What did you accomplish in ZC today?
#3766
Posted 08 July 2016 - 05:22 PM
Just gotta put together the sideview portions and playtest.
#3767
Posted 09 July 2016 - 10:06 PM
Bunches! Tons! Oodlles!
This is all stuff related to Metroid : Origins, so if you're not familiar with that; it may not make sense to you.
First, fixed the speed boost where it no longer gets stuck on. Thanks to grayswandir for helping with that.
Next, made a script where a random amount of power ups appear after you beat a boss.
Third, fixed the charge beam where it not only works; but doesn't break doors.
And last, but certainly not least; created a Wave Beam that actually moves in a Sine wave pattern!
Next up, scripting every other attack in the game.
#3768
Posted 10 July 2016 - 08:12 AM
I may or may not have done something terrible.
That is a really nice idea.
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#3769
Posted 12 July 2016 - 05:04 PM
Did a bit of palette work, working within the limitations of the NES palette. Glad I saved a picture of that now. Anyway, decided to make the Gold Ring be the "Quartz Ring" which turns Link's tunic birthday cake pink. Then again, after all the rebalancing that I've done (the strongest source of enemy damage is a Death Knight's sword which has been nerfed from 80 damage down to 24), such a ring would be the ultimate game breaker. Honestly, the Red Ring is more than enough. Could possibly have the level 3 ring be one of those bragging rights rewards, like post-game content such as a bonus dungeon that solely exists for those that have to get 100% completion? Anyway, here's a picture:

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#3773
Posted 14 July 2016 - 03:50 AM
New subscreen's looking great! Still gotta fix up those mountain railings though ![]()
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#3774
Posted 15 July 2016 - 10:40 PM
Started up the fourth and final main dungeon of my quest. This dungeon goes to all ice block puzzle enthusiasts out there.
Er... are you talking about those bullet-block puzzles? Where you tap it and it goes flying across the room?
If so... any chance you'd consider putting in an alternate (if longer/harder) path around them for people like me?
#3775
Posted 16 July 2016 - 04:26 AM
Er... are you talking about those bullet-block puzzles? Where you tap it and it goes flying across the room?
If so... any chance you'd consider putting in an alternate (if longer/harder) path around them for people like me?
Well, I designed it without these alternate paths in mind already unfortunately.
However, these puzzles are going to be very few in number and will be pretty basic (think Oracle of Seasons Level 8.). So yeah, at least you don't have to worry that this dungeon's going to be dense in ice block puzzles. I do have plenty of other puzzles in mind.
#3776
Posted 16 July 2016 - 05:42 AM
#3777
Posted 16 July 2016 - 07:26 AM
Well, I designed it without these alternate paths in mind already unfortunately.
However, these puzzles are going to be very few in number and will be pretty basic (think Oracle of Seasons Level 8.). So yeah, at least you don't have to worry that this dungeon's going to be dense in ice block puzzles. I do have plenty of other puzzles in mind.
OK, fair enough.
It's just that those things tend to be more of a hang-up, with blocks getting stuck in odd places so easily. Like, there's one at the beginning-left of Level 9 in Legend of Lana, which completely hung me up. I stopped messing around after maybe 30 minutes the first time, now I load it every now and then to mess around a bit more, but so far it's just been sitting there for like 2 weeks now. I should probably just ask for a step-by-step at this point heh.
Anyway, as long as they're not some 20-step things with 3 or 4 possible mistakes to make at every step, I might be able to get by ![]()
#3778
Posted 16 July 2016 - 04:24 PM
I may or may not have broken the laws of lweapon physics.


BTW, those shots were done in a quest file provided by Binx for creating stuff for his quest project. I just used it as a way to test the compatibility of my code with a standard quest.
No FFCs were harmed (or used) in the creation of these lweapons.
Edited by ywkls, 16 July 2016 - 04:38 PM.
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#3779
Posted 17 July 2016 - 10:19 PM
FFFFUUUUU-
Let me just say, over the last few months, I've developed the highest regard for anybody who's ever been able to assemble a full tileset and organize it in a remotely manageable way.
I thought I'd spend a few days and throw together an extensively expanded classic tileset, using tiles from the tile DB that actually fit the classic style/quality, adding a lot of the already-existing tiles in the default quest into the combo list, as well as making some of my own.
Of course, a few days into the process, I reassessed the timeframe and decided on a few weeks. Now I'm pushing a few months, and though I've gotten so much done, I keep realizing I need a few more every time I make another test screen.
The problem is how much it's grown. At this point, I worry if anybody will even be able to use it. A lot of it has to do with dungeon walls. I never thought that preserving the angled perspective of the bricks would result in such an absurd amount of tile variations. Probably over 80% of the dungeon wall tiles deal with variations of this.
A lot of that has to do with angles and tiering. I wasn't satisfied with the square structure, so I added Lightwulf's Diagonal Walls Pack. Then I still wasn't satisfied, so I added his 1st-Tier-Down Pack for straight and angled walls. But I still wasn't satisfied, so I designed my own 2nd-Tier-Down set, as well as made a lot of expansions to the first two packs. I also made it possible for a certain style of 1st-Tier-Up tiles, splitting the default dungeon walls into two levels. As a result, having to create three levels for everything, each with its own shade of color, plus layered variations for many walls and floor tiles, grew far beyond my anticipation, and now I have something like 8,000 dungeon combos. And yeah, alias galore to the rescue. But still...
Somebody just shoot me ![]()
- Naru likes this
#3780
Posted 17 July 2016 - 10:46 PM
Lot of work done today for Legend of the Hylian Spirits.
Managed to get Boss 3 rework done today. Also fixed the 'triforce' piece pickup and warpout animation, added spirit shards to the subscreen, added 'triforce' pieces to the subscreen and updated the subscreen to include all these new additions. Feels like everything is starting to come together!
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