What did you accomplish in ZC today?
#1111
Posted 05 May 2013 - 03:52 PM
#1112
Posted 05 May 2013 - 04:58 PM
#1113
Posted 05 May 2013 - 05:17 PM
#1114
Posted 07 May 2013 - 05:36 AM
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
Posted 07 May 2013 - 10:52 AM
Edited by Lineas, 07 May 2013 - 10:54 AM.
#1116
Posted 07 May 2013 - 11:25 AM
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
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
Posted 07 May 2013 - 12:08 PM
Or in the case of enemies that block sword attacks rather than ignore them, kill the item lweapon instead of doing nothing.
#1119
Posted 07 May 2013 - 01:34 PM
#1120
Posted 10 May 2013 - 04:31 AM
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
Posted 10 May 2013 - 12:23 PM
#1122
Posted 10 May 2013 - 12:41 PM
#1123
Posted 10 May 2013 - 07:53 PM
#1124
Posted 11 May 2013 - 04:15 AM
#1125
Posted 12 May 2013 - 04:08 AM
Now I'm trying to fiddle around with some scripts. I'll look for a decent song a little later.
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