Two Week Contest!
#91
Posted 13 February 2010 - 09:09 PM
#92
Posted 13 February 2010 - 10:48 PM
I wasn't kidding when I said I had a bad week last week, it really whipped out any chance of working on anything. However, I'm positive I can finish this by next Tuesday.
#93
Posted 13 February 2010 - 10:58 PM
#94
Posted 13 February 2010 - 11:32 PM
this acount may be new but im not i can't access my old account.
Edited by Nightmeres, 13 February 2010 - 11:35 PM.
#95
Posted 14 February 2010 - 03:26 AM
Really? I'll be impressed if you do. I've been contemplating whether or not to make level 4 a big level or a small enemy rush, with the focus being on the last boss. I have enough time to do a good last boss and a good level, but after all the work I poured into level 3, anything else would seem anticlimactic. Plus, I don't know if I have the energy left to do it. This contest is exhausting me.
Nah Russ, leave it at 3 levels and rather make a hidden "cave of oderal" thing for some neat upgrade.
Edit: Really, polish it out until it feels perfect. I can't say that often enough. If you lack ideas what to put in (and you still want) I could shoot you some ideas, PM me if anything.
Edited by Sheik, 14 February 2010 - 03:28 AM.
#96
Posted 14 February 2010 - 02:34 PM
#97
Posted 14 February 2010 - 04:45 PM
I like the Cave or Ordeals idea. I'll probably put the red ring at the bottom. As for polishing it out, it seems really good right now. I guess I could add a few script, such having a message pop up when you get an item, but I can't think of much else to add.
-Shortcuts (Cliff-jumping for example)
-secret rupee stashes (buring bushes, bombing unsuspicous walls, exploring hidden pathes...)
-ammo-refil stashes were ever it feels right (hidden bombs, arrows, magic in chests or bushes that are near to a place where you need one of them)
-NPC-script (a button to talk to them)
-scripted signposts
-message when picking up items (you already said that yourself)
-new sfx (<-! so much more fun to play)
-animations for secrets (for example: blow the whistle to make a block disappear: the block does dematerialize in a neat animation rather than just be gone, that does not even need much spriting skills)
-trading sequence maybe
-detail (like water dripping from the top of a cave, butterflies in the fields, blowing wind near the ocean or in extreme hights, forest-overhang, ...)
-minigames
-custom subscreen
-custom minimaps
-replacing default items with other, less used graphics
-ripping other enemies from other tilesets
Hmm, spontanously, I can't think of anything else.
Edited by Sheik, 14 February 2010 - 04:47 PM.
#98
Posted 14 February 2010 - 09:40 PM
Anyway, one more problem is that you can't seem to modify the sword's damage. The sword beam damage modifies fine. So, when you go up to level 5, your sword and candle won't do as much damage at close range as the beam and fire. The only way I can fix that is if I make a whole bunch of candle and sword weapons, and there's no way I'm gonna do that. I'm not capping the level.
#99
Posted 14 February 2010 - 10:53 PM
#100
Posted 15 February 2010 - 01:13 PM
@Nightmeres: I'm taking it you mean when the palette and music changes? Yeah, that's fine.
#101
Posted 15 February 2010 - 08:51 PM
Either way, you just got to be careful.
Chances are, with all the work piling up on me, I still won't get this quest done on time. I still got to script the first boss.
#102
Posted 15 February 2010 - 10:20 PM
#103
Posted 15 February 2010 - 11:30 PM
...Oh shoot, that makes post number 666. *runs from
#104
Posted 16 February 2010 - 02:59 AM
#105
Posted 16 February 2010 - 05:17 PM
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