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What did you accomplish in ZC today?


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#1006 Tree

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Posted 11 March 2013 - 04:21 AM

QUOTE(Hoff123 @ Mar 11 2013, 02:51 AM) View Post

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

Nah, it's just that I've wasted nearly 2 years on a project that I realize is complete shit. I don't have any motivation left in me to continue with my quest, and if I'm going through hiatus after hiatus, I don't see this project ever being completed.

Also, I don't really see the point in making Zelda fan games without some sort of profit, which is of course impossible. So I guess too limiting could work there. I really just want to work on something completely original.

#1007 Jamian

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Posted 11 March 2013 - 04:27 PM

QUOTE(Keiichi123 @ Mar 11 2013, 01:52 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


Don't say that, there is really a LOT you can do with Zquest, especially with scripting if traditional Zelda fare isn't for you.

There are some quests in the database (Carnage in Space, to mention a recent example) that show you can do things that are very original and different from classic games.

As for the "profit" comment, if you mean monetary profit or something like that, this is of course impossible, for legal reasons for starters. For me the only profit is to have people play and enjoy my quests, which is really the best thing you can hope from a fan game. If you're hoping for more than that then yeah, you should create your own games from scratch.

#1008 SpacemanDan

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Posted 11 March 2013 - 11:08 PM

Today, I can officially call the Ninja Castle done! icon_biggrin.gif Instead doing level 5 next, I'm going to work on one of the bonus dungeons (specifically the level 2 sword 'dungeon') because I've been bubbling a lot of ideas for it and really want to get it out of my system while I'm still super excited to work on it! icon_biggrin.gif

I also worked on a cave that will get you to the 'dungeon'. The path there is laid out, but I still want to go back and add more detail and stuff. But if I wanted to, I could start work on this side dungeon tomorrow. And I'm so friggen excited to do so! icon_biggrin.gif

#1009 Schwa

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Posted 12 March 2013 - 05:57 AM

Today: I finished my game's Title Screen. Apparently Schwa can do graphics now. icon_eek.gif

Of course, I still have yet to animate all of the things... It's currently an almost static image (only one part of the background is animated). There needs to be more sparkles, more waviness, and possibly more cowbell.

I'll get back to work after a really-really-really-early-morning coffee break. (Every time is coffee time!)

#1010 Hoff123

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Posted 12 March 2013 - 07:31 AM

I just added a signpost script(the one made by Joe123) and made my forest I'm working on bigger... Yeah, this is my first quest, and my first area in the quest...

#1011 SpacemanDan

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Posted 12 March 2013 - 08:59 PM

Got a decent chunk into the 2nd sword's dungeon today. I may have to redo a bit of it, but I'm getting the basic idea of what I want to do with it. Really excited to work on the actual guts of it though, as I'm just putting the layout of the screens for now.

#1012 Omega

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Posted 12 March 2013 - 09:04 PM

Created the first two screens of my new in progress mini quest while a certain friend finishes up a quest of his. It will use the FFA recolored set, which needs at least one good quest! I'm sure Joe would like it to have some usage, and I am experienced with that set already so things shouldn't be a problem.

#1013 Schwa

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Posted 15 March 2013 - 08:59 AM

Getting back to work after finally getting my Debut Trailer up for viewing, today I worked on the first Overworld are a bit, a rugged, rust-colored gauntlet-esque grotto known as Bronze Grind. Since it just wasn't working for me placing screens down in order, surrounding the starting screen, I decided to make screens at random, sprinkled-out spots on the Map that I know will have key items or events, such as the screen with the cave that has the Candle(esque item) in it, a screen with a Shop that sells things the player will need a lot, etc. After all those are done, I'll connect the areas with "filler screens". So far this approach is working a lot more successfully.

I'm also not placing any enemies at all on the screens until all the screens are done. I'm scripting all my own enemies, and I'm not even sure what I want all my enemies to be, or do. Once I know where they'll be fought at, I'll have a clear idea on what they will be. So far this approach is working too.

This is also a welcome break from so much heavy scripting for a change. I kinda miss just placing combos down and making landscapes with it. icon_love.gif

EDIT: Second day strong. I put about a dozen screens down here and there, and then went and placed the entire shape of the 16x8 Overworld down as blank screens (I use the 16x8 map but not every screen will be used; some will be blank, making a jigsaw-shaped overworld instead of a rectangular one), so I know which directions to build in. I'm about to walk home from Starbucks, and when I get home, I'll copy the thing down on paper and write out these things:
* where all the scrolling warp exits to other Overworlds are located,
* where the Shops are and what they'll sell,
* where the Cave entrances are and what's inside them or where they link to,
* where the Candle, Hammer, etc. or other items will need to be used to proceed,
* the climate of each segments of screens (i.e. which areas are swampy, which are foresty, deserty, etc.),
* types of enemies that tend to appear on segments of screens,
* other various key events, such as where cutscenes happen, miniboss battles, etc.

Then my game will be going in a much more solid direction, and I'll be able to flesh out more details involving scripted enemies and items. Progress feels so delicious!

Edited by Schwa, 15 March 2013 - 07:41 PM.


#1014 kurt91

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Posted 16 March 2013 - 06:25 AM

I've been playing around a bit more with the Enemy Editor after a bit of a break from ZQuest. I re-tooled the Gels and Zols to act a bit more like their Gameboy counterparts, although I should probably increase the homing aspect a bit more on the green ones. I also decided to make my enemies all 8-bit tiles, but I'm not using the additional colors. You see, I ended up one color short for one of my enemy C-Sets, and figured that if the transparent tile wasn't there, I'd have enough room for all the shades and colors I wanted. Unfortunately, since I shifted my colors around, I now have to fix every single enemy I plan on using. (which will probably be all of them as well as a bunch of custom enemies)

I also had an idea come to me after closing ZQuest for the night. I was thinking about how my trap-laying miniboss only summoned obstacles on the space he was standing on (I haven't gotten around to fixing that yet, not sure if I want to or not), and realized that if I had an enemy summon a single 1 HP enemy with Keese behaviors and maxed out Homing Factor, I could make a monster that fires homing shots at Link. Even more fun is if I have them attack in swarms, since it would still be fair because you can destroy their "bullets" with a sword attack.

You know, once you finally have it click that you can stack enemies and their behaviors together like this, the Enemy Editor becomes a lot more fun.

Edited by kurt91, 16 March 2013 - 06:26 AM.


#1015 Shane

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Posted 17 March 2013 - 03:18 AM

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#1016 Tree

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Posted 17 March 2013 - 03:30 AM

QUOTE(Shane @ Mar 17 2013, 02:18 AM) View Post

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Well, that's certainly an attractive house. I would love spending the rest of my life living in the little hut and attending to my garden.

though, if you don't mind me asking, how does one enter the house without any doors? Do they climb through the windows? Why, that's simply barbaric icon_razz.gif [/joke]

Edited by Keiichi123, 17 March 2013 - 03:30 AM.


#1017 kurt91

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Posted 17 March 2013 - 05:09 AM

More repair-work on my enemy graphics. Other than that, I re-did the graphics for the BS Patra and the rotating eyes it uses. I also re-tooled a bunch more of the enemy mechanics through the Enemy Editor, so now just about all of the common enemy types now function differently than they did before. Even better, the first screen with enemies on it is set to have them delay the player long enough that the new mechanics reveal themselves, so there's a fair warning not to expect the typical ZC behaviors from them.

#1018 Shane

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Posted 17 March 2013 - 07:49 AM

QUOTE(Keiichi123 @ Mar 17 2013, 06:00 PM) View Post
Well, that's certainly an attractive house. I would love spending the rest of my life living in the little hut and attending to my garden.

though, if you don't mind me asking, how does one enter the house without any doors? Do they climb through the windows? Why, that's simply barbaric icon_razz.gif [/joke]
Psst, the door is on the backside of the house. icon_blah.gif

Nah, the door has still yet to be made lol.


#1019 SpacemanDan

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Posted 20 March 2013 - 12:02 AM

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This. It took awhile, but I got it to work. I want to make the explosions for interesting, but it's late and I don't care enough. Maybe tomorrow. >_> I also have to add sounds and not get distracted by origami of various types of aircraft. ._. (Yes, this happened while I was looking for sounds. D: )

Also, fun fact - the aircraft featured there is actually the F22 Raptor. Impress your friends with this newfound knowledge or something! O:

#1020 peteandwally

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Posted 20 March 2013 - 12:26 AM

That should appear whenever you blow the whistle.


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