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What did you accomplish in ZC today?


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#736 Orithan

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Posted 05 April 2012 - 02:05 AM

Today, I discovered the secret to setting up fully custom subscreens - I figgured out how to create equippable items that function properly in the game, I could not believe how simple it was! icon_lol.gif

#737 symbiote01

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Posted 05 April 2012 - 04:38 AM

Today I discovered why my global-script bombflowers only trigger one at a time, and why they don't blow each other up. To fix, I'll need a thorough rewrite. Sigh.
Got the middle section of my Lynel sidequest done. Now I need to work on the beginning and the exciting climax. Still haven't decided if I want to 'capture' the NPC lynels or let them wander around behind me. I think fighting wanderers might be cool.

Placed a few more 'mirror' areas in some of my already-completed dungeons, allowing access to areas you couldn't get into before. I've decided that all Hylians turn into rabbits in the mirror world. Terrans (from Teria) become wolves. Gerudo (from Rutia) become pigs. Not that this matters one bit- it's just added color.

Got my bug-collecting sidequest to start properly. Now I've realized I need one more space in my subscreen for a single sidequest item to show up (you can get the item and it triggers the correct responses, but you don't have any visual to let you know you have the item). Kinda important.
After you rescue his Bugalfos Trophy, young Bagu Beedle and his even younger cousin Error challenge you to collect 60 bugs: 15 copper, 4 silver, and one gold of each of the Skulltula, Mothula, and Tektitula varieties. For each complete set, you get a ring. Collect them all, and the infamous Beedle Bros. shops will give you huge discounts throughout the land!
Got a new ocarina song to work, the Song of Pickles. It sours liquids, and has strange affects on certain flames...

Thinking about putting the L and R buttons to use, to make the various rings only active when 'wearing' them (L & R to switch between them). This is a scripting nightmare involving dummy items, and I've got too many other scripting nightmares to deal with. Pushing this back for later.

I've realized that a good number of the items I have aren't actually needed- the Song of Calling (Epona script), the Blink Charm, the Kokiri Charm (Fairy Friend script), among others. Too bad, they're staying- I've kept them this long, they deserve to stay.

Got several AutoGhost enemies up and running, and (maybe) a working custom boss. I say maybe because it's 2:30 in the morning and I have work tomorrow, so I'll spend the time testing it tomorrow night sometime.

#738 Jared

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Posted 07 April 2012 - 03:36 PM

Today I reripped tiles that poofed, and set them back up in my quest.
After, I started working on my banner for my expo thread. It looks really dandy so far! Very happy with it. now, I just need the text!

#739 symbiote01

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Posted 07 April 2012 - 11:31 PM

Tested the custom boss, and it worked almost too well. A wizzrobe-esque 2x2 enemy that teleports around the screen, then raises his arms and pops out two (invisible but for the Lens of Truth or Amulet) floating eyeballs that arc around trying to hit poor Link. If they hit, they do damage and suck magic. Take them out (2 hits with magic sword) and they drop small magic jars. Bad news is that the boss will continue to pump out more of them. When you're swarmed by a dozen or so, you'll know what I mean.
Boss can only be hit by magic. In phase 2 (half hitpoints), can only be hit by reflected magic. AND, the wand uses magic every time it is used. Hah!

Also, added a cutscene and non-optional quest: get the Hylian refugee back to Hyrule from the fallen kingdom of Ikana, through the Deku Woods. Bad news- she's kinda slow, can't fight, cowers from enemies, and won't let you leave a screen unless she's right next to you. Oh, and she's pregnant.

#740 Moon

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Posted 07 April 2012 - 11:45 PM

I started working on a new quest after the old ones were deleted forever.

Not going so well.

#741 Mero

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    Touch Fluffy Tail

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Posted 08 April 2012 - 09:38 AM

I started over on my tiles/combos since my quest file corrupted itself during saving. icon_frown.gif

Edited by blackbishop89, 08 April 2012 - 09:38 AM.


#742 LikeLike on fire

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Posted 09 April 2012 - 09:25 AM

trying to do something but it seems that things are changed.

I thought room type=special item room, with a tile warp to screen 80, a guy and item and a cave walk up/down would bring me to it. but it dosen't. maybe i forgot how it works. then i saw i need to check "guys are in item rooms only" or something. but my dmap1 screen 80 is a room with keese

#743 Mero

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Posted 09 April 2012 - 10:11 AM

Almost finished with the dungeon combos, next step house and caves interior. icon_awesome.gif

Edited by blackbishop89, 09 April 2012 - 10:11 AM.


#744 Shane

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Posted 10 April 2012 - 06:08 AM

Finished my title logo (which you can see in my signature) special thanks to Moo2wo for helping me! icon_biggrin.gif

#745 Mero

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Posted 10 April 2012 - 10:26 AM

Like the title logo quite a bit. Anyways I finished the dungeon combos. And am current brain storming the cave and house interior.

#746 Shane

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Posted 11 April 2012 - 09:10 AM

QUOTE(blackbishop89 @ Apr 11 2012, 12:56 AM) View Post

Like the title logo quite a bit. Anyways I finished the dungeon combos. And am current brain storming the cave and house interior.


Thanks! Good luck with caves and houses!

Today, I've found a suitable tune for my title screen. Why does my title screen have to take this long to develop? icon_frown.gif

#747 Mero

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Posted 11 April 2012 - 10:41 AM

Yesterday I wrote a script that makes enemy boomerangs hurt link as they return, and Today I just finished writing a script that makes Link's HP and defenses work like they did In Zelda 2. Next up tweaking Link's sword so it behaves like it did in Zelda 2 as far as damage goes. icon_smile.gif

Edited by blackbishop89, 11 April 2012 - 11:33 AM.


#748 Lightwulf

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Posted 14 April 2012 - 02:23 AM

QUOTE(LikeLike on fire @ Apr 9 2012, 09:25 AM) View Post

trying to do something but it seems that things are changed.

I thought room type=special item room, with a tile warp to screen 80, a guy and item and a cave walk up/down would bring me to it. but it dosen't. maybe i forgot how it works. then i saw i need to check "guys are in item rooms only" or something. but my dmap1 screen 80 is a room with keese

Yeah, today I was messing around in 2.5 (I haven't used it much, due to the fact I'm using 2.10 for my first quest) and I found that annoyed me too.
The solution I found was checking the "Use Caves Instead Of Item Cellars" flag in the DMap editor for the overworld-type DMap. That fixed the problem. Well, as they say, you learn something new every day!

My accomplishments today:
- Finished tiles for classic Z2 house interior walls in Z1 perspective, complete with windows (walls and all door types were done yesterday)
- Created a Deku Like enemy from TP (that actually is an enemy and not a combo! icon_smile.gif I was quite proud of this one)
- Created a moving fire enemy (you know how they have a "Fire" enemy? I made a "Fire, Moving" enemy)

The Deku Like doesn't move and is only vulnerable to bombs (though repeated candle burns will do the trick, too, but after about 16 hits). My only problem with it is that it doesn't spit Link back out. I've got no clue on how to do that.

I have the moving fire moving slowly, but (I guess) because it moves slowly, it doesn't cycle through the tiles as quickly, so it doesn't look exactly like the regular fire.

#749 Mero

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Posted 14 April 2012 - 06:53 PM

Today I finally finished my experience system.
Yup that's what I've been working on these last 3 days.

#750 Mero

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Posted 19 April 2012 - 01:58 PM

A few days ago I finally finished writing the global script section that handles lives, damage, gameovers, you know that sort of stuff. Even more so today I finished fixing the HP Drain when link takes damage and reduced knockback for link. icon_smile.gif


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