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What did you accomplish in ZC today?


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#496 Sheik

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Posted 18 November 2011 - 04:09 PM

QUOTE(EnnonFenom @ Nov 18 2011, 07:45 PM) View Post

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It's the bastard offspring of Malon and the incredible Hulk!

It looks interesting, but the colours are a little too strong on my eyes and the noisy textures confuse me.


#497 EnnonFenom

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Posted 18 November 2011 - 05:34 PM

True true but when its in zc it is beautiful, plus there reasoning behind the have texture its because I do not and can not stand bland drool repetitive tiles, I am sorry to say but to each his own I personally Like the color because I have no solid blacks only dark shades of all colors I am using and graphics have feel right for the story I am trying to tell that will because more relevant later I dont want that part known until I am ready to fully build my quest I had to start all over from scratch because I lost my hd do to age and power outage during storm rip it had a good run 14 years but Thanks I understand if it was you you would draw your own graphics different but we are different so...Thanks but they are not changing and you got to remember I was just trying to show what I made today in one day or morning to be accurate, not all those things will be on one screen together all the time and there will be more cliff faces grass sizes and colors different colors and different trees water ect? so it wont be so a.d.d. in the actual game screen, and Giledorph well he wont always be wearing that it will change as the quest goes forward multiple times

QUOTE(blue_knight @ Nov 18 2011, 12:32 PM) View Post

The screenshot looks interesting, EnnonFenom, but it is way too noisy in my opinion. In some cases noisy surfaces can look more realistic but unfortunately in this case it is very distracting and makes it more difficult to see the shapes and design.

The large character in the bottom middle looks intriguing, though. Do you have any more information about the quest?

See above about the texture and noisy not as qst but display of different stuff I drew from ms paint just blank outlines, then ripped into zquest colored textured and placed there, with less things and more verity will come clarity, giledorph's background you may not know just yet, but is his story that will be told and acted out through game play, while link zelda ect are npcs icon_wink.gif more info closer to actual qst development

Edited by EnnonFenom, 18 November 2011 - 05:45 PM.


#498 Mero

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Posted 18 November 2011 - 06:11 PM

Didn't get much done today in my practice dungeon but I'm almost finished with the deku leaf script.I also got some help finding dominion rod graphics.

#499 Purplemandown

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Posted 18 November 2011 - 06:31 PM

I just (in my most recent fit of ZCing), finished the first of many custom enemy scripts. This will be the first quest (to my knowledge, anyway) that includes enemy synergy; the baddies will work together to beat Link.

The enemy I finished? Healer. You wouldn't think it would be so difficult. I'm lovin' the AutoGhost script icon_wink.gif

Next stop, barrier enemies.

#500 Schwa

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Posted 18 November 2011 - 09:45 PM

Today I finished up the last of the rewritten Sword physics. And it is GREAT. It's almost as smooth as silk compared to before! The Spin Attack is phenomonal; I actually figured out a way to throw all enemies surrounding the player outwards from him no matter where they're positioned.

Next I ought to re-do the Subscreen, now that I have a visual design for it thought up, but oh my god I don't want to icon_worried.gif

QUOTE(Purplemandown @ Nov 18 2011, 03:31 PM) View Post

I just (in my most recent fit of ZCing), finished the first of many custom enemy scripts. This will be the first quest (to my knowledge, anyway) that includes enemy synergy; the baddies will work together to beat Link.

You're joking. icon_aggravated.gif God dammit man, I was going to be the first to do that!

Ah well. If you get it working, you'll have my respect and praise. Do be advised that I will strive to out-do you, though.

#501 blue_knight

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Posted 18 November 2011 - 10:22 PM

Enemies working together as a team does sound cool, good luck with that Schwa and Purplemandown. icon_thumbsup.gif

The AI for my quest will be more typical of what you'd find in a Zelda or SNES game, advanced coordinated AI maybe something for a sequel perhaps (maybe). icon_wink.gif But there are enough unique elements to my quest already, so no worries. icon_biggrin.gif

#502 Schwa

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Posted 18 November 2011 - 10:37 PM

QUOTE(blue_knight @ Nov 18 2011, 07:22 PM) View Post

The AI for my quest will be more typical of what you'd find in a Zelda or SNES game, advanced coordinated AI maybe something for a sequel perhaps (maybe). icon_wink.gif But there are enough unique elements to my quest already, so no worries. icon_biggrin.gif

Your Quest and its uniqueness are just about the sexiest thing since sex. icon_sly.gif

Also, wouldn't you say your Quest is more about puzzle solving than fighting? That's the vibe I get anyway. That alone sells it without the need for anything snazzy in terms of enemies, you know. icon_smile.gif

I would say the polar opposite is true on my end; more about action and adrenaline and less about thinking and figuring out. Combined, we are Captain Planet. icon_deformed.gif

#503 blue_knight

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Posted 19 November 2011 - 12:07 AM

QUOTE(Schwa @ Nov 18 2011, 07:37 PM) View Post

Your Quest and its uniqueness are just about the sexiest thing since sex. icon_sly.gif

Also, wouldn't you say your Quest is more about puzzle solving than fighting? That's the vibe I get anyway. That alone sells it without the need for anything snazzy in terms of enemies, you know. icon_smile.gif

I would say the polar opposite is true on my end; more about action and adrenaline and less about thinking and figuring out. Combined, we are Captain Planet. icon_deformed.gif
Thanks. icon_smile.gif

Anyway my quest will still have a fair amount of combat, but I'm aiming for a mix closer to what you'd get in the later Zelda games. For example, in LttP, dungeons had a mix of puzzles, puzzles + some combat and pure combat in any given "node" (room, area, etc.). Only about a third on average was pure combat (approximately). One of the things that make the better received Zelda games great is the balance of combat and puzzles. Anyway, I'm aiming to achieve a similar balance. Combat shouldn't be neglected but won't receive nearly the same focus as it does in your quest obviously. icon_smile.gif That said, combat should still be fun and challenging and make good use of the sidescrolling environment, shield, sub-weapons and of course puzzle elements too. For example, drop a block on an enemy and you can guess what happens. icon_biggrin.gif Or have an enemy with a weakness to fire, use a torch nearby to shoot flaming arrows at him. You get the idea. icon_twisted.gif

Edited by blue_knight, 19 November 2011 - 12:08 AM.


#504 Shane

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Posted 19 November 2011 - 12:13 AM

Today I plan to make a puzzle: "The knight who can turn 360 degrees will strike 4 crystal at once and open his path forth". icon_biggrin.gif

#505 Schwa

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Posted 19 November 2011 - 05:36 PM

Today? I cried. icon_cry.gif Why am I so horrible at subscreen art? Argharghargh I'll never get this done, NEVER... icon_augh.gif

QUOTE(blue_knight @ Nov 18 2011, 09:07 PM) View Post

Anyway my quest will still have a fair amount of combat, but I'm aiming for a mix closer to what you'd get in the later Zelda games. For example, in LttP, dungeons had a mix of puzzles, puzzles + some combat and pure combat in any given "node" (room, area, etc.). Only about a third on average was pure combat (approximately). One of the things that make the better received Zelda games great is the balance of combat and puzzles. Anyway, I'm aiming to achieve a similar balance. Combat shouldn't be neglected but won't receive nearly the same focus as it does in your quest obviously. icon_smile.gif

Yes, but in OoT for example, the focus was clearly puzzles/figuring out. Even just in Level 1, there was the spiderweb falling puzzle, the blocks you had to shove around, figuring out the Deku Scrub's riddle to open the boss door, and even starting the boss fight itself once you found her was kind of a puzzle... icon_ohmy.gif So it's hard to find a real definition for how much "LoZ puzzle solving" implies, since it depends on the game more than the series.

I would say ZII AoL is the most action/combat based Zelda game there is. So it's pretty funny that my game which is top-down takes more after that level of action, and your game which is sidescrolling takes more pages out of the other top-down games. icon_toast.gif

QUOTE(blue_knight @ Nov 18 2011, 09:07 PM) View Post

For example, drop a block on an enemy and you can guess what happens. icon_biggrin.gif


Oh my God, finally pulling that off on a really annoying spiked/non-slashable enemy that's bugged me for several levels in a row would feel SO SATISFYING. icon_twisted.gif Or for Iron Knuckles. You'd be all like, "Sorry, not f#cking with this again today BYEBYE" icon_lol.gif

#506 Jared

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Posted 19 November 2011 - 06:03 PM

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What I did today and yesterday icon_smile.gif

And Schwa, you cried? icon_frown.gif
*Hugs*

Edit - I also entered Screenshot: Challenge Accepted, and SoTW 345 icon_smile.gif

Edited by Jared, 19 November 2011 - 06:49 PM.


#507 Schwa

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Posted 19 November 2011 - 07:05 PM

QUOTE(Jared @ Nov 19 2011, 03:03 PM) View Post

And Schwa, you cried? icon_frown.gif
*Hugs*

*hugs back* icon_sigh.gif Christ... I can't do subscreens. I just can't! CAN. NOT. UGGGHHH. Still struggling with it. Everything I try and draw I end up erasing a minute afterward. And all I'm trying to draw are ONE-COLOR TRIANGLES.

Isn't it pathetic that I can rewrite the game engine in ZScript and then I can't even draw one triangle? icon_sorry.gif

#508 Jared

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Posted 19 November 2011 - 07:12 PM

No, Schwa. It's not pathetic. We're all good at some things. Some things we are not. Don't beat yourself up for it icon_smile.gif
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#509 Shane

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Posted 19 November 2011 - 07:17 PM

Today, I got a good reason why there are so many Link's and Zelda's and how Ganon keeps rising one way or another, it's perfect and touching (I believe) at the same time. icon_biggrin.gif
Also it's pretty logical, don't worry.

Edited by Shane, 19 November 2011 - 07:36 PM.


#510 Schwa

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Posted 19 November 2011 - 07:36 PM

It's just all the more frustrating for me because I can see CLEARLY IN MY HEAD exactly what it should look like, and then when I try to create it like I see it in my head, I freak out and am unable to.

With code, I can see it and create it exactly how I see it, because code is pure mathematics and logic, you know?

QUOTE(Shane @ Nov 19 2011, 04:17 PM) View Post

Today, I got a good reason why there are so many Link's and Zelda's and how Ganon keeps rising one way or another, it's perfect and touching (I believe) at the same time. icon_biggrin.gif

It's because one can't exist without each-other. You know Tom & Jerry, right? Same deal. You couldn't have "Tom", or "Jerry", only "Tom & Jerry". And when you look at it that way, they're one and the same being.

Ganon rises and ruins the world, so that Link will come and vanquish him. Link goes and vanquishes him so that Ganon can rise again later and ruin the world. And both of them are one and the same being in this sense, and because of that, their physical bodies are irrelevant too. "Link" and "Ganon" are simply the names of whatever physical avatars they've adopted at the time of that game in the series to continue their symbiotic dance-on-a-razor's-edge.

That's always been my favorite explanation. ^^


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