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What did you accomplish in ZC today?


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#691 Lightwulf

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Posted 16 February 2012 - 09:02 PM

@MoscowModder: Dude, that's one tricky puzzle! I can vizualize playing it; unless one of the triggers also turn the blocks, I don't see a solution. If there is one that's great; hopefully it will be easier to figure out in-game.

@Evan20000: I think the pallette looks great for a sunset pallette. Not sure how your second overworld differs from your first overworld, though.

#692 Evan20000

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Posted 16 February 2012 - 09:08 PM

The first palette is a more typical green palette.

#693 MoscowModder

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Posted 17 February 2012 - 06:39 PM

@Lightwulf: Yes, the puzzle is solvable. I would know, as I have solved it.

Yesterday and today I've been working on a scripted level-up panel for SoD. I really love the way it integrates with the subscreen. You can't see the animation here, but it looks like the stats panel on the subscreen slides down to reveal the level-up panel.

Currently stuck on exp price display, so I drew on the prices and selector to give you the general idea.

IPB Image => IPB Image

As of 2/18, the exp/level-up system is completely operational! That was a lot easier than I thought it would be. You get exp when you damage and kill enemies, you can check the prices of each level-up (which is replaced with a gold medal at max level) and buy the level-ups from said panel. The HP stat adds 2 heart containers (3 at higher levels) per level; the attack stat is gives whimsical rings that give better chances to inflict increased damage (but not 1-hit-kills) on enemies; the magic stat gives magic ring items, and the defense stat is a scripted system that has a chance of reducing any and all damage by a variable amount.

Also: new screenshot of working level panel, with selector, prices, and a max medal.

Edited by MoscowModder, 19 February 2012 - 12:40 AM.


#694 Jared

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Posted 20 February 2012 - 02:08 AM

I did a lot today in ZC!
-Redrew an MC tile
-Did a lot on my overworld
-Added Piece of Heart script
-Worked a LOT on my first dungeon

I love this motivation flowing through me!! Woohoo!!!

#695 Shane

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Posted 26 February 2012 - 02:06 AM


IPB Image


#696 Jared

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Posted 26 February 2012 - 02:30 AM

Thanks, Shane! icon_cat.gif
All I did today was put a missing combo on a screen, and failing to get a script to work. :\

#697 SpacemanDan

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Posted 28 February 2012 - 11:55 PM

I started actually making screens for my expo demo. Starting off with a small village. I'll probably get to the intro tomorrow or something.
It's going to be a small side story that's unrelated to the main quest I'm working on. (Same main character and that's about it) It's more intended to be a demo for people to get an idea on how some of the stuff (like items and a spell or two) will work without revealing anything about the quest's story. I'm waiting to reveal that stuff. I want to make sure I've got everything straight on my end. icon_xd.gif

#698 MoscowModder

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Posted 29 February 2012 - 06:14 PM

I added button action icons to SoD. The L button will be used for miscellaneous tasks like talking and other interactions, so I decided to use scripts and custom items to make a dead-simple action icon system.

Please ignore the awful screen design as this is just a tech demo.
Talking/reading (the talk icon is animated BTW):
IPB Image

Buying icon:
IPB Image

#699 SpacemanDan

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Posted 01 March 2012 - 12:28 AM

Ooh, looking shnazzy there, MoscowModder. icon_cat.gif

Today, more progress! icon_biggrin.gif Two more screens and the little village will be done, aside form interiors.

...

I should probably finish the subscreen at some point. DX

#700 Jared

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Posted 01 March 2012 - 12:38 AM

Today, I worked on more of my story (The areas), and one screen. Not too bad icon_smile.gif

#701 Russ

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Posted 01 March 2012 - 04:01 AM

Today, after delaying working for a while, motivation randomly punched me in the face, and I dropped everything and opened ZQuest. Three hours later, dungeon finished. Well, mapped out. None of it's scripted yet, but I've got all the screens done, which is probably the hardest part of it.

#702 kurt91

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Posted 01 March 2012 - 04:17 AM

I finished rebuilding my starting village with my new tileset. Now I just need to start work on my revised sword dungeon, which is going to be completely rebuilt from scratch. My original version was far too big and linear, and my new version should be more compact. Don't want anybody getting bored with the quest before I can even start getting story across.

The neat thing about the village I made, is that what was originally a limitation to my tileset (not being able to put any trees, buildings, or fences on a riverside tile) ended up becoming a fairly decent way to hide secrets on the overworld. Even if my demo doesn't include anything other than the starting village, you should be able to access the sword dungeon as well as two hidden secret dungeons as well.

I came up with a way to build non-storyline crucial dungeons at an incredibly quick rate. I have a series of pre-built rooms I can randomly select from to put the dungeon together, just like how they did the original LoZ, but with freeform dungeon rooms. After I finish putting everything together, I just go back over it and mix things up so you can't really tell they're built that way. If you really pay attention, you can tell from the tileset how far you're expected to be in the main storyline in order to complete the dungeon, so if you somehow manage to sequence-break your way into extra secret dungeons, you shouldn't get too frustrated and stuck.

All this means that every single hidden item in the overworld is going to have it's own full-length secret dungeon to explore. No more easy Heart Pieces for you guys anymore, you're going to have to work for 'em!

This doesn't mean that there's only a ton of generic dungeons to explore, though. Every major storyline dungeon will still have its own unique appearance and be built from scratch, and even some bonus dungeons will have additional full storylines that tie into the main story as well as unique tilesets, builds, and gimmicks. Needless to say, I'm going to need every single item RC3 has to offer to build my quest.

(Wow, maybe I should just get around to starting my own thread...)

#703 Orithan

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Posted 02 March 2012 - 06:46 AM

I opened up DoR a couple of days ago and today, I did most of the basic spriting for a character called Kieran for The Legend of Eldin.

The Legend of Eldin shall come alive!



#704 symbiote01

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Posted 03 March 2012 - 05:26 AM

After months of crying and spilling milk, I managed to find a working copy of version 0.53 of my quest project. Thank you son, for insisting I send you a copy.
Sad news: several dungeons are missing, several scripts are no longer there, and I'm bummed.
Oh yeah, laptop went fzzz-pop! a few months ago, and there was much gnashing of teeth (remember the spilling of milk I was talking about earlier?) New, less robust laptop in lap... milk in fridge where it belongs, and several dungeons to redo.
On the plus side: in the last version of my script stuff, my Downward Stab script broke everything else. No burning grass. No bomb flowers. No correct warping in rooms where global scripts directed as such. Why is this good news? In the recovered version, DStab hadn't been implemented yet, so these things are safe. Now I can rewrite and hopefully fix it.

Did a trio of animations for some custom boss-door locks.
IPB Image

#705 Orithan

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Posted 03 March 2012 - 06:20 AM

Mostly finished my Kieran sprites in DoR. The all I need to do are the holding-shield sprites for him.
TLoE playable character sprites: 1.8/8 complete.


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