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What did you accomplish in ZC today?


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#586 Schwa

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Posted 12 December 2011 - 02:18 PM

Today, slashable Bushes are implemented! The best part is, they don't even use Under Combos in this state. icon_biggrin.gif There is only one minor bug, and that is they can't be hit with the diagonal sweep attack, so after this post I'm gonna go in and figure out why. Everything else though is perfect, and furthermore it lays out the ground work for future destroyable terrain tiles (such as pots, vine walls, cave crystals, etc. anything I feel like really).

QUOTE(blue_knight @ Dec 12 2011, 10:39 AM) View Post
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

I just realized something. One of my paranoid worries since starting RCS has always been that I'll overload the system by over-scripting it. I just realized that between your two projects, which are easily as script-extensive as mine if not moreso, you would run such a risk of pushing ZC past its envelope a lot more than I would, if such a risk even exists. That makes me feel a lot safer when working on mine, because "if World Tree and Ancient can process as much stimuli as they do, so can RCS". I owe you a huge thank-you for that; you don't know how badly that thought had worried me some nights.

#587 blue_knight

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Posted 12 December 2011 - 02:28 PM

QUOTE(Schwa @ Dec 12 2011, 11:18 AM) View Post
I just realized something. One of my paranoid worries since starting RCS has always been that I'll overload the system by over-scripting it. I just realized that between your two projects, which are easily as script-extensive as mine if not moreso, you would run such a risk of pushing ZC past its envelope a lot more than I would, if such a risk even exists. That makes me feel a lot safer when working on mine, because "if World Tree and Ancient can process as much stimuli as they do, so can RCS". I owe you a huge thank-you for that; you don't know how badly that thought had worried me some nights.

You may know this already, but just throwing it out there for others: The key is to minimize the amount of work the scripts have to do per frame. This can be done with proper culling and, if necessary, staggered updates. Basically only do as much as you have to in order to accomplish your current (on-screen) goals. As for script size, well, let's just say that World Tree has more then a few lines of script code...

Anyway your welcome and thanks. icon_smile.gif

Edited by blue_knight, 12 December 2011 - 02:30 PM.


#588 Marco

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Posted 12 December 2011 - 06:03 PM

Set up the prime layout of my subscreen. I'm pleased with the tile editing I did as well.


#589 Schwa

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Posted 16 December 2011 - 05:13 AM

Today I accomplished this nasty little guy.

IPB Image IPB Image

Watch out for the Blue Octorok's Artillery Shot attack: four spread rocks in a dangerously fast sequence. It will charge up energy for a moment before firing it, so it's hard not to notice.

Don't get hit by the bigger ones.
IPB Image IPB Image

The beginnings of Status Conditions are in the game as well now. Felix is absolutely helpless if the larger rock cripples him like this; even his invincibility period when damaged is cut in half, so nearby hazards can drastically punish you if you allow this to happen.

Oh, a huuuuge thank-you to Saffith for catching my error when I posted for help on my script. It may have been an obvious one, but I hadn't seen it, and without his help I would have become even more stressed out trying to fix it. (Freaking Array pointers, man.)

Geez, I have to be up in less than 8 hours for a chess match at Starbucks... icon_dead.gif I hope staying up late to add this was worth it...

Edited by Schwa, 16 December 2011 - 05:13 AM.


#590 Moosh

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Posted 16 December 2011 - 02:31 PM

QUOTE(blue_knight @ Dec 12 2011, 02:28 PM) View Post

You may know this already, but just throwing it out there for others: The key is to minimize the amount of work the scripts have to do per frame. This can be done with proper culling and, if necessary, staggered updates. Basically only do as much as you have to in order to accomplish your current (on-screen) goals. As for script size, well, let's just say that World Tree has more then a few lines of script code...

Anyway your welcome and thanks. icon_smile.gif

Heh I remember I had this sort of problem when I was giving the player an item every frame and I was like "Why the lag spike" and then I added an if statement and it worked fine. icon_razz.gif

So yeah. I guess I've not accomplished much of anything lately as I have nothing more to say.

Today's accomplishments:
Diddly squat

#591 Jared

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Posted 16 December 2011 - 10:59 PM

QUOTE(Pokemonmaster64 @ Dec 16 2011, 02:31 PM) View Post

Today's accomplishments:
Diddly squat


It's fine if you don't include this, as long as you're relating to someone's post icon_smile.gif

Today, I started my first dungeon. Woohaaa!!

#592 Orithan

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Posted 17 December 2011 - 05:55 AM

Made a lot of progress on a new project, named TLoZ: Zelda's Last Wish. I've shown a couple of shots of in the Screenshot Critique thread not too long ago, and I'd like to reveal more on this quest here:

The Subscreen:

IPB Image

The objective of this quest is to collect and bring the six sages' gems to Zelda's grave so that she can seal Hyrule away and for Link to leave. There are seven dungeons total, with six of them each holding one the sages' gems.

There are nine equippable items, four of them found in the dungeons. The red "V" weapon will be secret for now, but Pokemon fans can guess what that one will be.

There are also seven other items (including the Book with the Wand), with three of them found in the dungeons.

The Map shows the three zones on the overworld; Forest and Lake Hyila, Badlands and Death Mountain.

Link can attain a maxinum of 12 hearts for this shorter quest. He starts off with 3, obtains 6 in the dungeons and the other 3 hidden in the overworld.

IPB Image

As shown, Lynels will be a fairly early encounter, but their presence hints that you shouldn't be investigating that general area until you have the equipment to be fighting them with.

This quest will be designed to accomodate swordless play, but thanks to slashable bushes blocking off some areas and routes, navagation will be much more difficult w/o sword. To add on top of that, you start off shieldless, meaning you have to be extremley cautious if you decide to go swordless if you don't want to get mauled to death by things like Octoroks and Moblins.

This is all so far.



#593 Schwa

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Posted 17 December 2011 - 11:01 AM

I really like your subscreen, Orin! The minimap especially. I struggle profusely with that sort of stuff. It's a little weird that the item selector is goggles-shaped instead of rectangle-shaped or even trapezoid-shaped, but it works I guess.

QUOTE(Orin Ecks Dee)
As shown, Lynels will be a fairly early encounter, but their presence hints that you shouldn't be investigating that general area until you have the equipment to be fighting them with.

You mean Wooden Sword and nothing else? Sounds good. icon_awesome.gif (well okay yeah I often use bombs too when I go up and get the Power Bracelet early-on during 2nd Quest but shush)

#594 Orithan

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Posted 25 December 2011 - 09:37 PM

Today, I laid a significant number of screens onto the Overworld, 8 of them to be exact, and bringing the completion of the Lake Hyila portion of the overworld to 50%, and the quest-completion status to +20%. I also laid out the entrance to Level 4, and added in a mechanic (w/o scripting) where a Guy upgrades an item if you have it. I've already got the upgrade for the Candle fully functional.

List of other things that a Guy will upgrade:
  1. Wooden Shield -> Magic Shield (Costs 100 rupees).
  2. Blue Charge Ring -> Red Charge Ring (Free).
  3. Book+Wand -> [Upgraded Damage, ability to harm Darknuts] (Costs 50 rupees).
  4. White Sword -> Magic Sword (Costs 140 rupees).


#595 Rambly

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Posted 25 December 2011 - 10:36 PM

I accomplished nothing!!!
NOTHING!!!!!!!!!!!

Well, nothing within ZC proper. But, now that Christmas shenanigans have settled down, I'm actually sitting down tonight and plotting some stuff out on paper. I've got most of the quest planned out in my head, but it's currently a scattery mess of jumbled up ideas. It'll be nice to turn them into something cohesive... hopefully. It's gonna be complicated because there's so many elements to account for when designing a quest.

I still don't know what tileset I want to use, though. I could get started way faster if I had any real idea. icon_aggravated.gif

#596 SpacemanDan

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Posted 26 December 2011 - 01:25 AM

I just finished organizing my scripts and reworking a few so I don't have too much cluttering the second slot of my global script. I've also got a significant amount of work done on what will become a counter for enemy projectiles. It works for the most part, but the player can hold the button right now and when they transition from another screen, it kinda breaks other scripts if the button is held. (But I've got a good idea on how to fix it.)

I've also been thinking about the story. I've got a very good idea on where I want it to go, but there's still the minor stuff I need to iron out. icon_cat.gif

#597 Russ

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Posted 26 December 2011 - 02:17 AM

I found out just how hard palette editing is. And after the editing I did tonight, I think I'm done with it forever.

#598 Schwa

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Posted 27 December 2011 - 06:04 PM

QUOTE(Russ @ Dec 25 2011, 11:17 PM) View Post

I found out just how hard palette editing is. And after the editing I did tonight, I think I'm done with it forever.

This is exactly how I feel about subscreens. Minus the done-forever part. icon_swelter.gif

#599 blue_knight

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Posted 27 December 2011 - 06:06 PM

Well I finally released the first World Tree Demo. icon_smile.gif

#600 Schwa

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Posted 28 December 2011 - 09:14 PM

Today I spent... what, 5 hours? on ZScript, rewriting my entire thing to use Nested Imports in separate folders and files to better organize everything I've written. Over 3,000 lines of code, 5 hours on reorganizing it... and I'm maybe halfway done.

Someone please shoot me. Or get HPB out here with one of his chainsaws.

QUOTE(blue_knight @ Dec 27 2011, 03:06 PM) View Post

Well I finally released the first World Tree Demo. icon_smile.gif

Whoa! icon_eek.gif I might have to try this! After the dread ringer I went through today, I need some serious stress relief. And a massage, too. (Maybe get HPB out here to massage my tense shoulders and back with one of his chainsaws...)


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