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What did you accomplish in ZC today?


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#4111 Lüt

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Posted 06 June 2017 - 04:45 PM

More progress on merging 2.54 and main ZC, and additional expansion of ZC/ZQuest.
 
ZQuest_Item_editor_Tabs.png

Customizable weapon types?
 
If that drop-down holds what I think it does, this is very good news indeed.


Edited by Lüt, 06 June 2017 - 04:46 PM.


#4112 Deedee

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Posted 06 June 2017 - 08:14 PM

Customizable weapon types?
 
If that drop-down holds what I think it does, this is very good news indeed.

You can thank me for starting that. Originally these were all wand changes, but now they're more generic variables all weapons will be able to use.


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#4113 Russ

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Posted 06 June 2017 - 08:34 PM

I've been working a lot on updating Yuurei Randomizer recently. Made some new bosses, added a new areas, and working on some enemies. One enemy in particular has breached 1000 lines of code and is still going strong.

To intersperse the enemy scripting, I've also been making some engine changes. Fixed a lot of bugs, for starters, and then added a few new characters. For example...

2wyFoQH.png

The Anemoi characters bring some of their game mechanics with them. When playing as Calais, Zephyr, or Notos, fire will spread to nearby plants.

s6mSmQo.png

Sequence? What's that?

Additionally, since people wanted a mode that randomized the coin upgrades, I went ahead and added a character for that too.

OEjvrFO.png
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#4114 Timelord

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Posted 06 June 2017 - 08:40 PM



You can thank me for starting that. Originally these were all wand changes, but now they're more generic variables all weapons will be able to use.

 

Right, because none of us ever discussed a weapon editor, before that; eh? :P

 

I laid out a plan for this a while back, for anyone who wants to read it.

 

Getting the UI implemented was the easy bit of the project. That doesn't make it...work.At present, the packfile is unstable for reasons that I have been unable to resolve.

 

If you want more pretty pictures though...

 

zq_ie0.png

 

zq_ie1.png

 

zq_ie2.png

 

zq_ie3.png

 

If we finish this, it will indeed do what it says on the tin. I spent five hours fleshing out the Ui elements, setting up the struct data, and the read/write functions, and despite doing a version control check, there is still some kind of corruption, either when the file is saved, or loaded.

 

Being unable to compile a debug path cmake build of ZQuest is hell.


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#4115 Orithan

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Posted 06 June 2017 - 08:41 PM

Additionally, since people wanted a mode that randomized the coin upgrades, I went ahead and added a character for that too.

OEjvrFO.png

 

Is that Autimecia I spy?



#4116 Shoshon the Elegant

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Posted 06 June 2017 - 10:25 PM

Started remaking my first map in the FYS tileset.

http://imgur.com/RQd3w5w
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#4117 Timelord

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Posted 07 June 2017 - 03:17 AM

It's A.L.I.V.E.

 

 

My thanks to @DarkDragon for pointing out that I'm an idiot. I was storing char as long, and reading long as char; hence the crashes. Copy/Paste errors are such a joy, and there went three hours of me life over something silly.

 

Further proof that a fresh set of eyes always helps. :blind:

 

P.S. The weapon control code will take time. I will first integrate @Dimentio's wand changes, try to simplify them where possible, and link them into this.


Edited by ZoriaRPG, 07 June 2017 - 03:18 AM.

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#4118 Lüt

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Posted 07 June 2017 - 07:34 AM

Well, regardless of its origin, this new editor is looking great, and the drop-down appears to have all the options I expected and more (given how many I saw during the short sampling in the video).



#4119 Shoshon the Elegant

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Posted 08 June 2017 - 05:01 AM

Continued making more of the map.

 

Spoiler


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#4120 Naru

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Posted 08 June 2017 - 05:43 AM

The two big houses look a bit weird, the walkable parts just don't resemble balconys (they are supposed to look like it, right?) and so the house-front doesn't look like one. The small houses with identical forms and the paths doesn't fit well with the random placement for me. A more typical city-structure like straight paths and houses in a line with few exceptions (a double-house, a bigger mayor-house, a remote house like the one furthest to the south) would be better I think.

 

I really like your natural structures though (everything besides the houses ;) )



#4121 Shoshon the Elegant

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Posted 08 June 2017 - 10:56 AM

I'll see what I can do about the buildings with some loose tiles. There just wasn't much to work with in the tileset. I'm not terribly concerned if I can't find something for balconies, but I'll give it a a shot.

It turns out my best way to make things look natural is to not know what the hell I am doing by just throwing tiles down randomly and without concern.

#4122 Naru

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Posted 08 June 2017 - 03:25 PM

Not that it really bothers me. If you haven't seen it so far, look up the projects of SkyLizardGirl. I like it a lot how she does things out of the box and creates an unique style without giving a damn about how it is commonly done. Maybe you can get some inspiration how to "improve" your stuff without giving up on your own style.



#4123 Binx

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Posted 08 June 2017 - 03:32 PM

I'll see what I can do about the buildings with some loose tiles. There just wasn't much to work with in the tileset. I'm not terribly concerned if I can't find something for balconies, but I'll give it a a shot.

It turns out my best way to make things look natural is to not know what the hell I am doing by just throwing tiles down randomly and without concern.

That's pretty much what I do, initially. I set a bunch of tiles to outline the screen and get a feel for the natural placement, then go back and detail it with larger trees and such.

#4124 Russ

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Posted 09 June 2017 - 03:13 AM

I rescripted lanmolas. They're awful, hard-coded enemies that fight you no matter what you try to do with them, so I put my foot down, snorted arrays, and made my own. And now I get to do fun things with them...
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#4125 Shoshon the Elegant

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Posted 09 June 2017 - 08:45 AM

Not that it really bothers me. If you haven't seen it so far, look up the projects of SkyLizardGirl. I like it a lot how she does things out of the box and creates an unique style without giving a damn about how it is commonly done. Maybe you can get some inspiration how to "improve" your stuff without giving up on your own style.

  

Hmmm. That could be good inspiration. Especially for building design. If I want to, I'm sure I can make my own stuff that would look like balconies.

That's pretty much what I do, initially. I set a bunch of tiles to outline the screen and get a feel for the natural placement, then go back and detail it with larger trees and such.


Yeah. That's all that map is so far is just randomly placing tiles. A lot of the times I just place down the basic tile and then drop down the slants at the edges.


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