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What did you accomplish in ZC today?


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#931 kurt91

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Posted 09 February 2013 - 06:31 AM

Sorry, you're getting sort of close, but it's not a rogue-like game. It's more of another proof-of-concept quest I'm putting together to prep for my main project. (Hint: My last proof-of-concept project was to study how well the Metroid formula works in ZC. This proof-of-concept is to study character customization as well as learning how to use the enemy editor) Even so, I'm putting a lot more polish into this one than my last one, and if everything works the way I want to on it, I can actually release "expansion packs" for it.

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 Shane

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Posted 09 February 2013 - 06:29 PM

Opened up ZQuest and done some actual work. :o

#933 SpacemanDan

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Posted 09 February 2013 - 11:47 PM

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)...

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

IPB Image
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! icon_biggrin.gif

You have no idea how much fun I'm going to have with this. icon_twisted.gif

#934 Shane

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Posted 09 February 2013 - 11:53 PM

Haha, nice. Cool stuff as usual, Dan. icon_smile.gif Also nice screen. icon_razz.gif

[removed]

Edited by Shane, 10 February 2013 - 03:07 AM.


#935 Orithan

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Posted 10 February 2013 - 02:43 AM

QUOTE(SpacemanDan @ Feb 10 2013, 03:47 PM) View Post

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)...

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

IPB Image
Oh god no.

Love Coloured Masterspark! How dare that Kirsame girl disguise herself as an Armos icon_razz.gif
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 icon_heh.gif).

 hr[/hr]

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 kurt91

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Posted 10 February 2013 - 06:03 AM

The first floor of my single-dungeon quest is finally finished. All that's left to polish it up before I look for beta testers is to fix some messed up Link graphics (sword slashing and holding up items) and tweak a couple screens so that their secrets reset if Link dies. Once that's done, I'm ready to find some people to test it and give me feedback.

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 SpacemanDan

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Posted 10 February 2013 - 07:33 AM

QUOTE(Orin XD @ Feb 10 2013, 02:43 AM) View Post

Love Coloured Masterspark! How dare that Kirsame girl disguise herself as an Armos icon_razz.gif
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 icon_heh.gif).


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 Schwa

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Posted 12 February 2013 - 10:08 AM

I just got a beautiful Boss HP Gauge fully scripted and functional. As you attack the boss, the HP gauge flashes while depleting, changing into a different color; you have to deplete the entire HP gauge over and over again and when the last color of the gauge is gone, you're done. It's something that's been done in various action-brawler games, mostly I've seen it in Devil May Cry and Viewtiful Joe (both by the same company) and I wanted to use it here too. I'm so satisfied. icon_thumbsup.gif

Next up... gotta work on the actual scripted boss! Hope everyone here doesn't mind tentacles... icon_superevil.gif

#939 kurt91

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Posted 14 February 2013 - 12:43 AM

Sorry, never played DMC, and it's been forever since I've played Viewtiful Joe. You say it changes color and you deplete it multiple times. Does that mean it's anything like the system in Kingdom Hearts? For example, you attack the boss and the red health bar decreases to reveal orange, and once the red health bar is gone, the orange will decrease to reveal green, and then finally the green will decrease to black and it's finished?

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 Schwa

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Posted 15 February 2013 - 05:40 AM

QUOTE(kurt91 @ Feb 13 2013, 09:43 PM) View Post
Does that mean it's anything like the system in Kingdom Hearts? For example, you attack the boss and the red health bar decreases to reveal orange, and once the red health bar is gone, the orange will decrease to reveal green, and then finally the green will decrease to black and it's finished?

Exactly. Here, I'll show you. Keep in mind it's very unfinished, though.

IPB Image IPB Image IPB Image

For a start, not too bad, you think?

QUOTE(kurt91 @ Feb 13 2013, 09:43 PM) View Post
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.

I made sure that won't happen in mine. icon_wink.gif The Boss Meter can turn a maximum of 10 different colors, and I programmed it so that I can individually specify the % of the boss's HP each color stands for. So, if I wanted, I could make this boss's meter only yellow and not orange or red, and drain at only 1/3 the speed. Same exact amount of HP, different ways to show it. icon_smile.gif Neat, huh? Even the text "Infected Knight" is customizable; my only limitation is that I made it use 20 characters, no more no less, so the way you see it is actually five spaces before the first letter. ^^

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. icon_razz.gif I'll get it eventually.

#941 NoeL

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Posted 15 February 2013 - 06:00 AM

i dun drawed a house

#942 kurt91

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Posted 15 February 2013 - 06:10 AM

QUOTE(Schwa)
For a start, not too bad, you think?


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...
IPB Image

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.)

QUOTE(Schwa)
When you actually play it it'll look so different than the screenshots, too, since I haven't added his tentacles yet.

Well then, hurry up so I can try a demo then, dammit! icon_biggrin.gif

#943 Shane

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Posted 15 February 2013 - 06:33 AM

Nice work guys!

Edit: Today, I did some minor progress on version 2.0 of my quest. icon_biggrin.gif

Edited by Shane, 15 February 2013 - 06:40 AM.


#944 Schwa

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Posted 15 February 2013 - 07:25 AM

QUOTE(kurt91 @ Feb 15 2013, 03:10 AM) View Post
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.

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. icon_wink.gif

QUOTE(kurt91 @ Feb 15 2013, 03:10 AM) View Post
Well then, hurry up so I can try a demo then, dammit! icon_biggrin.gif

icon_freak.gif TRYING

IT'S HARD OKAY

#945 Shane

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Posted 16 February 2013 - 07:40 AM

Jared helped me build our tileset today during our Skype call. ZQuesting couldn't get any more better for me. icon_love.gif


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