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What did you accomplish in ZC today?


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#991 Schwa

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Posted 05 March 2013 - 05:38 AM

QUOTE(kurt91 @ Mar 5 2013, 02:13 AM) View Post

Still leaves me happy that I own a PC controller. It's a lot faster and easier to twirl a Control Stick than it is to mess with the arrow keys like that. Of course, if I wanted to take the cheap way out, I could always just set it up so a single button would take care of all of that for me. (I wouldn't do that, though.)

Actually, go ahead if you want! Test it out both ways when you try my game out. The more feedback the better.

QUOTE(kurt91 @ Mar 5 2013, 02:13 AM) View Post

That gives me an idea, is it possible to count the frames it takes for a player to input a combo like that? If so, you could punish players who try to do a sneaky trick like binding the full combo to a controller button by seeing if they pull it off faster than what's obviously possible (pulling off a Spin Attack in a single frame), and then make Felix trip or something instead. (I would laugh if you pulled something like that off.)

I'm not worried about that. See the little yellow glowing trapezoid next to the A-Button item in the Subscreen? That's the Heat Gauge. Special moves drain it, and it slowly refills; the Spin Attack drains half of it in one go (at least at first). If you use too much Heat without letting it recharge, you Overheat for a while, disabling all your special attacks while simultaneously reducing all damage you deal and increasing how much you receive.

Making Felix trip while trying to Spin Attack (or even Guard) while standing on slippery ice, though, is a feature I definitely want. Once I script ice way later on, at least.

Also, the ultimate lowest number of frames a computer program could perform a Spin Attack is 8, I believe. The fastest I can do it with my fingers on the keyboard (using the NumPad as my preferred arrow keys) is roughly 15 to 25 frames, but if I have 40 to 60 frames I can do it super efficiently and never get counterattacked out of it. I'm aiming for it to be optimally useful at that 60-frame (one second) mark, as if that's "par" for skillful gameplay with it. If players want to hotkey it to their own button, that's fine by me, it's just my goal to make it playable without that too (and either way, due to the Heat Gauge, you still can't spam it-- good thing too: it deals about 4x to 5x sword damage to everything in radius AND stuns them, AND destroys all enemy projectiles in radius, AND leaves you 100% invincible mid-spin and for half a second afterward).

EDIT: I'll answer anything you'd like about my Quest in PMs, you know. icon_wink.gif Both of us are heavy ranters in these forums and it would be a shame to derail this (lovely) thread too much. That much is Schwabvious.

Edited by Schwa, 05 March 2013 - 05:43 AM.


#992 Orithan

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Posted 05 March 2013 - 07:45 AM

Today, I was working on the subscreen to my new Touhou Quest that I unveiled in SOTW.
The protagonists, two girls called Reimu Hakurei and Marisa Kirsame (the two playable characters, with you only being able to choose one for the quest), start off with the equivalent to 3 Heart Containers and can have up to a maximum of 7, two being obtained through sidequests and the other two obtained through two of the later dungeons. Unlike most quests, the 'hearts' (displayed as red stars) are divided into 1/5ths rather than 1/4ths, effectively giving the player 8 3/4 heart containers instead. I'll have to tell you more later...

#993 SpacemanDan

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Posted 06 March 2013 - 12:31 AM

Did a lot of bug fixing today. There's a slight problem with the dungeon item at the moment, but I've got ideas on how to fix it so it shouldn't be an issue. I still need to add a puzzle or two though. >_> I know where I want to put them, I'm just not sure what I'm going to put there just yet. XD I think a proper update will be in order soon though. I'd like to think there's enough new stuff to show. icon_smile.gif

#994 kurt91

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Posted 06 March 2013 - 04:12 AM

To be honest, not much has actually gotten done on my end. I finally fixed my new boss fight and now need to just balance it out HP-wise. What I'm working on now is teaching myself how to work the SFX editor. I don't plan on going overboard with this and replacing absolutely everything. Some of the default sounds are just fine in my opinion. It's just that some sounds, such as the low health alarm, are very irritating and should be replaced with something more tolerable. (also, immersive background effects would be really cool to add as well)

I also downloaded Anvil Studio and another MIDI creation program, and I'm going to try and teach myself how to use them to make some unique background music for my quest. I found something that sounded really neat, but needed tweaked a bit to fix a few ear-torturing "notes".

Edited by kurt91, 06 March 2013 - 04:14 AM.


#995 Schwa

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Posted 06 March 2013 - 03:43 PM

Today I decided I need to completely re-scrpit the system that draws the (buggy) diagrams I showed you in my latest screenshot. So I got started on the prep work in the quest Tilesheet.

I decided I'd rather use up an entire tile page to draw out each individual diagram as a block of tiles, rather than tediously make the game pick out exactly which tiles it needs by Tile # and lay them down like I'm picking out all the 4s and all the Diamonds from a full deck of cards and flimsily laying them out on a table and hope they don't get all crooked. Stability is power in this instance. I'm going with that approach.

Now that the Tilesheet stuff is laid out, time for the easy part: scripting it.

EDIT 7 HOURS OF CUTSCENE-CONSTRUCTING LATER:
And done.

Oh my God, guys. Oh, my, God.

When you see this thing in action you are going to FREAK. OUT. icon_bounce.gif Nhnhnhnhnhnhnhn!!

Edited by Schwa, 06 March 2013 - 10:35 PM.


#996 SpacemanDan

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Posted 08 March 2013 - 11:58 PM

Spent practically the entire day scripting this one thing for the 4th dungeon. But I'm very happy with it. icon_smile.gif Got solid feedback from those testing the dungeon so I've still got a little more to do before I can call it 100% done. But it's practically there. icon_smile.gif

#997 Jared

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Posted 09 March 2013 - 12:26 AM

Sounds awesome, SpacemanDan!

Today I made many screens for the Ruined Forest in my quest.

#998 Evan20000

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Posted 09 March 2013 - 12:35 AM

Magitec Factory in IoR is almost done. Just a few more rooms to go and then a few rounds of playtesting.

#999 kurt91

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Posted 09 March 2013 - 04:27 AM

In ZQuest? Absolutely nothing. Progress towards my quest? Well...

I came up with an interesting idea after playing parts of an audio-edited Sonic hack called Sonic: Reversed Frequencies. For those of you who use programs like Anvil Studio, imagine having the music on the Piano Roll view. Now flip every single track over on that roll vertically, so all of the low notes are now high notes and vice-versa. That's what the game did to all of the audio.

I spent the day experimenting with the idea for the background music in my quest. The results sounded pretty good, actually. It's familiar enough that you can figure out the original with a bit of effort, but different enough to be unsettling, which is exactly the mood I want to go for with this quest.

The only drawback is, it's going to take me about a full day of editing for each and every song I choose to use, so if I decide to go this route for the music, I'm going to be doing much more work than if I had just set up normal music. Still, from how my first attempt sounded, this will probably be worth it.

#1000 SpacemanDan

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Posted 09 March 2013 - 10:25 PM

@Jared - Thanks. icon_smile.gif Glad to hear of progress on your quest as well. :3

Did some more bug fixing of the 4th dungeon. I'm going to hand it over for another small run of tests, and if all goes well I can safely call the dungeon complete! icon_smile.gif

#1001 Theryan

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Posted 10 March 2013 - 11:39 PM

1000th.1001st
Finally got all of the dungeon tiles I need ripped and recolored. Now to make combos out of them all...

Edited by Theryan, 11 March 2013 - 12:46 AM.


#1002 Jared

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Posted 10 March 2013 - 11:44 PM

Wow, this thread is over two years old! Time does fly by...

#1003 Russ

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Posted 11 March 2013 - 02:46 AM

So today, I finished up all the big script cutscenes that determine which final boss you fight and which ending you get. That took a lot more work than it should have. Now, three final bosses to script, three ending cutscenes to make, and this quest will finally be finished and ready for testing. It feels so good to finally be this close to the end.

#1004 Tree

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Posted 11 March 2013 - 02:52 AM

Today, (Actually over the course of a few months) I've realized that Zquest just isn't for me. It's a waste of my talents. I... I just can't. I'M DONE!

Nah, I'll probably be crawling right back in a couple of months, but I don't think there will be a quest released from me anytime soon, not that anyone gives a damn icon_razz.gif



#1005 Hoff123

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Posted 11 March 2013 - 03:51 AM

QUOTE(Keiichi123 @ Mar 11 2013, 08:52 AM) View Post

Today, (Actually over the course of a few months) I've realized that Zquest just isn't for me. It's a waste of my talents. I... I just can't. I'M DONE!

Nah, I'll probably be crawling right back in a couple of months, but I don't think there will be a quest released from me anytime soon, not that anyone gives a damn icon_razz.gif


Oh, why's that? Too limiting? Weird workflow? icon_frown.gif

Anyway, yesterday I made my first script and learned some stuff. It was awesome icon_smile.gif.

Edited by Hoff123, 11 March 2013 - 03:51 AM.



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