What did you accomplish in ZC today?
#526
Posted 22 November 2011 - 08:43 PM
#527
Posted 24 November 2011 - 02:41 AM
#528
Posted 24 November 2011 - 02:57 AM
Yesterday I resolved a lot of little bugs with the scripts. Things like Link jittering if you hold down on the ladder when near the ground (fixed), issues with jumping off of slopes, making sure objects on top of push blocks move along with the blocks when pushed, etc.
Edited by blue_knight, 24 November 2011 - 02:58 AM.
#529
Posted 24 November 2011 - 03:12 AM
Edited by sonicfan350, 24 November 2011 - 03:13 AM.
#530
Posted 24 November 2011 - 03:29 AM
Anyway, I pulled a bunch of tiles, and plan on putting them into ZQuest tomorrow. Oh, and I gotta go do palettes! Forgot!
Edit - Finished ripping the palettes into my game! And well, DAMN. I ripped them perfectly, only on the second time doing it!
Now, time to start writing a story....*Yawns at 3:56 am*
Edited by Jared, 24 November 2011 - 04:02 AM.
#531
Posted 24 November 2011 - 04:19 AM
A first look at the forest area... Note that the parallax background still has to be made, which is why the screen is dark green behind the trees. In addition the trunks a little too noisy still, but I think the grass and leaves are about right. Finally I have to make sloping and elevation change tiles since I don't plan on having perfectly flat forests (no fun to explore...).

Notice that the grass is actually on a layer above Link. It basically replaces the translucent layer as seen in the underground water area, though not translucent in this case obviously.
Edited by blue_knight, 24 November 2011 - 04:21 AM.
#532
Posted 24 November 2011 - 05:08 AM
#533
Posted 24 November 2011 - 05:56 AM
I tested my own skills against my own creations and I died many times. The freaking Octoroks actually work as a team!!
But to be honest, I'm probably going to scrap this system entirely. The difficulty level of such a common enemy is pretty ridiculous, plus it's rather buggy. I can just count this as good practice and call it good, with no regrets. (If I do scrap it, I'll release the script to you guys.)
Edit: Yes I'm either scrapping it or redoing it. It probably says something when I can't even record a f#cking demonstration video because the enemies are too hard for their own author to beat.
Edited by Schwa, 24 November 2011 - 08:40 AM.
#534
Posted 24 November 2011 - 02:23 PM
Why not just change their graphics into a another enemy and put it into a later temple/area of the game?
Ok, today I did nothing in ZC. As well as the past few days. I'll get back to it at the weekend.
#535
Posted 24 November 2011 - 03:20 PM
I had created it in 2.10, but upgraded it to 2.5 RC2 in the past couple days.
You can view/play it in this thread (in post #129).
#536
Posted 24 November 2011 - 06:05 PM
Probably because I haven't thought that far ahead into my game yet. I try to take things all at the same rate, the only exception being a *loose* plot.
Man, I was up all night stressing out about it... I'm all doubting now that my Sword system is any good because it's all flashy and not even as usable as the normal physics, either... >_<
#537
Posted 24 November 2011 - 06:12 PM
#538
Posted 26 November 2011 - 02:59 AM
They're note the best or anything, but it's something. I'm no longer seeing Link in my quest when he shouldn't be there.
Also scripted part of the intro and what could potentially be a custom game over thing. Maybe. I'm not sure yet on the game over bit.
Alice (protagonist of unnamed quest) sprites, if anyone's curious:

I know I uploaded some of my concept drawings for her, but I can't seem to find them.
#539
Posted 26 November 2011 - 11:16 AM
#540
Posted 27 November 2011 - 12:01 AM
I got a title screen, a custom game over and part of the intro before the title screen started. I'm still tweaking them, but it's all in working order minus a small detail or two.
I'm thinking about drawing up some graphics for the intro cut scene tomorrow. Not entirely sure how I'm going about it yet though. :/
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