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What did you accomplish in ZC today?


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#3496 LikeLike on fire

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Posted 26 January 2016 - 06:28 AM

realizing i am unhappy with house interors, which is bad because some houses you can go into again on the duplicate map.

 

and agonizing graphic and color changing.

 

has anyone collaborated with people who's graphics and combos are an uttermess or half done?


Edited by LikeLike on fire, 27 January 2016 - 06:15 AM.


#3497 Shane

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Posted 27 January 2016 - 01:39 PM

Finally released an alpha copy of the secret project to a select few. Getting feedback from them ASAP on how the project could improve.


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#3498 LikeLike on fire

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Posted 27 January 2016 - 02:29 PM

zelda045_zpstgyh4xqz.png

 

 

took way to long and  i wish it could be all one layer

 

i don't really want to but i feel like i should re do this and not just replace the graphics for houses

reduxestown_zps41jjjsas.png  and have reason to go in all the houses.  unless someone wants to work on this mess with me. (the indoor swimming pool.  needs a lot of work.


Edited by LikeLike on fire, 28 January 2016 - 08:47 AM.

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#3499 Shoshon the Elegant

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Posted 28 January 2016 - 08:51 AM

I worked on puzzles for my first dungeon and downloaded a crapload of Midis to choose from.



#3500 Shane

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Posted 30 January 2016 - 02:31 AM

Worked a bit on a dungeon, nothing too fancy today.


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#3501 Orithan

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Posted 30 January 2016 - 08:42 AM

Learned about some of the technical details about Patras and Patra spawning.



#3502 Dark Ice Dragon

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Posted 31 January 2016 - 04:48 PM

After dealing with a lot of 2.50 related crashes (now setting an item to "none" crashes ZQuest, so my only option is to delete the screen), I decided to test something for laughs. What would happen if I made Ganon the boss of say, not level 9? In other words, just another boring boss that gets a quest 0/5'ed instantly (over-dramatic) and he had the Enemies -> Item flag for that room? What about a guy giving you a Triforce piece as his "special item"?

 

Spoiler

inspired by your post today i made a little experiment, i just put a treasure chest on a waterlily in the middle of a lake, and inside there was a triforce piece, it worked almost well...i got the triforce piece but after the scene i got teleported in a passageway ( A )  instead of the entrance of level, but when i exit from it i returned near the chest where the triforce was


Edited by Dark Ice Dragon, 31 January 2016 - 04:52 PM.


#3503 Shane

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Posted 31 January 2016 - 05:08 PM

inspired by your post today i made a little experiment, i just put a treasure chest on a waterlily in the middle of a lake, and inside there was a triforce piece, it worked almost well...i got the triforce piece but after the scene i got teleported in a passageway ( A )  instead of the entrance of level, but when i exit from it i returned near the chest where the triforce was

I believe you haven't set the side warp, that could be the case here. To get Link to exit the dungeon after obtaining a Triforce you have to set Side Warp A. Without it, you go to screen 80 and back to the Triforce room.

 

Anyways, created more of this dungeon. My computer froze when I almost had it completed, and it never saved a backup. Needless to say, I got furious and unmotivated. :(


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#3504 Dark Ice Dragon

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Posted 31 January 2016 - 05:16 PM

I believe you haven't set the side warp, that could be the case here. To get Link to exit the dungeon after obtaining a Triforce you have to set Side Warp A. Without it, you go to screen 80 and back to the Triforce room.

 

Anyways, created more of this dungeon. My computer froze when I almost had it completed, and it never saved a backup. Needless to say, I got furious and unmotivated. :(

ops, you right i forgot that.

Sorry to hear that  :shrug: ..i know how you feel, you know..i lost a lot of data too.


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#3505 Dark Ice Dragon

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Posted 01 February 2016 - 04:01 PM

Shane was right, now is working ! how use this ?  for test i made a short level with a forest with a lake in the middle , the goal is to find the boss of the forest , defeat him , get the flippers and go to the lake to take the reward , a piece of the Triforce in a treasure chest resting on a large lily pads.

not something so special it is just a bit ' different from the usual, the level was on a BS overworld


Edited by Dark Ice Dragon, 01 February 2016 - 04:01 PM.

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#3506 Shane

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Posted 03 February 2016 - 08:34 PM

Completed a village map! Working on the next map, which is a small field. :)


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#3507 Binx

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Posted 03 February 2016 - 09:14 PM

Finished up the remake of the opening scene for my quest (Band members have changed; Jason, Johnny and Gabe are no longer part of the group, so I've added Grant (our new drummer) and Andrea (our new bassist) instead. They will also be joining Justin and myself as playable characters:

old version:
ALFUt3m.gif

new version:
s0WQLNv.gif

Note: This color palette is used *only* on the opening map. The rest of the quest, including the player characters, will be in a koten-based tileset using a standard 52-color NES palette, with 4-color tiles.


Edited by Binx, 03 February 2016 - 09:40 PM.

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#3508 KingPridenia

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Posted 03 February 2016 - 09:23 PM

Finished up the remake of the opening scene for my quest (Band members have changed; Jason, Johnny and Gabe are no longer part of the group, so I've added Grant (our new drummer) and Andrea (our new bassist) instead. They will also be joining Justin and myself as playable characters:

old version:
ALFUt3m.gif

new version:
s0WQLNv.gif

 

That newer picture looks much better in my opinion. A lot more depth and use of multiple colors really makes the screen and its entirely stand out better.


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#3509 Binx

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Posted 03 February 2016 - 09:28 PM

That newer picture looks much better in my opinion. A lot more depth and use of multiple colors really makes the screen and its entirely stand out better.

Much agreed, it was one of the benefits of converting to a Koten-based tileset over using a classic-based set


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#3510 Shane

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Posted 04 February 2016 - 10:04 AM

I completed two main, medium-large areas in less than two days. That's a huge accomplishment for me! I've come to the realization that winging it might be my best design method of quest making. In addition...

  • I have mapped out all the gameplay these two maps will have in great detail. Caves, pieces of hearts, secrets, etc.
  • I decided to revamp the detail and some of the graphics in the town map since I did that with the field map during development. Shouldn't take too long.
  • Mapped out the map shape of the location of Level 1.
  • Also started mapping out the Level 2 area.
  • But wait, there's more!: I mapped out yet another area, this features a mini-dungeon.

Once I have everything up to Level 1 down, and Area 2 starting, I will reveal the project bit by bit slowly so I have a head start on development and have something to should the project have occasional short breaks. Planning ahead but minus internal quest planning, something I never do, and should of done ages ago. :D

 

To challenge and motivate myself however, I give myself two weeks to finish at the very least the area of Level 1.

 

That said, this is NOT the secret project I've been hinting at. This just started not too long ago, the secret project is doing fine too.


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