repair charge screen type set to a 0 Rupee penalty can be used for strings that only show up once.


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#3370 Mr. Z

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Posted 27 October 2015 - 03:51 PM

I updated Link's Birthday.

Also, what year is it?


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#3371 kurt91

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Posted 29 October 2015 - 03:55 AM

Finished up the construction of another expanded area, and made some music to put in it. Now it just needs populated with enemies as well as screen secrets implemented (opening a door when a boss fight is beaten) and it should be finished. I also made a fun enemy for my forest. It's a beehive that doesn't move at all. If you bother it, though, you'll spawn five very fast and very angry Killer Bee enemies that deal four times the damage as the typical enemies you'll have encountered up until that point. If you're brave and/or stupid enough to intentionally trigger the encounter and beat them all, you get a variety of different types of EXP, so a player quick enough on the draw can use them for efficient stat grinding. (Not that hard to do since they all spawn on top of each other. I might want to see if I can come up with a script or something to kind of spread them out a bit so they're more of a threat in later versions.)

 

If I want to take the quick and lazy way out, I'd simply throw together a short area to connect two maps together, link my new stuff with my existing content, and call it finished. If I want to finish my quality revamp completely, I have two maps to rebuild from scratch and the aforementioned area to link the second map to my overworld. I also found some graphics that gave me a fun idea for a bonus boss that I could put together as an extra little feature, but it would take a while to build an area to lead up to it, as well as some time to build the boss itself. (Without any scripts other than AutoBigEnemy, I'd need six enemy slots to get a rudimentary version working, but it would probably make the Enemy HP Meter script I'm using act a little funny in the process.) In other words, while I still have a lot to do, I can put together a "complete" demo for the Expo after maybe an hour.


Edited by kurt91, 29 October 2015 - 03:56 AM.


#3372 LikeLike on fire

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Posted 29 October 2015 - 07:43 AM

i really don't know. but i want someone to help/clean up mess/finish some of my things.

 

i could also do with a scheduled screen share on skype for something,  i can't get some scripts installed and sometimes don't get them.

 

i too want those big enemies.



#3373 KingPridenia

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Posted 29 October 2015 - 10:17 AM

Just before the expo, I decided to use some of Lunaria's Koten sword sprites in place of my own. In particular:

 

-I used the Seashell Sword sprites for the White Sword

-I used the Sword of the Sages sprites for the Magic Sword

-I used the Golden Sword sprites for the Crystal Sword

 

All very nice looking sprites. I did have to fix a small error that I had with the Seashell sword as I accidentally colored too much of it dark blue. Otherwise, everything looks great. Added Lunaria into my credits list.

 

As for screenshots, I decided to do it more in a Before & After style. In other words, I take a screenshot of Adam's Quest, then one in the remake so comparisons can be made in terms of quality and stuff.

 

EDIT: Also nerfed the Clock from 7.5 seconds down to 5 seconds.

 

EDIT2: So that I'm not double-posting, I ran into a bug with the room type "Take One Item" where for some reason, as long as I didn't leave, I could take all three items one by one. I decided that pretty much everyone would have taken one specific item, so instead of picking between them (and the unintended bug of actually being able to take all three), I just decided to slightly alter the string and just have the old man give out the item that is most likely to have been taken. You know, pretty much how everyone takes the Heart Container over the Red Potion.

 

I think I may be making a dangerous gamble with one little bit of game design, but there is a fair warning about that so players aren't fully caught off guard. Those that brave the danger will be rewarded handsomely. Those that can't do it can always come back and try again with better items, although if you know what to expect, going in with pretty much run of the mill equipment is adequate. It DOES use a dodgy enemy, though. Still, with your standard early game items, it's not that bad. Just need to test that one added cave to make sure no continue bugs arise from it.

 

On another note, is it inefficient to use a new DMap for every separate cave area, even if it uses the same map? Like for instance, say DMaps 7 and 11 both use the same map, but different locations and they are not interconnected. Because I worry that if I don't use different DMaps, I'll end up with the bug that spawns you on screen 00 in the upper left corner, but you technically don't exist.


Edited by RedmageAdam, 29 October 2015 - 10:56 PM.

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#3374 LikeLike on fire

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Posted 30 October 2015 - 05:31 AM

i still wanted to make a tile set. I wanted to make a "ecco the dolphin quest" but again, making a full set and putting all the combos where i want them(deleting and rearanging) and making sure i have combsos where i am happy with (such as ones with no walkablity for cut scenes?)

one of the thing that slows down my process is i am not orginzed.

 

i just accidenty saved over my crap. because zc wanted to load off of the flash drive i use for overwrite or doom reasons. they weren't ground breaking changes but they were small things involving screens and combo creation

 

---- me with a spoon.


Edited by LikeLike on fire, 30 October 2015 - 08:40 AM.


#3375 Eddy

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Posted 31 October 2015 - 07:45 AM

Submitted a rather interesting shot for the next S:CA contest :P


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