Lookin' good, FlameCursed. I haven't seen a lot of EZGBZ screens with an aesthetic like that. Just by looking at these single screens I can get a feel for how the level would be. ![]()
What did you accomplish in ZC today?
#3691
Posted 26 April 2016 - 08:25 PM
- Binx and Matthew like this
#3692
Posted 27 April 2016 - 05:25 PM
Your screens look awesome as always, FlameCursed, and that with such incredible speed. Maybe I should throw out my quest-ideas while you are around to let you create the quest I couldn't
- Matthew likes this
#3693
Posted 27 April 2016 - 10:46 PM
Level 8 is done!

It's basically a sky/ice temple combo.
I also made a new small town in the corner of the map! It sells some high-end items and is important in a sidequest I finished today!

That's about it, though, as I've been pretty busy. Now, work on level 9 begins! ![]()
- Eddy, Jared, Cukeman and 2 others like this
#3694
Posted 28 April 2016 - 09:36 AM
Screwed around with the Cane of Byrna a bit today and I'm really at a standstill in terms of design choices. See, I have two ideas in mind with handling three levels of it (each one getting faster and stronger):
Plan A - Make them relatively weak (level 1 does Wooden Sword damage, level 2 is White Sword damage and level 3 is White Sword and a half damage), but have them consume no magic.
Plan B - Make them relatively strong (level 1 being Magical Sword strength, level 2 Master Sword strength and level 3 Master Sword and a half damage), but have them use magic.
Some considerations I have to account for are:
- The first cane is buyable, the second is hidden in a dungeon in probably the last place you would think to look and third cane's location is to be determined, but most likely a bonus dungeon item.
- As I have configured the game, almost all enemies are affected by the cane
See, I feel that with Plan A, the cane will be relatively useless, although it would be a boon in level 3 since I have bomb/arrow only Wizzrobes that are affected by the cane. So it would be an alternative weapon to damage them, albeit weakly. In addition, it could help with controlling Keese and Gels as well as attack enemies around you (at the cost of making it harder to use your sword). With Plan B, the canes much more useful, especially given you could just grind out 400 for the first cane before doing the first dungeon, but early on and notably without 1/2 magic, your magic reserves would drain VERY quickly. Also, it could be broken especially with "pulsing" the cane, making the early game trivial, provided you have the magic to spare and can pulse good.
So just out of curiosity, which idea do you guys think is more balanced? Weak, free to use canes or strong but magic draining?
Trivia:
- This is when RedmageAdam discovered that with the level 4 cheat active, if he presses Q to enable quick movement, it also greatly accelerates the magic drainage of the Cane of Byrna class weapons.
- Eddy likes this
#3695
Posted 28 April 2016 - 09:56 AM
I already mentioned elsewhere to go with Plan B, so Plan B it is for me ![]()
#3696
Posted 28 April 2016 - 10:16 AM
Why not go with both, ALA Minish Cap remote bombs. Use an NPC with String Control Codes to give/take away the upgraded cane.
#3697
Posted 28 April 2016 - 09:55 PM
I finished adding secrets and putting enemies in the final area. I also changed the palettes of some levels, and made miscellaneous gameplay tweaks to polish it up. I also created the layout for level 9, and finished the ending cutscene. (Yes, I have skipped level 9 and went straight to making the ending cutscene and credits. The credits are tentative right now, but mostly complete.)
So yup! All that's left is Level 9, testing, and the game will hit the virtual shelves!
Edited by FlameCursed, 28 April 2016 - 09:55 PM.
- Anthus, Shane, Eddy and 1 other like this
#3698
Posted 28 April 2016 - 10:02 PM
Worked on my first dungeon which you can see in my latest update. Also starting to assemble the next dungeon's palette and tiles so I can get straight into it afterwards.
- Anthus, Eddy, Jared and 1 other like this
#3699
Posted 29 April 2016 - 04:02 PM
I'm also looking forward to FlameCursed, and Shane's quests!
- Shane and Matthew like this
#3700
Posted 30 April 2016 - 02:15 AM
Well, as it turns out, PZC keeps old messages from at least three years ago. Because of that, I was able to get my preferred tileset and a crapton of scripts that I already had written/squirreled away out of an old dead project that isn't ever getting finished.
And, I started playing around with things again. I had an idea, and I learned today that I remember a lot more than I thought I did.

I have an idea (that totally isn't ripping off another series no really I swear). I have way more programming experience now than I did before (so scripting damn near everything should be a plausibility). And I have all my old stuff back. Now all I need is time, and that'll come in a few weeks.
Be warned, my friends: This gift of divinity turned darkest nightmare will not go quietly into the night. Maybe you should just stick it with the pointy end? (Totally need to redo that menu
)
- Eddy, Jared, Joelmacool and 1 other like this
#3701
Posted 30 April 2016 - 12:10 PM
Finally finished Umbral Cloud and might start beta-testing a quest if possible.
Also been thinking up some stuff for my own ZC related things I won't talk about right now. (It's a secret to everybody...)
- Matthew likes this
#3702
Posted 01 May 2016 - 12:45 AM
Dungeon two is in progress. While I haven't fully finished dungeon one, I decided since I am unmotivated to finish it, I will make dungeon two until I get my motivation back. Maybe dungeon two will be more of a level 3 once I am done with as I intend this to be a very confusing dungeon, hopefully.
- Eddy and Jared like this
#3703
Posted 01 May 2016 - 01:44 PM
i'm working on a loose tileset, if it will turn out nice i will tell more
#3704
Posted 01 May 2016 - 03:40 PM
Finished preliminary programming on the new optional final boss for my quest, Balance of Nature. While testing, this happened...

Basically, a difference of one digit in the code made the boss spawn copies of itself every frame, which in turn created even more duplicates; ad infinitum.
Right now, he has three main attacks; 4 lasers that shine from his hand and spin in a circle; fireballs he spews down from his mouth and fireballs he spews towards you. I would like to add either more variety to his attacks or shifting invulnerabilities so you can't simply sit back and hurl arrows at him. Though even then, he requires 50+ Golden Arrows to beat.
#3705
Posted 02 May 2016 - 06:00 AM
Sprited and heavily adjusted my final boss sprites for Sanctuary Tree. I'm really proud of it. ![]()
- Eddy, Nightmeres and Matthew like this
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