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What did you accomplish in ZC today?


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#841 Jared

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Posted 07 August 2012 - 08:40 PM

QUOTE(Lemmy Koopa @ Aug 7 2012, 07:31 PM) View Post

Rofl, I've effectively made the Epona script into a car that you can park anywhere, on any screen, on any map. You can also run over enemies with it.

IPB Image

That is beyond epic. XD

Today I ripped in many tiles, and made a good amount of screens. icon_smile.gif

#842 Orithan

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Posted 08 August 2012 - 02:19 AM

I finished most of the desert region in Zelda's Last Wish. I want to get that out of the way before I start on Level 5 (note: this will be the fourth out of seven dungeons to do in the game. Levels 3, 6 and 7 will be done later, when I start on Death Mountain).
Currently, the Badlands (aka. Highlands) region of the game is at about 40% complete, with the desert region at about 60%.

#843 Shane

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Posted 10 August 2012 - 05:37 AM

I'm starting up the possible secret side-project again. All details are remaining private but feel free to speculate. icon_wink.gif

For LoL, though, I'm planning the active and it's going no where. icon_frown.gif

#844 Octorockoncrack

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Posted 10 August 2012 - 07:22 AM

Was able to iron out some issues with my quest, including an accidental sequence break. Now im 99% sure that only one bug/issue remains.

#845 Tree

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Posted 10 August 2012 - 10:47 AM

I've made good progress on my Falkore Heights area in my game. I'm really liking how it's looking so far! After that's done, I'll be starting the first dungeon! Getting pretty far in this quest icon_smile.gif

Edited by Keiichi123, 10 August 2012 - 10:47 AM.


#846 JetBox

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Posted 10 August 2012 - 08:11 PM

I beat 2 games today. A Random NES Quest and LBDT.

#847 Giggidy

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Posted 11 August 2012 - 03:50 PM

This sack of crap.

Lemme explain:

- All of Link's actions are tied to a mana bar called Stamina, except movement.

- It quickly regenerates over time if you're standing still and not doing anything, going from 0 to full in just 1 second.

- Moving around doesn't drain your stamina, but it does stop it from regenerating until you stop for a second to take a break.

- You can drive your stamina below 0 (e.g. spend 50 when you only have 10) but doing this leaves you stuck with being unable to do *anything* but move around until you regenerate all of your stamina.

The balance on the numbers is kindof out of whack (esp. the boomerang) but it's just a proof of concept. For the purposes of the demo you have infinite bombs and arrows; Not sure if I'd keep that in an actual game that used this system though.


The intention (and as far as testing so far has shown, the effect) is that while solo combat has been mostly unchanged, mass combat with a screen full of enemies is now way, way harder and you really have to watch your position much more carefully.

#848 Orithan

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Posted 14 August 2012 - 01:36 AM

These are what I have done for Zelda's Last Wish today:

IPB Image
DIGGDOGGERS ARE NOW PATRAS.

IPB Image
Wolfoes are now in working order. Soon comming to a dungeon near you! Credit to Lightwulf for the sprites.

#849 Lightwulf

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Posted 17 August 2012 - 01:10 PM

QUOTE(Giggidy @ Aug 11 2012, 01:50 PM) View Post
This sack of crap.

Lemme explain:

- All of Link's actions are tied to a mana bar called Stamina, except movement.

- It quickly regenerates over time if you're standing still and not doing anything, going from 0 to full in just 1 second.

- Moving around doesn't drain your stamina, but it does stop it from regenerating until you stop for a second to take a break.

- You can drive your stamina below 0 (e.g. spend 50 when you only have 10) but doing this leaves you stuck with being unable to do *anything* but move around until you regenerate all of your stamina.

The balance on the numbers is kindof out of whack (esp. the boomerang) but it's just a proof of concept. For the purposes of the demo you have infinite bombs and arrows; Not sure if I'd keep that in an actual game that used this system though.
The intention (and as far as testing so far has shown, the effect) is that while solo combat has been mostly unchanged, mass combat with a screen full of enemies is now way, way harder and you really have to watch your position much more carefully.
So, in essence, it's a recreation of Secret of Mana's (as well as similar games') fighting system? Cool!

QUOTE(Orin XD @ Aug 13 2012, 11:36 PM) View Post
...
Wolfoes are now in working order. Soon comming to a dungeon near you! Credit to Lightwulf for the sprites.
icon_awesome.gif Glad to see them in good use! Looks like you made White Wolfos in this pic.

#850 Orithan

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Posted 23 August 2012 - 04:04 PM

Yesterday, I managed to complete a large portion (~33%) of Death Mountain and started on level 3 during a 2+3 hour stint on my laptop. Not gonna do that again anytime soon.

#851 The Satellite

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Posted 29 August 2012 - 02:03 AM

Managed to get a good structure going around this area I'm working on in this new project I'm working on, nothing too detailed yet, just trying to get a good shape going and ideas are flowing. Made some nice progress in creating that shape as well. Then I did a few outline shots in SoP, which don't amount to much, but hey, it's progress. icon_heh.gif

#852 SUCCESSOR

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Posted 29 August 2012 - 01:02 PM

QUOTE(Giggidy @ Aug 11 2012, 02:50 PM) View Post

This sack of crap.

Lemme explain:

- All of Link's actions are tied to a mana bar called Stamina, except movement.

- It quickly regenerates over time if you're standing still and not doing anything, going from 0 to full in just 1 second.

- Moving around doesn't drain your stamina, but it does stop it from regenerating until you stop for a second to take a break.

- You can drive your stamina below 0 (e.g. spend 50 when you only have 10) but doing this leaves you stuck with being unable to do *anything* but move around until you regenerate all of your stamina.

The balance on the numbers is kindof out of whack (esp. the boomerang) but it's just a proof of concept. For the purposes of the demo you have infinite bombs and arrows; Not sure if I'd keep that in an actual game that used this system though.
The intention (and as far as testing so far has shown, the effect) is that while solo combat has been mostly unchanged, mass combat with a screen full of enemies is now way, way harder and you really have to watch your position much more carefully.



You mean something like this: http://www.purezc.co...&...st&p=786325

#853 MabusTheDark

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Posted 10 September 2012 - 10:24 PM

Well, I realized that I have done exactly 3 screens and 2 palettes on my test quest (to relearn things from when I USED to use ZC). So I did a few more screens i guess, and made a tree. icon_smile.gif

#854 Valientlink

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Posted 10 September 2012 - 10:55 PM

Finished a dungeon... partially another overworld and a fairy fountain.

Not to mention... seriously outdated tileset updating!

BEFORE.... IPB Image





AFTER...! IPB Image

#855 kurt91

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Posted 24 October 2012 - 03:54 AM

I rise this thread from the depths of the dead to speak thusly...

I finally "finished" a quest! Yes, I need to finish the last few tweaks, such as fixing a couple doors that don't open correctly, figuring out why the warps to the final boss, and the warps connecting the different phases of the last battle don't work correctly, add music to the second half of the dungeon, add enemies beyond the first handful of screens and bosses, and fix the optional boss fight against a Manhandla2 and a full regiment of Peahats to where the smaller enemies all disappear when the boss is defeated. I also need to fix the difficulty balancing because the final battle is ludicrously difficult. Why is that, you may ask...

Best case scenario, you're equipped with the gold ring and the level 1 heart ring, along with a small stock of bombs, arrows, level 1 boomerang, and about seven hearts. You battle...

Phase 1: Aquamentus x10
Phase 2: Lanmola x10
Phase 3: L1 Patra, L2 Patra, L3 Patra
Phase 4: 4-headed Gleeok x10

Yeah, I kind of just threw things together for the final boss. Didn't actually realize how powerful some of those enemies are, so I'll probably remove the two weaker Patras, switch the Lanmolas down to about a third of Link's walking speed, and give the player a red potion before the Gleeok battle (or reduce their attack power to 1/4 heart). I like how funny the Gleeok looks to reduce the number of heads, so I'd much rather weaken it in some way.

Anyways, it's not much, just a single two-floor dungeon that I threw together over the last couple weeks for the Expo. I want to see how well a Metroid-style exploration theme works in ZC. If the idea goes over well, I'll try making a full game out of the idea. For now, I just slapped it together with no real prior experience out of the Game Boy tileset because I was running out of time.

Not anything to be overly proud of, but I'm happy I actually finished something for once. I'll do the final bug fixes tomorrow and submit it.

By the way, when I submit this to the Expo, do I need to host it myself? If so, what service should I use? I don't have an account with any file sharing sites at all, and don't know what to do.


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