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What did you accomplish in ZC today?


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#571 Jared

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Posted 08 December 2011 - 05:03 PM

Today, I mapped out level one of my new project. A little small. icon_frown.gif
I like it, though. Woohoo me.

#572 nicklegends

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Posted 08 December 2011 - 07:08 PM

QUOTE(Jared @ Dec 8 2011, 02:03 PM) View Post

Today, I mapped out level one of my new project. A little small. icon_frown.gif
I like it, though. Woohoo me.

I think Skyward Sword proved that smaller dungeons can still be incredible. It's always about quality, not quantity. icon_wink.gif

#573 Jared

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Posted 08 December 2011 - 10:51 PM

QUOTE(nicklegends @ Dec 8 2011, 07:08 PM) View Post

I think Skyward Sword proved that smaller dungeons can still be incredible. It's always about quality, not quantity. icon_wink.gif

I know, but even with that, it's short. Maybe more after the main boss? That might be cool...

I also ripped in a bunch of Gonken's new DoR tiles (YESSS), and got a few screens edited and made. Productive day icon_biggrin.gif

#574 MoscowModder

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Posted 08 December 2011 - 11:12 PM

I started working on my most ambitious script yet. It's nothing close to what *someone* likes to write, but if it works I'll be happy.

#575 Shane

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Posted 08 December 2011 - 11:53 PM

As of right now, I'm planning a new area in which is inspired by a certain game I just recently played. While the layout isn't planned the ideas are and I just hope they make it into the light. icon_smile.gif

#576 blue_knight

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Posted 09 December 2011 - 12:04 AM

I finally decided what I'm going to do for Stalfos graphics. Recoloring the existing sprites isn't working out, the actual structure of the sprite isn't quite working out. The Stalfos, being a major, recurring enemy (like in Z2) should receive the same kind of treatment that the Phantoms did. So I'm going to be making completely new Stalfos sprites with more frames of animation that are only loosely based off the original sprites. While I'm at it, I'm probably going to make the shields and weapons separate sprites so that they can be changed and detached. So you'll have the standard sword and shield Stalfos, a version with a bow, a version with a slow but powerful axe and so forth. This will probably happen during the polish pass, though, so I can keep things moving.

#577 Schwa

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Posted 09 December 2011 - 06:19 AM

QUOTE(MoscowModder @ Dec 8 2011, 08:12 PM) View Post
It's nothing close to what *someone* likes to write,

PFFFFFFFFFFFHAHAHAHAHAHAHAHAHAHA i love you too bro :')

#578 Surreal Canine

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Posted 09 December 2011 - 02:50 PM

I made some important tweaks and fixes to my quest, including a script to simulate the giving and taking of the Bomb(Normal) item depending on your Bombs counter (since the normal bomb is a scripted item in this quest). I also got Trigger (Self) and Trigger (Self, 16-31) working! icon_bounce.gif

#579 SpacemanDan

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Posted 10 December 2011 - 01:00 AM

I almost completed my shop script tonight after struggling with a method to get it to work properly. Turns out I was overcomplicating things. D:

Right now, the only things I need to do are iron out a few bugs that gives players items they already have or give them items when they don't actually have the money for it. Else, it's pretty much done. (Aside from proper layout tiles and sounds, but that's cosmetic. icon_cat.gif) It's a kind of thing you'd see in an RPG more than you would a Zelda game, though you won't be able to sell stuff. (There really isn't much point to it, really.)

EDIT: I found the problem of it giving me items when I already owned them or didn't have enough. It's mostly cosmetic things as well as testing a few minor things.

Edited by SpacemanDan, 10 December 2011 - 01:42 AM.


#580 Schwa

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Posted 10 December 2011 - 06:38 AM

A bit ago I just attempted to script Peahats, and didn't do so well. You could say they... had a crash landing. icon_deformed.gif But I'll attempt again either today or tomorrow.

It would be nice if I had this tech-demo out by Christmas, but it's looking like that might not happen... icon_confused.gif

#581 kurt91

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Posted 12 December 2011 - 03:18 AM

After several hours of alternating between tileset-building and dungeon-building, I finally have the first half of the first dungeon complete (up to where you get the Sword). Now comes the tedious task of bug-hunting. I did a quick playthrough and realized that my locked doors don't open regardless of whether you have a key or not, one of my doorways has the overhead part screwed up and Link walks on top of it, and the warp return to a set of tile warps are refusing to work.

On the bright side of all this, I have a total of 15 rooms completely built, and they look freaking beautiful! Once I finish bug-hunting and finish my dungeon's tileset, I just have to build another 37 rooms and a boss battle. (Yes, I have 15 rooms complete, 37 rooms still to go, and I am exactly halfway done with building the dungeon. No math was done wrong, all those numbers are completely correct. I'll leave you to figure out how that's possible. icon_wink.gif )

#582 Cukeman

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Posted 12 December 2011 - 11:37 AM

lol when you said bug-hunting the first thing I thought of has insect-hunting in Zelda icon_biggrin.gif

#583 Schwa

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Posted 12 December 2011 - 11:39 AM

QUOTE(kurt91 @ Dec 12 2011, 12:18 AM) View Post
On the bright side of all this, I have a total of 15 rooms completely built, and they look freaking beautiful! Once I finish bug-hunting and finish my dungeon's tileset, I just have to build another 37 rooms and a boss battle.

I find it interesting that your goal is to make x number of rooms when you make your dungeon. When I make dungeons I don't even think about how big it will be, I just start slapping down screens, and as it nears completion I have a clearer idea of the finer details of the dungeon and often times I go back and tweak old screens, so the result is a solid challenging experience that fits with the feel of the game and is not too randomized or gimmicky.

To each his own, though. ^^ The feeling of accomplishment when you finish and look over your work is priceless no matter what way you do it, of course.

#584 Twilight Knight

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Posted 12 December 2011 - 11:44 AM

I usually make some layout on paper, so I know how many rooms I will make.

In the last few days I've completely updated the shallow water tiles in NTCC. That's about it.

#585 blue_knight

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Posted 12 December 2011 - 01:39 PM

Last night I got the core combat system up and running for "The Legend of Zelda: Ancient" and got about 75% of the way through implementing the first enemy as well as the enemy framework. I'm pushing as much common work into the framework itself as I can to make adding new enemies that much easier. icon_smile.gif

For World Tree I started implementing a solution for a bug that a tester found. After the fix, there should never be a way to "jump out" of an area. Otherwise I'm working on the upper portion of the Tower, the last area of the dungeon featured in the demo.

Edited by blue_knight, 12 December 2011 - 01:40 PM.



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