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What did you accomplish in ZC today?


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#886 Soga

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Posted 10 December 2012 - 02:47 PM

Is anybody else having trouble seeing these images in my post? I can change the image host if needed.

QUOTE(MoscowModder @ Dec 10 2012, 11:12 AM) View Post
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!


Oh, it will be! Plus: when I said that the quest takes place in a massive Lost Woods, I meant that in the sense that that would be the overworld, but there would of course be dungeons. I'm also thinking of having a special gimmick in each dungeon. Like in one dungeon, I'm thinking of having an Iron Knuckle chase you through the dungeon almost in a similar fashion as to how SA-X chases you around in Metroid Fusion.

QUOTE(MoscowModder @ Dec 10 2012, 11:12 AM) View Post
What other modes are you planning on adding? Are you looking for more ideas?


Guard, in which the fairy orbits you and looks for incoming enemy projectiles to intercept and swat away (same effect as if a projectile hit the Lv. 2 shield in most quests).

Item-Morph, in which the fairy seeks out dropped items such as extra bombs, extra arrows, magic bottles, etc. and morphs them into hearts.

Modes are unlocked as you progress throughout the game. For instance, when you first meet the fairy, you will only start with Follow. When you get your first homing weapon, she points out that she can guide the homing magic inherent in the weapon (and there will probably be a tutorial screen where she shows you how it all works). Also, If you'd like to suggest other modes, I would gladly take them under review.

#887 MoscowModder

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Posted 10 December 2012 - 02:55 PM

Sounds very cool. I look forward to seeing some demonstrations!

#888 Darkmatt

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Posted 13 December 2012 - 02:49 AM

Tossed out a map to work on it again.

It was a product of trying to speed-map using the memory of 1st quest as a basis. It didn't look well, and it kind of limited what I could do, so I started again.

Okay, well it's still going to be similar to 1st quest, but I will feel like I'll get a lot more freedom and my map will look far better as it progresses.

#889 Erdrick

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Posted 21 December 2012 - 12:46 AM

I finished most of Level 9 on my quest today. Now all that's left in the quest: fix a couple bugs, add a couple 5 rupee and bomb pickups and a couple aesthetic touches and the quest's done! icon_biggrin.gif

#890 SpacemanDan

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Posted 22 December 2012 - 11:43 PM

Finished the mini-boss of the third dungeon. Well, functionally it's done. I still need to balance it better as it's...easily the hardest thing in the quest as of thus by far if I leave it as is. >_> With that though, I just need to make a boss and make the puzzles work. Whoo! icon_biggrin.gif

#891 Russ

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Posted 23 December 2012 - 03:55 AM

I got a burst of inspiration today, and finished most of level 6 of TDW, planning on finishing the rest tonight. I also scripted the miniboss, which just leaves scripting a few more enemies and the boss, then placing enemies.

#892 SpikeReynolds

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Posted 23 December 2012 - 09:21 AM

Started working on Quest for the Trident again. Started work on a new (well, technically old) area.)

#893 Frocks7Snee

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Posted 23 December 2012 - 11:42 AM

I made 176 tiles for a basketball court in a school gymnasium for my quest. It took a while. icon_wacky.gif

#894 Mero

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Posted 23 December 2012 - 12:40 PM

Just figured out how to check if Peahats are vulnerable when the Z-Axis not enabled for enemies.

#895 Orithan

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Posted 23 December 2012 - 04:13 PM

QUOTE(blackbishop89 @ Dec 24 2012, 04:40 AM) View Post

Just figured out how to check if Peahats are vulnerable when the Z-Axis not enabled for enemies.

That sounds very useful. Makes me think of nerfing the Peahats.

#896 Erdrick

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Posted 23 December 2012 - 04:24 PM

I started work on a brand new quest, now that my unofficial continuation of the 4th quest is all about done. Now the fun part begins: laying the map out for the two overworlds. I'll work on the unnamed quest's overworld when I get home.

#897 Darkmatt

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Posted 27 December 2012 - 11:41 AM

Overworld's mostly populated with secrets. (and done, too)

It's not completely done as I still have info shops to figure out and superduperultramegasecrets to place, but it has the general makeup I want.

#898 Orithan

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Posted 27 December 2012 - 11:29 PM

Fixed a few bugs in ZLW, mainly relating to a bug within ZQ where it doesn't check for rearranging strings from within the string editor to keep the strings being used in Info Types correct. I also reduced the number of Octorocks and Moblins (again) in the earlier parts of the overworld. I really did not want to do that because there wasn't that many beforehand but people were still complaining about it. Its not like that an average of 4 shooting enemies on a screen when it has considerable open space without a shield is as cheap as some people make it out to be.
I also made some of the strings less vague, particularly the one about the Candle (for some reason, people keep missing that even though the string makes it pretty obvious where it is).

Edited by Orin XD, 27 December 2012 - 11:34 PM.


#899 Shane

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Posted 28 December 2012 - 01:25 AM

QUOTE(Orin XD @ Dec 28 2012, 01:59 PM) View Post

It's not like that an average of 4 shooting enemies on a screen when it has considerable open space without a shield is as cheap as some people make it out to be


Most screens were pretty cluttered last time I recall playing. I wouldn't think it's so cheap if you didn't have projectile enemies so early on without a shield.

#900 Orithan

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Posted 28 December 2012 - 03:31 AM

Well, you haven't played the Expo update. I removed a lot of useless clutter and nerfed the Octorocks' firing speed for that update. Keep in mind that the update has a few bugs and is not the most recent update (I don't recommend getting the most recent update because a bug with RC5 broke the info guys).

Edit: I am considering on making a fixed update. Keep in mind that this update will use ZC 2.5 if I do release it.

Edited by Orin XD, 28 December 2012 - 04:31 AM.



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