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What did you accomplish in ZC today?


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#601 SpacemanDan

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Posted 28 December 2011 - 10:39 PM

I managed to finish up my spell list (as in, I know what I'm going to need to make) and implement the shield spell for blocking projectile as well as a 'scan' spell. (It allows the player to see a life bar for all enemies as long as the spell is highlighted.) Since I also finished my counter spell, I have another 5 more to script which shouldn't be too bad. Most of them can be done in a few lines of code.

I also started on a custom jumping script. It's a little awkward right now, but with a little work I should have a smooth jump button working. icon_smile.gif

I think I can see the end of the tunnel for a fair chunk of the initial scripting I need to do before I can making maps and stuff. XD

Also, Blue_Knight, I look forward to trying that demo out. icon_smile.gif

4000 posts woo!

#602 Rambly

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Posted 29 December 2011 - 12:53 AM

Well, I assembled most of the overworld tiles in a tileset today. I'm not sure where I'm going with it entirely and I wonder whether or not I shouldn't just heavily modify/bastardize someone else's tileset.

I also tried making character portraits in ASEPRITE. That could've gone better!!

#603 Taco Chopper

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Posted 29 December 2011 - 01:23 AM

I started ZCing again for the first time since February...

well that was also yesterday but today I've been messing around with scripts and more area expansion and stuff. I'll probably start the sword dungeon tonight.

#604 Theryan

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Posted 30 December 2011 - 03:34 AM

Not really today, more like the past week or two, but it's the same idea.
Basically, I started working on an old , unfinished project. Now I have 2 Triforce dungeons, most of the overworld, and several mini-dungeons and caves.
That being said, I've gotten a bit of writers block in terms of what to do about level 3, so I haven't gotten much done recently.

#605 cavthena

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Posted 31 December 2011 - 05:34 AM

I did this lovely lizard. Planned boss for Lvl 2! The skeleton is the boss for lvl1 in case your wondering, and he look much better in his proper cset icon_smile.gif

IPB Image

Oh and, looking for a awesome scripter if anyone is interested. icon_naughty.gif

#606 Isdrakthül

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Posted 01 January 2012 - 02:55 AM

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It lowers the framerate to around 2-4 FPS, but it works.

EDIT: Fixed some rendering issues and upped the framerate to the 4-10 FPS range.

Edited by Isdrakthül, 01 January 2012 - 05:14 AM.


#607 Jared

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Posted 01 January 2012 - 03:03 AM

...OwO
What IS that?!

#608 Isdrakthül

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Posted 01 January 2012 - 03:05 AM

A Classic screen rendered in 3D.

#609 Orithan

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Posted 01 January 2012 - 03:10 AM

Is that Minecraft in ZC? O.o (It be more practical to do Terraria instead).

Today, I refined the script file for ZLW, including adding a little script that creates an item which can't be taken by the Boomerang (or Hookshot for that matter). Should stop the crafty players from taking the sages' gems without having to defeat the bosses, among other things... icon_blah.gif.



#610 blue_knight

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Posted 01 January 2012 - 03:11 AM

QUOTE(Isdrakthül @ Dec 31 2011, 11:55 PM) View Post

IPB Image
It lowers the framerate to around 2-4 FPS, but it works.

I thought that a raycaster in ZC would be fun to write, kind of cool that someone else had that idea. Or is it generating cubes based on the combos and using the Quad() function to render them? A tile based raycaster might run pretty decent (i.e. raycast at tile resolution and then choose an appropriate tile that best represents the result) but heavy pixel level manipulation or drawing many 3D quads or triangles is a bit too slow for ZC through scripting.

Edited by blue_knight, 01 January 2012 - 03:14 AM.


#611 kurt91

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Posted 01 January 2012 - 03:12 AM

You seriously scripted that?! You're not just pulling our legs are you? Is the frames per second something a really fast computer could fix? I swear, I will buy the most expensive, top-of-the-line computer available if you make an entire quest like that!

#612 Isdrakthül

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Posted 01 January 2012 - 03:16 AM

QUOTE(blue_knight @ Jan 1 2012, 08:11 AM) View Post

I thought that a raycaster in ZC would be fun to write, kind of cool that someone else had that idea. Or is it generating cubes based on the combos and using the Quad() function to render them? A tile based raycaster might run pretty decent (i.e. raycast at tile resolution and then choose an appropriate tile that best represents the result) but heavy pixel level manipulation or drawing 3D quads or triangles is a bit too slow for ZC through scripting.

It just uses Screen->Quad() for rendering.

#613 Jared

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Posted 01 January 2012 - 03:19 AM

I know it was a Classic screen, lol. icon_razz.gif
Is Link in first person?

#614 Isdrakthül

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Posted 01 January 2012 - 03:21 AM

QUOTE(Jared @ Jan 1 2012, 08:19 AM) View Post

I know it was a Classic screen, lol. icon_razz.gif
Is Link in first person?

Yes. It saves the trouble of making a 3D model of him.

#615 blue_knight

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Posted 01 January 2012 - 03:23 AM

QUOTE(Isdrakthül @ Jan 1 2012, 12:16 AM) View Post

It just uses Screen->Quad() for rendering.

Makes sense. Although it doesn't look like the quads in the distance are being transformed correctly. Given the axis aligned nature of the tile grid, I wouldn't expect to see any faces directly pointing at the camera from this vantage point. Interestingly the cube closest to the camera looks correct as do a number of quads near the middle.

You can probably speed up performance a bit by not generating faces that are shared by multiple tiles, if you aren't doing that already. And of course frustum culling tiles and backface culling of individual faces will help.

Regardless, it goes to show that you can get more out of ZScript for FX then most people realize. Of course performance is always a critical factor.

Edited by blue_knight, 01 January 2012 - 03:26 AM.



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