What did you accomplish in ZC today?
#931
Posted 09 February 2013 - 06:31 AM
Oddly enough, when I was making resources for my main project, I ended up making enough stuff that I could build a rogue-like out of it all. The only thing I would need that I can't do (I think) would be to make a script that would randomly-generate maps out of an array of pre-built rooms. However, I could fake it with a pair of dice. (My pre-built rooms are actually already put together in an array, funnily enough) Give me some time to finish what I'm working on now, and I'll see what I can put together.
#932
Posted 09 February 2013 - 06:29 PM
#933
Posted 09 February 2013 - 11:47 PM

This. Yep. I can draw a line now. It's totally not harmle-

Oh god no.
The armos isn't actually what does it or anything. I was just using it to test this fancy laser out! Majority of the drawing function had already been done when I borrowed it. I tweaked it slightly and added some collision detection to it with some more assistance. Most of it was done yesterday. I just kinda fixed a few more things up and whatnot. I'd like to do more with it to make it more my own, but I'm happy with it so far. And I learned me vectors in the process!
You have no idea how much fun I'm going to have with this.
#934
Posted 09 February 2013 - 11:53 PM
[removed]
Edited by Shane, 10 February 2013 - 03:07 AM.
#935
Posted 10 February 2013 - 02:43 AM
With a lot of help from Moosh (who let me use his drawing method, which I modified slightly to suit my needs. Though you wouldn't be able to tell by just looking at the screens. ): ) and LinktheMaster (who helped me get collisions going)...

This. Yep. I can draw a line now. It's totally not harmle-

Oh god no.
Love Coloured Masterspark! How dare that Kirsame girl disguise herself as an Armos
I'm guessing that this is going to be for YPaQWYCHBMO. You always seem to include references to Touhou in your quests (not that I'm any different
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I know that this is out of ZC, but this technically counts: I was laying down a plan for Level 7 of the old PZCQuest in Photoshop, to show an example of a dungeon that could be in PZCQuest. Need to finish that.
#936
Posted 10 February 2013 - 06:03 AM
Before the initial release, I need to build at least two more floors if I'm planning just a demo version, and four more floors if I want to jump straight to an "official" version. I've also got the subscreen to set up, but considering what I've learned from building what I have so far, this should be really fast, with the only thing slowing me up being artwork.
After that, I can tranfer what I need to my main project, and be ready to go on that. Also, depending on feedback, I can whip up some expansions for this one. It's a lot different from a typical quest, so I'm not exactly sure how well it'll go over.
Anyways, expect some requests for beta-testers tomorrow. (Tomorrow? Today? It's 3:05 AM where I'm at.) I'm going to need at least one person who's really good at fighting. I'm talking somebody who could beat NES Zelda in their sleep. Also, at least one person with "average" skills, and somebody who probably isn't very good at playing quests. I need to make sure things aren't broken, difficulty-wise. Considering one of the big things on the quest is that it can change difficulty depending on how you plan on playing, and is built for speed-runners, I need to know how well things work with a variety of play-styles before I move on to the next part of the dungeon.
Edited by kurt91, 10 February 2013 - 06:04 AM.
#937
Posted 10 February 2013 - 07:33 AM
Love Coloured Masterspark! How dare that Kirsame girl disguise herself as an Armos
I'm guessing that this is going to be for YPaQWYCHBMO. You always seem to include references to Touhou in your quests (not that I'm any different
It's partly a Touhou reference. The script that the lovely armos is demonstrating is actually something I'm working into being an Ace Combat reference. Specifically, Zero where there's a tower known as Excalibur that can shoot lasers. Here's a video of the mission in question if anyone's curious. :3
#938
Posted 12 February 2013 - 10:08 AM
Next up... gotta work on the actual scripted boss! Hope everyone here doesn't mind tentacles...
#939
Posted 14 February 2013 - 12:43 AM
Kind of off-topic, but it's really funny. When you fight the Rock Titan in KH, it actually has more health than the game is programmed to show, so you attack it and the health bar doesn't decrease until you've depleted it to where it can start going down. Kind of gives you a bit of panic for a bit when you fight it the first time because absolutely nothing you do seems to work against it.
#940
Posted 15 February 2013 - 05:40 AM
Exactly. Here, I'll show you. Keep in mind it's very unfinished, though.

For a start, not too bad, you think?
I made sure that won't happen in mine.
Oh, the meter flashes too when you deal damage. Screenshots won't show that. When you actually play it it'll look so different than the screenshots, too, since I haven't added his tentacles yet. I'm having trouble, actually; trying to think up a way to have the FFC Script keep track of five different NPCs at once and tell them apart without trouble. Not going so well. I'm not using ghost.ZH either, everything's done by hand... no Easy Mode for me, thanks.
#941
Posted 15 February 2013 - 06:00 AM
#942
Posted 15 February 2013 - 06:10 AM
Depends of if you mean from a technical standpoint or a visual one. Technically, it's very impressive and I love the way you describe it working. Visually, I have two very minor comments. First off, the text you have for "Infected Knight" is slightly difficult to read clearly. It might be just because of the size of the picture, but if you could clear it up just a touch, it would be nice. The other thing, and this is more of a personal opinion, but I'd like to ask: Can you use more shades for each color, or are you pushing it for palette space? I find that a bit of shading on HP bars like that look much MUCH nicer, and it's a small touch that makes a big difference.
Posting an image to both stay on-topic and give an example...

I spent the last few hours working on a custom subscreen for my quest. Needless to say, I need to straighten things out slightly and figure out how to get rid of that rectangle in the corner, but I'm really happy with how it looks.
The borders around the slots for the equipped weapons are an example of how I think an HP bar would look best shaded. It just seems to add a bit of shape. (I originally wanted to show the Magic Meter, but it seems I don't have any magic when I started up the quest to test it.)
Well then, hurry up so I can try a demo then, dammit!
#943
Posted 15 February 2013 - 06:33 AM
Edit: Today, I did some minor progress on version 2.0 of my quest.
Edited by Shane, 15 February 2013 - 06:40 AM.
#944
Posted 15 February 2013 - 07:25 AM
The borders around the slots for the equipped weapons are an example of how I think an HP bar would look best shaded. It just seems to add a bit of shape. (I originally wanted to show the Magic Meter, but it seems I don't have any magic when I started up the quest to test it.)
Ohhhhh! ...I think that'll be no hassle, actually. I never thought about that, but yeah, the way I set it up, making each color use two different shades will actually only take a couple lines of extra code! That's excellent, and once I try this, if I like it you're definitely going in the credits. Thanks loads!
The other thing I wanted to do is add a dark grey shadow behind the max width of the boss bar, the same way Felix's has. I'll have to actually draw that out as a line of combos though. The entire Boss HP gauge is made up of primitives via Screen->Line(), and using too many primitives can slow the game down a lot. And I just haven't bothered to add the shadow part yet. I wanted to get the colors and the HP-displaying working first, that was the important part. Like I said, it's basically just a first draft.
The text shouldn't matter too much. Your focus in the game should be on the fight, not on the gauge.
IT'S HARD OKAY
#945
Posted 16 February 2013 - 07:40 AM
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