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What did you accomplish in ZC today?


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#1111 Hoff123

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Posted 05 May 2013 - 03:52 PM

Nothing, nothing, nothing, and did I say nothing? Really, I'm not getting anywhere with my quest atm because of certain issues with it(midi problems...) and just not feeling like working... I'll definitely work on it again, but right now... I'm not getting anywhere...

#1112 Mr. Z

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Posted 05 May 2013 - 04:58 PM

Made a snow script, continued organizing my tiles, deleted a lot of tiles I won't need (yay), outlined tons of new graphics.

#1113 Binx

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Posted 05 May 2013 - 05:17 PM

Successfully troubleshot and fixed my script file, cuz I'm impatient, so I'm proud of that, otherwise just doing some general clean up to release the next demo, adding a few more secrets, actually making use of the scripts that I finally put into the game, things like that. Still have one major issue on my plate, but that's not going to cause any problems until after the level 4 update, and by then, I'm sure I'll have it figured out.

#1114 kurt91

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Posted 07 May 2013 - 05:36 AM

I spent some time researching a bit more on how CSets and palettes work, and learned a few new things. The good news is, I can reorganize my tileset and palette to make things infinitely more easier on myself. The bad news is, if I do, I'm going to have to rebuild my tileset from scratch. So, I'm completely rebuilding my tileset. There were a few things with how I was doing stuff before that was really bothering me, and now I have a good excuse to fix them completely. I used to have multiples of the same color sequences and my colors were badly disorganized. The way I have things now, I've got nearly my entire palette rebuilt properly, my condensed color sequences actually are making a lot of my tiles look a lot better, and I should be able to have my tileset completely rebuilt by the end of the week if I work at it. If not, then I'll be rebuilding for about three weeks to a month, but I swear it's going to be worth it when it's all done.

It's a bit weird, really. So far, my favorite part of ZQuest is building my tileset and palettes and everything. I fully intend to actually finish a quest one of these days, but I just keep finding myself being drawn back to the tile editor. At this rate, my quest will still not be done, but my tileset will look freaking beautiful! Who knows, maybe I'll just release a tileset instead of a quest. It'll be a bit disappointing if I go that route, but at least I'll have made something really nice.

#1115 Binx

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Posted 07 May 2013 - 10:52 AM

^ Exactly the reason why I decided to go with the classic tileset, this time. Every time I get involved with more advanced tilesets, I end up spending so much time in the tile editor, I never finish the quest. Anyways, I got all my secrets placed, my scripts running, all the bugs fixed (that I know about, I do hope there aren't any more, lol), now I'm just waiting to hear that everything's good so I can move on to the next part. I've been planning out some really good puzzles for in later dungeons.

Edited by Lineas, 07 May 2013 - 10:54 AM.


#1116 Soga

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Posted 07 May 2013 - 11:25 AM

Scripted a Master Sword charging-up system just for fun and to warm up with ZScript (I'm returning from a bit of a hiatus) that involves charging up the Master Sword by killing enemies with the sword. So yeah, I had to also account for detecting kills made with the sword.

Basic idea was to check for collision between the sword and enemies when Link attacks and mark the enemies with which this collision occurred. Then wait a frame and check to see if any marked enemies had died. Dead marked enemies = enemies killed by the sword.

Unfortunately, hit detection with the sword lweapon is kind of....... off. Using the std_function.zh Collision function sometimes doesn't capture a collision even though the enemy takes damage from being hit. This is more egregious when the sword is set to slash, not poke. So that's the main reason I haven't posted the script in the database. It still needs some refining done.

Anyway, once the Master Sword is fully powered, attacking an enemy will instantly vaporize the enemy (complete with nifty animation) while consuming some of the power in the Master Sword. This goes on until the sword's power bar is empty, in which case then it has to be charged up again by killing enemies.

Fun, fun days!

#1117 Mr. Z

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Posted 07 May 2013 - 11:49 AM

Scripted a Master Sword charging-up system just for fun and to warm up with ZScript (I'm returning from a bit of a hiatus) that involves charging up the Master Sword by killing enemies with the sword. So yeah, I had to also account for detecting kills made with the sword.

Basic idea was to check for collision between the sword and enemies when Link attacks and mark the enemies with which this collision occurred. Then wait a frame and check to see if any marked enemies had died. Dead marked enemies = enemies killed by the sword.

Unfortunately, hit detection with the sword lweapon is kind of....... off. Using the std_function.zh Collision function sometimes doesn't capture a collision even though the enemy takes damage from being hit. This is more egregious when the sword is set to slash, not poke. So that's the main reason I haven't posted the script in the database. It still needs some refining done.

Anyway, once the Master Sword is fully powered, attacking an enemy will instantly vaporize the enemy (complete with nifty animation) while consuming some of the power in the Master Sword. This goes on until the sword's power bar is empty, in which case then it has to be charged up again by killing enemies.

Fun, fun days!


That sounds nice.
I've been having trouble making a custom item actually counts as a sword attack when it hits the enemy, so I couldn't make immunities to swords. (same with the hammer)

#1118 Soga

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Posted 07 May 2013 - 12:08 PM

Hmm. Couldn't you fake the sword immunity with this custom item? You can turn off its collision detection and handle that yourself. When you do detect a collision with an enemy that is NOT immune to sword attacks, you can turn back on collision detection.

Or in the case of enemies that block sword attacks rather than ignore them, kill the item lweapon instead of doing nothing.

#1119 Hoff123

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Posted 07 May 2013 - 01:34 PM

Made my town look better...

#1120 kurt91

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Posted 10 May 2013 - 04:31 AM

You ever finish a part of your quest, and it turns out so much better than you expected that you spend a good fifteen minutes just staring at it and admiring your work?

Using my own in-progress custom tileset, with the Oracle graphics as a starting point, I've made the initial area of my quest. It's a sinking ship, where you freely travel above and below decks, with both sections viewable at once through the wreckage. The coolest part about it is that the different types of push blocks have unique graphics for the area. Blocks that you can only push left/right or up/down have been made into overturned barrels, where your being able to push them in only one direction is naturally explained with them being heavy enough that you're just rolling them out of your way. The four-directional push blocks are made into cannonballs, so they'll roll in any direction, and the small barriers used to make the ship more of a labyrinth are the non-overturned barrels and crates, or the ones that fell into positions you can't move them from.

It's really late right now, so I haven't taken a picture yet, but I'm considering submitting it for the next Screenshot of the Week. I mean, I'm usually insanely critical of my work, but this time around, I can't see a single flaw with it anywhere, it's freaking beautiful!

#1121 Magi_Hero

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Posted 10 May 2013 - 12:23 PM

I built a screen as part of a tainted land with the Final Fantasy Adventure tiles. This will not go far I'm sure.

#1122 Mr. Z

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Posted 10 May 2013 - 12:41 PM

I made a script that lets you push wide blocks *faints*

#1123 Valientlink

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Posted 10 May 2013 - 07:53 PM

Got started on one of the final dungeons... Damn this takes forever.

#1124 Binx

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Posted 11 May 2013 - 04:15 AM

Condensed my quest down to a single path (too much copying and pasting before xP), added some enemy variety to the areas, added some more secret locations, added two new areas to the overworld, complete with new pallettes, rearranged my subscreen, altered some item graphics, double-checked and fixed my secret combos and warp points... it's been a busy day, lol.

#1125 UZF

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Posted 12 May 2013 - 04:08 AM

Made my first 4 screens of my quest. Implemented new Hookshot graphics into it because I don't like Pure's. :P
Now I'm trying to fiddle around with some scripts. I'll look for a decent song a little later.


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