put the finishing touches on my demo, playtested and released it (again, lol) Hopefully, it'll be better, this time, so I can move on to the next part.
What did you accomplish in ZC today?
#1126
Posted 13 May 2013 - 06:24 PM
#1127
Posted 13 May 2013 - 09:36 PM
I think I'm just about done with the 2nd level sword 'dungeon'. I've got a few things to add and make sure everything works the way it should. But after way too long, I'm nearing the end of this 'dungeon'. ._.
#1129
Posted 17 May 2013 - 04:31 PM
Damn. That looks really nice, Mr. Z
.
#1130
Posted 17 May 2013 - 04:52 PM
As somebody who's dabbled a bit with transparent water and PTUX... good lord man that's incredible. Seriously, nice work.
- Soga likes this
#1131
Posted 19 May 2013 - 01:35 PM
Nice work, Mr. Z! Great to see you've still got it!
Anyway, I just went and downloaded almost every tileset in the database looking for some fitting enemy tiles for QftT. I think that ccounts as an accomplishment.
Edited by Fausch, 19 May 2013 - 01:36 PM.
#1132
Posted 19 May 2013 - 03:18 PM
I ripped a ton of new dungeon and cave tiles. I won't run out now!
#1133
Posted 20 May 2013 - 04:16 PM
I actually worked quite a bit on my quest today. I even created an annoying enemy(L1, L2, Magic, and Death versions
).
I'm working on level 3 at the moment, and it's gonna be a huge, complicated water dungeon
. Well, huge and complicated compared to the levels before it...
Edited by Hoff123, 20 May 2013 - 04:17 PM.
#1134
Posted 20 May 2013 - 05:09 PM
I deleted my quest, and decided to start and make a new and better one.
#1135
Posted 23 May 2013 - 04:15 PM
-Figured out how to script enemy and Link weapons (yay).
-Made some small scripts like a climbing script and a wind script (modified snow script).
-Improved my custom sword script so the hitbox doesn't disappear when it gets close to the edges.
#1136
Posted 23 May 2013 - 04:42 PM
I added some tree tiles.
I learned more cliff stuff.
I attempted to make a female link (didn't the best yet)
I took a break rest of the day.
#1137
Posted 04 June 2013 - 06:23 PM
i made links most of links room and i have also made the first screen when you exit links house.
#1138
Posted 04 June 2013 - 08:59 PM
Fixed a bug that made the game unplayable in 2.5
Upgraded Cset9 on all palettes (the old one looked crappy with most enemies)
#1139
Posted 05 June 2013 - 09:32 PM
I set up the magic bar for my quest. It will act more like a 'stamina bar' (despite me bitching relentlessly about them being added to modern Zelda's
) in the sense that, even from the start, it always regenerates, but items (like the candle) use a lot more magic. You can use the candle three times with 4 magic units, and every second, Link gains back a small amount. Bascially, if your magic is depleted, you'll have to wait four seconds to use your candle. This probably sounds complicated, but it's not.
My motivation was, after playing a few quests that use magic meters, I found it very annoying that certain items used magic, yet very few enemies drop magic (unless the quest maker edits the drop lists) so I thought I'd try a stamina bar approach so that a meter still moderates your use of an item, but you won't ever have to waste time finding magic jars.
I've also been working on the tiles. Oh, the tiles. How there are sooooo many of you pretty little things.
#1140
Posted 05 June 2013 - 11:38 PM
I got a very small bit of the intro for my quest. Mostly graphical stuff. I should be able to blaze through it tomorrow though. :3
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