Jump to content

Photo

What did you accomplish in ZC today?


  • Please log in to reply
4964 replies to this topic

#916 nicklegends

nicklegends

    Trofessional Pransposer

  • Contributors
  • Real Name:Ed
  • Pronouns:He / Him, They / Them

Posted 21 January 2013 - 03:52 AM

QUOTE(InvertedMean @ Jan 20 2013, 02:47 PM) View Post

Nothing.

InvertedMean, your post doesn't really contribute to the topic on hand, thus making it a substanceless post.

QUOTE(Jared @ Jan 20 2013, 03:27 PM) View Post

Please don't make posts like this. We're interested in what you did, not what you didn't do.

I also see this as borderline rent-a-modding, Jared, though I know you mean well.

#917 Rambly

Rambly

    Magical Witch

  • Members
  • Pronouns:She / Her

Posted 21 January 2013 - 05:03 AM

QUOTE(InvertedMean @ Jan 20 2013, 04:47 PM) View Post
Nothing.

I didn't do anything either, really. I've been pretty lazy when it comes to ZQuest! Aaahh.

#918 Shane

Shane

    🤍

  • Members

Posted 21 January 2013 - 05:48 AM

QUOTE(Rambly @ Jan 21 2013, 07:33 PM) View Post

I didn't do anything either, really. I've been pretty lazy when it comes to ZQuest! Aaahh.

Same here. I have so many ideas in my head, but no motivation to put them in ZQuest whatsoever.

Well... I'm doing something right now - I'm helping someone organize their tileset a little bit more, all I need to do now is add all the combos.

#919 Jared

Jared

    Deified

  • Members
  • Real Name:Jared
  • Pronouns:He / Him
  • Location:Massachusetts

Posted 29 January 2013 - 11:54 PM

I made a shot for Screenshot: Challenge Accepted...that's it. icon_razz.gif

#920 Anthus

Anthus

    anthus

  • Contributors
  • Real Name:Antbus
  • Location:Ohio

Posted 30 January 2013 - 02:32 PM

I finished testing the first dungeon so it is playable with no game breaking errors. It still needs a bit of tweaking though, cause some parts of it feel rigid.

#921 ShadowTiger

ShadowTiger

    The Doctor Is In

  • Members

Posted 30 January 2013 - 07:18 PM

Spent most of my waking day Bug-Fixing and testing Dreams of Yesterday again. I've said it before and by golly I'll say it again, I have the best quest testers in the world. Cannot thank them enough. You know who you are. <3

... either that, or there are so many bugs in the quest that you can't take a single step without encountering several dozen of them.

I am not unwilling to accept that to be the case.

#922 Theryan

Theryan

    Burrito

  • Members

Posted 30 January 2013 - 10:45 PM

Finally finished getting the overworld tiles(most combos) done for my quest and imported all the dungeon wall tiles I'll need. Still a lot of work to be done, though.

#923 SpacemanDan

SpacemanDan

  • Members
  • Location:Ontario, Canada

Posted 03 February 2013 - 12:13 AM

Doing some touching up and bug fixing of an old quest of mine I'd like to throw onto the database. Once I can play through the main part of the game without any bugs, I'm planning on adding a few new things in. But for now, I'm focusing on polishing up the older stuff. And it's going wonderfully so far. icon_smile.gif I'm actually planning to go back to my other two quests to update them to 2.5 as well as fixing and polishing them up a bit so I can put them up on the database.

As far as YPaQWYCHBMO, I'm taking a small break while I work on the above. Mostly so I can go back into it full steam once again and with a clear mind! icon_biggrin.gif

#924 klop422

klop422

    Guess I'm full of monsters and treasure

  • Members
  • Real Name:Not George
  • Location:Planet Earth

Posted 03 February 2013 - 04:12 PM

I put my quest online a week or so ago, and I've gotten some criticism in my 1st dungeon. I think I fixed it

#925 coolgamer012345

coolgamer012345

    🔸

  • Members
  • Location:Indiana, USA

Posted 03 February 2013 - 04:55 PM

i almost finished my Oot Demo,and i am working on another zelda game....i need to make a new topic about my game......NEW:turns out i got to finish my demo

Edited by coolgamer012345, 03 February 2013 - 09:57 PM.


#926 ShadowTiger

ShadowTiger

    The Doctor Is In

  • Members

Posted 04 February 2013 - 08:18 PM

Today, I feel accomplished.

I made two rooms.

But I made them work. That's the important part. They work.

Two very complex functionality-related rooms that would have not been possible in your wildest dreams in 2.10, yet perform seemingly normal, 2.10-like functions. One screen checks your health, and the other charges you cash to get past it.

The first screen uses a fairly simple script to check to see if you have more than 16 Heart Containers. If you don't, then nothing happens. If you do, it triggers the screen's secrets. If you approach the guy in the room with too few HCs, you get warped to a screen where he stands in front of the door, blocking your path. If you do have enough HCs, you get warped via Direct Warp(B) to another room with a more welcoming string and him having moved aside for you, literally gesturing you inside. (I drew the sprite. Looks like a fearsome old man in a cape.)

If you go back, you trigger secret a secret trigger that removes any warps, enabling you to go to the north door, bypassing the warps that do the checking.

When you go to the second room, you go up a little, and the old guy phases in, and tells you he needs cash to fund his .. uh .. food habit, (Old dudes gotta eat, m'rite?) But that's not all. The room has special mechanics that don't let you past him, even though you could otherwise walk right past him and just go north.

When he collects the money, the screen's secrets go off and the obstruction turns into warps under layer 1, the carpet, that acts like a warp to the next screen where he phases out, and a timed direct warp sends you to the final room, in the upper half of the first room, where you can step on an invisible floor trigger to disable the whole sequence where he asks for money. Just in case you leave before triggering the secrets, an invisible obstruction prevents you from going back south, forcing you up to the north to trigger the secret. It works seamlessly, and I'm very proud of it.

Now I just have to figure out what I'm going to do with the rest of the area. Do I make an overly convoluted miniboss, just like in Enigma Castle's Gun courtyard? Hm. That old man can be quick...



Damn. I know this sounds silly and simple, but it took me like two or three hours to do all the testing on-and-off for this, not to mention the bug-testing. All I've been doing for months is bug-testing. -.- I haven't actually built anything in years. Man. ..

#927 Schwa

Schwa

    Enjoy the Moment more. This strengthens Imagination.

  • Members
  • Real Name:Hunter S.
  • Location:Redmond Subspace (I had a Potion)

Posted 07 February 2013 - 08:55 AM

Today... I re-learned ZScript. At last. And I fixed a MAJOR bug that's been there ever since I designed the Slingshot: Now when fired bullets strike enemies, the enemies will actually be knocked back in the correct direction! FINALLY!

See, since I re-programmed the physics for knocking back enemies, I had to manually define it in any of the custom items and weapons I made. Slingshot bullets had an annoying bug where they would sometimes knock enemies in random directions instead of in the direction the bullet was traveling. And now that bug is GONE. icon_slycool.gif Furthermore, the bug is fixed with every scripted LWeapon I ever write in the future, since all my LWeapon scripts borrow some of the same routines, such as setting enemy knockback direction in this case.

I feel just... amazing. It took me a while, but I finally got this down! Gonna spend some more time re-organizing my scripts into a more readable format as time goes on, of course, but the toughest part is out of the way, which is actually being able to write it once again. YES.

Oh, what I also did today was re-discover this old website, a favorite of mine while ZScripting: www.anydice.com. It is a Probability Calculator, complete with visual graphs and support for both simple and complex mathematical syntaxes (syntaxi?), so any of you script junkies who want to make their game determine something by die roll will find this to be an invaluable resource. icon_smile.gif For instance, I made my Bombs' attack damage 24 + two 12-sided dice + one 8-sided dice, meaning anywhere from 24 to 56 but very heavily weighted in the center, so the majority of blasts will deal in the 36 to 44 range, and if you're rather lucky or unlucky you'll hit the edges of that curve (you have a 0.07% chance to do the max 56 damage or the minimum 24 damage, meanwhile a 6.38% chance to do 40, right in the middle). Like a standard RPG, you know? And the graphs on this site helped me figure that out. ^^ I haven't even discovered half the tricks this thing can do, I'll bet.

Edited by Schwa, 07 February 2013 - 09:03 AM.


#928 Russ

Russ

    Caelan, the Encouraging

  • Administrators
  • Location:Washington

Posted 07 February 2013 - 11:51 AM

Out of curiosity Schwa, do you use ghost.zh for any of your scripted enemies, or do you do them all entirely by hand? Ghost has a function for enemy knockback... I mean I guess it's moot now, but you could have locked to see how it was handled there. Then again, I know you generally like to do your own thing, but I figured I'd at least throw that idea out there.

#929 kurt91

kurt91

    Follower of Destiny

  • Members
  • Real Name:Kurtis
  • Location:Eastern Washington University

Posted 09 February 2013 - 02:24 AM

I finally got the main gimmick for the first floor of the main dungeon in my quest working.

You guys know how in Phantom Hourglass and Spirit Tracks, there was a primary dungeon where you had to keep returning and exploring further throughout the game? My dungeon is sort of like that, only slightly more streamlined. It's the ONLY dungeon in the quest, and you aren't required to replay through floors you've already completed, and are able to bypass them to head straight for the new challenges.

The gimmick behind it is that you're going to be customizing Link throughout the entire dungeon, and no two people playing this quest will EVER have the same setup by the end. For example, the main upgrade for the first floor gives you a choice. You can either choose to learn the slash technique to help you battle enemies up close and personal, or you can obtain a sword that allows you to fire weaker sword beams regardless of how much health you have. If you choose one, you can never obtain the other. Every choice will heavily influence how you play the rest of the game. Heck, if you're not careful, you might end up having to play end-game areas with less than five hearts!

Anyways, I finally figured out how to get everything working, and all that's left until the first floor is fully complete is to finish up a handful of screens worth of combo flags and secrets, add items such as keys, and link up a few warps together. After all that, I can begin work on the second floor.

#930 Schwa

Schwa

    Enjoy the Moment more. This strengthens Imagination.

  • Members
  • Real Name:Hunter S.
  • Location:Redmond Subspace (I had a Potion)

Posted 09 February 2013 - 04:56 AM

QUOTE(Russ @ Feb 7 2013, 08:51 AM) View Post

Out of curiosity Schwa, do you use ghost.zh for any of your scripted enemies, or do you do them all entirely by hand? Ghost has a function for enemy knockback... I mean I guess it's moot now, but you could have locked to see how it was handled there. Then again, I know you generally like to do your own thing, but I figured I'd at least throw that idea out there.

All by hand, thank you. icon_smile.gif I kinda had to. The way the new Sword works, plus several of Link's other new actions and the game's general features, are fairly incomparable with everything ever.

Basically I scripted one really cool thing, which caused me to have to script some more things to make the first thing work properly, and then those things required me to write even more scripts, until soon I had completely unraveled the game engine and had written my own on top of it. WthSmiley.gif But, I liked what I saw, so I got busy fine-tuning the rough edges (and am still doing so, naturally). The result is/will be Project RCS.

Did you know he blinks his eyes when he stands still for a while? icon_biggrin.gif

EDIT:
QUOTE(kurt91)
The gimmick behind it is that you're going to be customizing Link throughout the entire dungeon, and no two people playing this quest will EVER have the same setup by the end. For example, the main upgrade for the first floor gives you a choice. You can either choose to learn the slash technique to help you battle enemies up close and personal, or you can obtain a sword that allows you to fire weaker sword beams regardless of how much health you have. If you choose one, you can never obtain the other. Every choice will heavily influence how you play the rest of the game. Heck, if you're not careful, you might end up having to play end-game areas with less than five hearts!

You've captured my interest. This definitely sounds like it will become a favorite of mine. Please see this one through to completion, I LOVE roguelikes. icon_smile.gif

Edited by Schwa, 09 February 2013 - 04:59 AM.



0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users