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What did you accomplish in ZC today?


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#871 Frocks7Snee

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Posted 02 December 2012 - 03:02 PM

Today I made some tiles and a screen for my custom boss. Also you lost the game. xD

#872 Erdrick

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Posted 03 December 2012 - 01:09 AM

I accomplished quite a bit yesterday for an update of the BS style First Quest. Made the level 8 boss much easier to deal with and re-did a couple sprites to match the SNES version. (Armos, Rocks and small rocks are now the correct colour) However, a couple road blocks were hit. Apparently, pushable graves and layers don't get along. The same can be said with a layered rock on one screen.

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 klop422

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Posted 03 December 2012 - 01:14 PM

Added many caves, made a special dungeon cave entrance tile, and nothing else, yet...

#874 Moon

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Posted 03 December 2012 - 05:36 PM

Added a large variety of paths and mountains to my enhanced classic tileset.

Planning on adding extra dungeon tiles, house tiles, and a larger variety of trees next. icon_smile.gif

#875 Orithan

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Posted 05 December 2012 - 01:16 AM

Got the movement function for the final boss in ZLW all done and fine-tuned (although I am disappointed about the fact that the functions that emulate built-in enemy movement in Ghost.zh seem to be bugged icon_sweat.gif).
A little spoiler about some of its attacks

Line count so far (this script): 151 lines.

Edited by Orin XD, 05 December 2012 - 01:20 AM.


#876 SpacemanDan

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Posted 05 December 2012 - 07:31 PM

Nearly completed the third dungeon item for my quest, as well as some of the puzzles for the third dungeon. That leaves me extra enemies, the mini-boss and the boss. So I'm nearly done the third dungeon. I think. O:

#877 Erdrick

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Posted 06 December 2012 - 11:27 PM

Level 7 in my Fifth Quest is about halfway done. Slowly, but surely, it's getting there. I'm starting to run out of ideas for this dungeon with enemy placements. There's so little to work with:i red/blue bubbles, a random mini-boss or the enemies (keese/gels/Ropes/Stalfos/Goriyas). I have the boss done, but I have rooms and enemy placement to do.

#878 MoscowModder

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Posted 06 December 2012 - 11:30 PM

At long last, I'm making "real progress" in Solaris. The first of 8 parts of the first major dungeon is finished (note that these parts are fairly small - nothing truly massive).

Just need to keep up this wave of inspiration...

#879 Erdrick

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Posted 08 December 2012 - 02:17 AM

It's hard to believe this, but my Fifth Quest is almost complete. I designed the frame of Level 8 (again). All the passageways and items are set. Now the fun part comes: Designing the rooms and enemies for curious adventurers who don't fall for the dungeon's many traps. I may be able to finish this in a couple days if everything goes as planned.

#880 JetBox

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Posted 08 December 2012 - 04:59 PM

I beat Zelda 1, Reversed! All in 1 day!

IPB Image

Edited by jetbox, 08 December 2012 - 05:00 PM.


#881 Shane

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Posted 08 December 2012 - 07:58 PM

Completed a map for my quest. Does this mean we're one step closer to a demo? Perhaps~

#882 Jared

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Posted 09 December 2012 - 12:07 PM

Ripped a bunch of graphics for Death Valley. 2 screens are made so far. Excited to build more. Getting closer to the quest having a demo!

#883 Erdrick

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Posted 09 December 2012 - 05:55 PM

Yes! Level 8 in my 5th quest is just about done in my quest. Just have to throw in 5 rupee and bomb items and then it's off to the grand finale. That is, Level 9. Never thought in a million years this quest was going to make it past Level 5. Level 9 is going to be really fun to complete.

#884 Soga

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Posted 10 December 2012 - 03:55 AM

For my first time writing scripts for ZC (I'm a ZQuest newbie), I've done something pretty darn awesome. So I saw this video on Youtube of a fairy partner system someone did a few years ago. Specifically:



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 icon_twisted.gif ), but never worry! Your fairy companion, Lili, will be there to help you through the Lost Woods; she knows the way!

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
IPB Image

Target Mode
IPB Image

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 MoscowModder

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Posted 10 December 2012 - 12:12 PM

Your images aren't showing up. I thought an existing fairy script had both following and targeting, but I've never seen or even heard of an entire quest revolving around a fairy. Sounds awesome, and I hope the real game is as cool as it sounds!

What other modes are you planning on adding? Are you looking for more ideas?


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