What did you accomplish in ZC today?
#871
Posted 02 December 2012 - 03:02 PM
#872
Posted 03 December 2012 - 01:09 AM
Later on today, here's what will be on my ZC agenda: Finish designing rooms and add enemies in Level 5 in my Fifth quest. Fix the Triforce frame and subscreen vines on the inventory screen.
#873
Posted 03 December 2012 - 01:14 PM
#874
Posted 03 December 2012 - 05:36 PM
Planning on adding extra dungeon tiles, house tiles, and a larger variety of trees next.
#875
Posted 05 December 2012 - 01:16 AM
Line count so far (this script): 151 lines.
Edited by Orin XD, 05 December 2012 - 01:20 AM.
#876
Posted 05 December 2012 - 07:31 PM
#877
Posted 06 December 2012 - 11:27 PM
#878
Posted 06 December 2012 - 11:30 PM
Just need to keep up this wave of inspiration...
#879
Posted 08 December 2012 - 02:17 AM
#880
Posted 08 December 2012 - 04:59 PM
Edited by jetbox, 08 December 2012 - 05:00 PM.
#881
Posted 08 December 2012 - 07:58 PM
#882
Posted 09 December 2012 - 12:07 PM
#883
Posted 09 December 2012 - 05:55 PM
#884
Posted 10 December 2012 - 03:55 AM
I decided to try to create my own fairy partner system and actually build a quest around some of the mechanics I plan on giving my fairy system. It's going to be a quest that takes place in a massive Lost Woods (don't worry, not every screen will be a maze screen
My fairy partner system gives Lili a set of modes under which she operates. One mode is sort of area-specific, involving her leading the way through certain areas in which a wrong turn could take you back to where you started. The other four modes are used when she is not busy leading you through these areas, and can be cycled using the extra input buttons 1 and 2.
So far, I have two modes: Follow and Target. Follow, her default state, causes her to simply follow you around (nothing impressive, I know...) and Target causes her to follow a given enemy target or interactive FFC target until all targets are exhausted (e.g. dead) or you switch her away from Target mode. If Lili has nothing to target, she defaults to following behavior. You can cycle targets using the extra input buttons 3 and 4. When you first enter a screen or when her current target dies, she will automatically switch to the target nearest her (prioritizing enemies over FFCs; if you want to target FFCs with enemies around, you have to cycle through targets).
What's the point of Target mode, you ask? Why, there shall be certain weapons that can home onto a targeted enemy or FFC!
Her currently selected mode is shown on the passive Subscreen just above the currently A-selected item as seen in these screenshots (never mind the terrible screen designs, these are just test screens):
Follow Mode

Target Mode

Believe me, when I actually start on the quest itself (and not just messing around with the scripts), the aesthetics will be MUCH better. I'm a perfectionist. I'm also very fond of the gameboy Zelda graphics, so sue me.
I'll create a thread for the project after I've officially started it.
Edited by Soga, 10 December 2012 - 04:03 AM.
#885
Posted 10 December 2012 - 12:12 PM
What other modes are you planning on adding? Are you looking for more ideas?
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