What did you accomplish in ZC today?
#691
Posted 16 February 2012 - 09:02 PM
@Evan20000: I think the pallette looks great for a sunset pallette. Not sure how your second overworld differs from your first overworld, though.
#692
Posted 16 February 2012 - 09:08 PM
#693
Posted 17 February 2012 - 06:39 PM
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.
=> 
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
Posted 20 February 2012 - 02:08 AM
-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
Posted 26 February 2012 - 02:06 AM

#696
Posted 26 February 2012 - 02:30 AM
All I did today was put a missing combo on a screen, and failing to get a script to work. :\
#697
Posted 28 February 2012 - 11:55 PM
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.
#698
Posted 29 February 2012 - 06:14 PM
Please ignore the awful screen design as this is just a tech demo.
Talking/reading (the talk icon is animated BTW):
Buying icon:
#700
Posted 01 March 2012 - 12:38 AM
#701
Posted 01 March 2012 - 04:01 AM
#702
Posted 01 March 2012 - 04:17 AM
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
Posted 02 March 2012 - 06:46 AM
The Legend of Eldin shall come alive!
#704
Posted 03 March 2012 - 05:26 AM
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.
#705
Posted 03 March 2012 - 06:20 AM
TLoE playable character sprites: 1.8/8 complete.
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