What did you accomplish in ZC today?
#451
Posted 06 November 2011 - 01:48 PM
#452
Posted 06 November 2011 - 05:26 PM
#453
Posted 06 November 2011 - 08:36 PM
baby steps, guys
#454
Posted 06 November 2011 - 08:40 PM
So today, I made two scripts on two different screens. On one screen it sets your max health to four hearts, and on the other, it sets your max magic to two containers!
baby steps, guys
ZOMGGGZ HOW DID U DO THAT!?!
I did a thing.
Then I did another thing and broke my Goriyas.
Edited by Pokemonmaster64, 06 November 2011 - 08:41 PM.
#455
Posted 06 November 2011 - 09:04 PM
But no seriously, it did give me quite a laugh. And it's an easy fix from there, so yeah.
And then I tried to figure out why this boss I'm working on still isn't working. And why I can only make it incredibly easy or insanely hard. Why is there no in between?
#456
Posted 06 November 2011 - 11:03 PM
Today I added a routine in my script that'd taken me forever to figure out (so that it didn't muck up other things). You might not even notice it, but now, when Link (or Felix, in my quest) turns to face another direction, there are a slight few frames where he's still facing the same direction as he's walking the other way. (So say, if you're walking south, and you start to walk east, there's a couple almost unnoticeable frames where he's still facing south while walking east.)
What is the point of this, you may wonder? Well, aside from being eye-candy, it's also a subtle visual indicator when certain abilities have different effects. For example, you'll perform a diagonal Slash if you attack with the Sword while in this turning pose, rather than a traditional straight Stab attack. Or if you're walking backwards and perform a Sword attack during this turning pose, you'll perform a backwards dodge/parry maneuver instead of attacking. Some of you might remember my video from months back where you've seen moves like these. Well, now it's no longer blind button-pressing or muscle memory; you actually have the visual indicator for the timing of moves like these, and it's my intend to design most or all moves with cues like these to go by.
And yes, I'm done with my stupid ZC haitus. I went and deleted all the games on my computer I was addicted to so I could focus on a hobby I will always love and that I actually have something to show for while involved in it. Which is ZC. I'd been meaning to get back into it for ages and I'm proud of myself for finally going to some extremes to do so.
I really missed you, bud
Now we have more to talk about on Skype!
#457
Posted 06 November 2011 - 11:41 PM
It's REALLY dangerous to go alone!
....
I really missed you, bud
Now we have more to talk about on Skype!
Or you could reach me here, who'da thunk.
#458
Posted 06 November 2011 - 11:48 PM
xD
#459
Posted 07 November 2011 - 12:15 AM
....
Yeah, we've got some catching up to do, pal. And by catching up I mean me eventually catching up to you and stealing ALL of your thunder.
One of these days I'll slice off all your skin and use it to make a body suit so I can be you and we can always be together...:3
WHOOPS DID I JUST SAY THAT OUT LOUD!?
Joking aside, I WILL steal all of your thunder one of these days and then folks will be all "Wow Poke, you're so cool!" and I'll be like "I know, right? Thanks Clyde Frog."
#460
Posted 07 November 2011 - 01:41 AM
Now that the main items used in the demo are scripted, I started really laying out the dungeon. Below are some random screenshots from the cave area, which I'm currently working on.

The large 4 tile blocks can be pushed and pulled by Link - but not picked up. You use the same button to pick up objects and grab onto objects for pushing and pulling (as well as talking and other actions - it's the "use" button).
I'm currently working on the vertical scrolling component of the sideview script. All the screenshots, except the first one, are actually from one scrolling area that is 6x2 screens in size. The first screenshot is what the "entrance" to the cave area of the dungeon now looks like.
#461
Posted 07 November 2011 - 03:37 AM
What is the point of this, you may wonder? Well, aside from being eye-candy, it's also a subtle visual indicator when certain abilities have different effects. For example, you'll perform a diagonal Slash if you attack with the Sword while in this turning pose, rather than a traditional straight Stab attack. Or if you're walking backwards and perform a Sword attack during this turning pose, you'll perform a backwards dodge/parry maneuver instead of attacking. Some of you might remember my video from months back where you've seen moves like these. Well, now it's no longer blind button-pressing or muscle memory; you actually have the visual indicator for the timing of moves like these, and it's my intend to design most or all moves with cues like these to go by.
And yes, I'm done with my stupid ZC haitus. I went and deleted all the games on my computer I was addicted to so I could focus on a hobby I will always love and that I actually have something to show for while involved in it. Which is ZC. I'd been meaning to get back into it for ages and I'm proud of myself for finally going to some extremes to do so.
#462
Posted 07 November 2011 - 09:26 AM
I already posted this in my game topic, but I figured I can post it here since this is what I worked on today:
Now that the main items used in the demo are scripted, I started really laying out the dungeon. Below are some random screenshots from the cave area, which I'm currently working on.

The large 4 tile blocks can be pushed and pulled by Link - but not picked up. You use the same button to pick up objects and grab onto objects for pushing and pulling (as well as talking and other actions - it's the "use" button).
I'm currently working on the vertical scrolling component of the sideview script. All the screenshots, except the first one, are actually from one scrolling area that is 6x2 screens in size. The first screenshot is what the "entrance" to the cave area of the dungeon now looks like.
Them screens are freakin good. Blueknight.
#464
Posted 07 November 2011 - 01:49 PM
#465
Posted 07 November 2011 - 03:56 PM
In this video, I show off the scripts of the octorok following around you and the old man enemy. Yeah, the old man was kind of hard, it took pretty much my whole morning up trying to figure out ghost.zh and s***. But was it worth it? Probably not.
EDIT: ONCE IN THE LAND OF HYRULE, EVERYTHING THING WAS OKAY AND EVERYONE WAS COOL
BUT LINK DIDN'T WANT TO TAKE THE SWORD FROM THE OLD MAN
HE TOOK IT FROM AN OCTOROK AND BECAME FRIENDS WITH THAT OCTOROK INSTEAD
SO KNOW THE OLD MAN SPITS OUT SWORDS TO HURT LINK BECAUSE HE'S UBER MAD
THE END
Edited by Rover, 07 November 2011 - 03:58 PM.
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