Edited by Hoff123, 20 March 2013 - 02:06 AM.
What did you accomplish in ZC today?
Started by
Jared
, Feb 06 2011 02:15 AM
4964 replies to this topic
#1021
Posted 20 March 2013 - 02:04 AM
Shane, why does the house change?
#1022
Posted 20 March 2013 - 02:17 AM
Simple, I'm doing a graphical update for the GB set.
#1023
Posted 20 March 2013 - 03:09 AM
So today, I finished one of the final bosses for my quest. It's not perfect, but I'm really happy with the way it turned out overall. Now, I just need to make the dramatic post-final boss cutscene and the ending scenes, and the first of the three endings will be done. So close now...
#1024
Posted 20 March 2013 - 05:01 AM
Yet more custom enemy stuff. I made a red Gel enemy that will actively hunt you down and try to hold you still so other enemies can attack you easier, as well as a green counterpart that panics and runs away from you until it has a chance to grow into a green Zol, whereupon it gains enough confidence to stop running away. It won't turn back into a Gel upon death, though.
I replaced EZGBZ's Octorok selections into the typical combination of GBC Red/Blue Octoroks for the fast versions and Red/Green Deku Scrubs from the tile database here for the slower ones. I haven't modded their behavior yet. I haven't decided on a good difference between the two other than making the Scrubs insta-die when hit by a fire attack. I'm not sure they'll have enough health to make it a difference though.
I re-did the graphics for the NES Moldorm, the Z3 Moldorm, and the small boulders, which revealed that I had forgotten my brown shades for my custom palette. The two Moldorms are going to get some behavior changes as well. The NES one will be slower with more health, and the Z3 one will have less health, but will actually be faster than Link, to try and make them a bit more like the actual ones in LttP.
At this rate, I'll have every enemy in my quest wielding all customized behaviors, plus the fully custom enemies I'm putting in as well.
I replaced EZGBZ's Octorok selections into the typical combination of GBC Red/Blue Octoroks for the fast versions and Red/Green Deku Scrubs from the tile database here for the slower ones. I haven't modded their behavior yet. I haven't decided on a good difference between the two other than making the Scrubs insta-die when hit by a fire attack. I'm not sure they'll have enough health to make it a difference though.
I re-did the graphics for the NES Moldorm, the Z3 Moldorm, and the small boulders, which revealed that I had forgotten my brown shades for my custom palette. The two Moldorms are going to get some behavior changes as well. The NES one will be slower with more health, and the Z3 one will have less health, but will actually be faster than Link, to try and make them a bit more like the actual ones in LttP.
At this rate, I'll have every enemy in my quest wielding all customized behaviors, plus the fully custom enemies I'm putting in as well.
#1025
Posted 20 March 2013 - 06:37 AM
i made a 2.5 version of my tropicana island quest it was made about three years ago in 192b183 origionally.
#1027
Posted 20 March 2013 - 04:26 PM
Learned how to script simple enemies/bosses!
#1029
Posted 20 March 2013 - 05:57 PM
I figured out how to make a custom counter without having the script. I also created a series of valuble treasures that use said counter. Also, sprited an EZGBZ Blacksmith and Anouki.
#1030
Posted 20 March 2013 - 07:03 PM
i worked on fixing some simple bugs in my game and resigned the lost swamp(swamp instead of a forest...
)
#1032
Posted 21 March 2013 - 02:13 AM
So I did my big scripted cutscene and ending. Now the first of the three endings is finished. One down, two to go.
#1033
Posted 21 March 2013 - 07:52 AM
Today I scripted a brand new enemy, 100% from scratch, my first one in over a year.
It's a walking rafflesia flower, with two types of fancy projectiles: floating seeds that zigzag chaotically as they fly across the screen, and fireballs that slightly home in on you (you can thwart them with a sharp enough sidestep). The flower also takes up to 6 less damage from all attacks when its petals are closed-- but on the other hand, when it opens its petals, it surrounds itself in a cloud of spores that do continuous, no-knockback-no-invincibility damage to you if you're in melee range (in addition to its two projectiles).
Making the projectiles fly in such cool patterns was super fun. Ahh, the things you can do with sine waves and radial fractions!
Oh and this enemy has a chance to disable your items or scramble your controls if it hits you with its seeds. That's a thing too.
So yeah, lot of progress lately. Progress feels so awesome. It's currently about 6 AM, and I figure maybe I should take a shower and then walk 3 miles to Starbucks for some coffee and some more scripting. The exercise should help stimulate my body and my mind with it, then after a mocha I can turn on my favorite, traditional japanese Koto/Skahauchi Flute zen music and get to work in power-mode.
Making the projectiles fly in such cool patterns was super fun. Ahh, the things you can do with sine waves and radial fractions!
Oh and this enemy has a chance to disable your items or scramble your controls if it hits you with its seeds. That's a thing too.
So yeah, lot of progress lately. Progress feels so awesome. It's currently about 6 AM, and I figure maybe I should take a shower and then walk 3 miles to Starbucks for some coffee and some more scripting. The exercise should help stimulate my body and my mind with it, then after a mocha I can turn on my favorite, traditional japanese Koto/Skahauchi Flute zen music and get to work in power-mode.
#1034
Posted 21 March 2013 - 01:31 PM
i found a rafflesia flower in my animal crossing......it was swarming with flys.....
#1035
Posted 21 March 2013 - 11:05 PM
I just about finished the first of three super weapons you need to fight in order to get the second level sword.
Every now and then, this will happen. (This screen was mostly to test stuff, so no, it's not done.
)
.png)
It's a burst missile launched from the Hrimfaxi. Once it actually hits the ground...
.png)
Things go bad. And fast. Those explosions will deal a whopping 10 hearts of damage. This is, however, completely avoidable. The missile's explosions will wreck everything below a certain height. (Height is noted on the top right. I'm just not sure the exact scale I'm going to use for it. :S) So the key is to find terrain high enough to stay out of danger.
What's really nice is that once I'm done this script, it'll only need a bit of tweaking to make Stonehenge work. (Which obliterates everything above a certain height) And I already have Excalibur done. (I posted about that earlier, I believe.) Which will mean I can design all areas using these. It will be...fun.
Every now and then, this will happen. (This screen was mostly to test stuff, so no, it's not done.
.png)
It's a burst missile launched from the Hrimfaxi. Once it actually hits the ground...
.png)
Things go bad. And fast. Those explosions will deal a whopping 10 hearts of damage. This is, however, completely avoidable. The missile's explosions will wreck everything below a certain height. (Height is noted on the top right. I'm just not sure the exact scale I'm going to use for it. :S) So the key is to find terrain high enough to stay out of danger.
What's really nice is that once I'm done this script, it'll only need a bit of tweaking to make Stonehenge work. (Which obliterates everything above a certain height) And I already have Excalibur done. (I posted about that earlier, I believe.) Which will mean I can design all areas using these. It will be...fun.
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