I like it, though. Woohoo me.
What did you accomplish in ZC today?
#571
Posted 08 December 2011 - 05:03 PM
I like it, though. Woohoo me.
#573
Posted 08 December 2011 - 10:51 PM
I think Skyward Sword proved that smaller dungeons can still be incredible. It's always about quality, not quantity.
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
#574
Posted 08 December 2011 - 11:12 PM
#575
Posted 08 December 2011 - 11:53 PM
#576
Posted 09 December 2011 - 12:04 AM
#578
Posted 09 December 2011 - 02:50 PM
#579
Posted 10 December 2011 - 01:00 AM
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.
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
Posted 10 December 2011 - 06:38 AM
It would be nice if I had this tech-demo out by Christmas, but it's looking like that might not happen...
#581
Posted 12 December 2011 - 03:18 AM
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.
#582
Posted 12 December 2011 - 11:37 AM
#583
Posted 12 December 2011 - 11:39 AM
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
Posted 12 December 2011 - 11:44 AM
In the last few days I've completely updated the shallow water tiles in NTCC. That's about it.
#585
Posted 12 December 2011 - 01:39 PM
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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