Finished one of the final bosses of my quest. Let it never be said a 1x1 enemy can't be a fulfilling final boss fight.
What did you accomplish in ZC today?
#3423
Posted 09 December 2015 - 07:10 AM
Over 800 lines of code for a single animation. Today was a good day. :3
- Evan20000, KingPridenia and Astromeow like this
#3424
Posted 09 December 2015 - 08:11 AM
Finished the 2nd boss of my game, although it's not a true dungeon.
I've been working on this game off and on since 2012, and since I have a bit more free time than normal, I've been working really hard on it. There are still a lot of asthetic fixes that are needed (need some things looking more 8-bit since most animations aren't (keeping the bosses the same though, that's intentional)).
Anyway, here it is:
Also, I'm using RPG Maker, like always (sorry for not using Zelda Classic, you may crucify me, now).
Music is also original (except the boss intro, that's the Holy theme from Shin Megami Tensei (though it is a cover I did, so there's that), made using Chipsounds and FL Studio.
Edited by thepsynergist, 09 December 2015 - 08:13 AM.
#3425
Posted 10 December 2015 - 01:56 AM
With the expo pretty much dead at this point, I decided to finally get to work on fixing some issues people had with Adam's Quest Redux. I changed up the screen just to the east of the start. Originally, I had a ton of dead trees that you burned with the Blue Candle. Eppy's feedback about that wasn't so pleasant, so I decided on having a nice waterfall, a small pond, and have a small island with a single dead tree in your way instead. Another design choice people questioned was the lever in the western entrance of the woods being hit by an arrow to make an entire bunch of trees just disappear like magic. I decided to get a bit more creative and this is what I came up with:

Is that intuitive enough to figure out "Maybe I should shoot that bomb planted on top of the giant rock to blow it up?". Looking back, I think I should remove a tree or two on the right side of this screen so people don't try the candle and get confused when it doesn't work. Either way, the idea is that somehow, by shooting the bomb with an arrow, it makes it "explode" and destroys the rock. Better than a random lever you shoot at point-blank range. Or just a random Gohma eye tile like in the original. Either way, I feel like this may make people complain "WTF I shoot the bomb to blow up the rock, not light the bomb on fire?"
EDIT: 8-bit color and overlays for the win.
Edited by RedmageAdam, 10 December 2015 - 01:57 AM.
- Eddy, Avaro and Logos like this
#3426
Posted 10 December 2015 - 10:13 AM
Maybe you could set the bomb in a space where fire can't reach it, then use a scripted flag and arrow for it? I think I saw a script that someone had requested to turn a regular boomerang into a fire boomerang if it passes over any "fire" combos, lweapons or Eweapons, maybe you could do something similar for arrows, and make a little puzzle out of it, where they have to shoot the arrow through a fire and hit the bomb? Would certainly fix the complaints about not using fire to set off the bomb while still making it an arrow-based switch, and from what you said, they'll have both the candle and a bow, by this point, so it wouldn't require retooling large parts of your quest to implement.
#3427
Posted 12 December 2015 - 02:53 AM
Implemented a new palette structure, added in a few new sprites and worked a little on the HUD. ![]()
- Eddy likes this
#3428
Posted 12 December 2015 - 10:00 AM
Made an update to AR3 after about 2 months and have been working more on Level 5. Things are going great.
- KingPridenia likes this
#3429
Posted 12 December 2015 - 03:44 PM
Started designing an EZGB dungeon to showcase my planned IotM No 1 entry, and realised how much is missing from the stock tileset. ![]()
Well, at least I finally got back to using ZQuest for screen design, for something. I was never quite sure if discussing script accomplishments was topical, hence a year or more of stone silence in this thread.
#3430
Posted 12 December 2015 - 05:33 PM
I was never quite sure if discussing script accomplishments was topical, hence a year or more of stone silence in this thread.
It most certainly is topical. It's related to ZC, so it counts. Hell, people could say how they beat Dungeon Impossible on 5 hearts Impossible difficulty in this thread, and it would count.
- Jared likes this
#3431
Posted 12 December 2015 - 07:19 PM
So, I just spent a productive hour or so scripting my own Metroid-style doors. I had tried to adapt Moosh's script that he posted from Freedom in Chains a while back, but couldn't get it to work. So I created my own instead. It relies on a certain amount of combo cycling to work, but otherwise is pretty smooth.
#3432
Posted 13 December 2015 - 03:36 AM
Finished Boss for level 2, I think? Seems to be a reoccurring pattern with this one.. Working, Broken, Working, Broken... repeat... forever.
Posted a Demo for level 2 as well. It's broken atm... see reoccurring pattern!!
#3433
Posted 13 December 2015 - 06:54 AM
i want to draw my own tiles for "guy" and enemy. but fear with the color palet i made. i might still need to then go to 8 bit mode for some and i rather not do that, because then i should of allocated my csets differnt.
4 part bosses are going to be a (whatever)
#3434
Posted 13 December 2015 - 11:47 AM
From watching Yloh play through AR1 earlier today, I noticed a couple things I overlooked. So, today I updated AR1 by changing an area completely (so that it's no longer trial and error heaven) and fixed a couple sprite issues I missed.
#3435
Posted 13 December 2015 - 10:27 PM
Re-wrote the entire day/night cycling system for 'Passage Through Time', and I integrated all the changes in such a way that a new save file is not required.
I also optimised the switchhook quite nicely.
Edited by ZoriaRPG, 14 December 2015 - 08:00 AM.
- ShadowTiger and ywkls like this
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users


