del
Edited by Enderman9000, 05 April 2019 - 05:26 PM.
Posted 19 July 2013 - 12:04 PM
del
Edited by Enderman9000, 05 April 2019 - 05:26 PM.
Posted 25 July 2013 - 04:49 AM
I... I just realized that this perfect palette that I made that would have worked for absolutely everything all disappeared when my computer overheated before I had the chance to put it all into ZQuest. I spent hours on it too, and it's all gone!
Now I've got to start all over...
Posted 25 July 2013 - 10:28 AM
Got the items working in my two week quest. Also places a few scripts, and strings, shops, and other little stuff. Gotta finish up the last last area.
Posted 25 July 2013 - 01:56 PM
I made some classic diagonal water fall tiles
. OK, they are not "literally" diagonal, but they can be used like this:

Edited by Hoff123, 25 July 2013 - 02:00 PM.
Posted 26 July 2013 - 06:52 PM
Just crushed designers block and finished my overworld hub for Elemental Fires. Now on to the next area!
Posted 26 July 2013 - 10:34 PM
Created fuzzies... as in "Touch Fuzzy get Dizzy" fuzzies.
Posted 29 July 2013 - 02:26 AM
I've been making some new enemies for my quest now that I've rebuilt my palette. I accidentally made an enemy that sort of trolls the player. I was looking for alternative Keese graphics, and came up with something that I realized looked like a sort of Peahat when I finished it. People are going to see a swarm of these things, spend ages just waiting for them to land so they can kill them, and only realize they're always vulnerable when they accidentally smack one with a sword swing when trying to hit something else. That moment when they realize they've already spent what feels like hours just standing around for nothing is going to be great.
After thinking about how much fun it's going to be to trick players like that, I made another one intentionally. This one is a completely immobile enemy that looks exactly like a magic refill item. It'll hurt if you touch it, and turns into a moving enemy that chases you if you try killing it. It doesn't do too much damage, so it's just really for shock value, and making the player start double-guessing themselves every time they see an item laying in the open like that. It shouldn't kill the player outright unless they've been doing really badly. Of course, if it does actually kill the player, that would be hilarious!
Man, every time I come back to ZQuest after taking a break, I end up having so much fun!
Posted 30 July 2013 - 07:51 AM

I'll leave it up to you to figure out what I did today. ![]()
Edited by Shane, 30 July 2013 - 07:53 AM.
Posted 30 July 2013 - 05:43 PM
That looks really cool! I can't wait to see it in motion.
Well, I did it again. I finished this really awesome custom boss, but I made it far too powerful for the point of the game it's at.
The dungeon is a sinking ship. It's the starting area, you actually start the game in the wreckage. You solve a couple puzzles involving the overturned cargo (block puzzles) and eventually reclaim your sword. However, guarding the exit is a giant squid.
The room is full of water with only some wreckage acting as solid ground. Some of the cargo is bobbing in and out of the water, so you have to constantly move between temporary platforms where you can attack the boss, and solid ground where you won't drown. To complicate matters, there is a tentacle reaching out of the water in each corner of the room, constantly shooting fireballs from the tip. (I faked a 2-tile-tall enemy by stacking stationary enemies on top of each other. The top enemy is a fireball shooter.) Once you kill the main body, it and the tentacles all vanish, and the path out of the ship is cleared.
Testing it, every single part of the fight works perfectly. The only problem is that it causes a lot of damage very quickly. I'm not sure if I should tone down the damage the fireballs do or just remove the ones in the lower corners and give the player only two to deal with. The only item the player has had a chance to get is the sword, so there aren't any Heart Containers or anything that they can grab to prepare for the fight.
Oh well. I'll figure something out. Still, for now, I'm really happy. This is the most elaborate custom boss I've put together so far, and it's a lot of fun to fight!
EDIT: Oh yeah. Also, sort of off-topic, but is the wiki down for everybody, or just me? I couldn't get to the page that explains the Enemy Editor and Enemy Types, so I had a really hard time figuring out how to put the tentacles together.
Edited by kurt91, 30 July 2013 - 05:45 PM.
Posted 30 July 2013 - 05:52 PM
Um.... I got my upgrade shop working correctly, well, mostly. It was a much simpler script than the custom shops, but I got the idea from an ammo drop bugfix I used. The bugfix unexpectedly also removed ammo items from the shop if I didn't have the quiver or bomb bag. So, I used a similar script so that if I don't have the level 1 item, I can't buy it, but if I DO have the level 1 item, I can purchase upgrades for it. Tested it with the Swords, if you don't have the wooden sword, you can't get it in the shop (I had to make a dummy item to get around the drop removal, but I don't mind that, not like it'll ever be obvious to the players), but if you have the wooden sword, and you buy the sword in the shop, you gain the white sword, if you have the white sword, it becomes magic, then master.. Only bug I can't get around is the price point, but I'm not against the idea of upgrades costing the same every level. (in my test, the price was always 100 rupees, no matter which sword I was picking up, no idea how, or if I could change that)
But, yeah, anyways, I'm kinda proud of my little shop, it's going to be incredibly useful for my quest
Posted 02 August 2013 - 04:19 AM
Didn't get too much done this time. I just rebuilt my starting area all over after realizing that the overhead combos I was relying heavily on don't work on Layer 2. I had to rebuild it all again with an added Layer 5 to ensure everything looks correctly in-game. However, there were some really nice advantages to having rebuilt it that are good enough that I'm happy that I did. For one thing, my rebuilt version is much closer to my original vision of the area because I found and implemented an FFC script so that all block puzzles trigger screen secrets permanently, so that I can have the player move a block on one part of the screen, and then have to leave and come back through a different area to access the secret that was activated. I got to remove the workarounds that I had put in before that just looked bad, such as a staircase being squeezed into a spot that it obviously wasn't meant to go in and that really didn't have enough space for it.
Also, after asking on the forums on how to do it, I got to redo all of my push-blocks so that they don't look like they're dragging part of the floor with them (having the floor underneath drawn beneath the non-square block), so the area itself is much more immersive and convincing. The only drawback is that when I look at things in the editor, I have to constantly switch layer-views on and off until I can get a mental image of how it's going to look in-game, since it would take too much time to test everything on a per-screen basis and be constantly switching between ZC and ZQuest.
On the bright side, other than a couple interior corner tiles that I don't have drawn yet, as well as a missing southern doorway, and re-connecting the screen warps, my starting area is finally fully complete. It's a six screen mini-dungeon with three sub areas, a full-screen elaborate custom boss that I still can't beat legitimately (I still need to tone him down, far too kick-ass for a first boss), and has both the starter sword and shield as the dungeon items. (Yes, you actually start the game inside the dungeon, and you're not allowed to leave until you've grabbed the gear and killed the boss.)
Posted 02 August 2013 - 04:33 AM
I built a really long maze. 12 connected maze paths, and the only way through is to have the lens of truth (or memorize the path, but I doubt anyone's going to memorize a path of 48 screens). Kinda my homage to the Haunted Wasteland in OoT. Um, I made sprites for 10 new swords and began building the framework for an elemental magic system within my quest... Rebuilt my subscreen, that was nice. Basically, just fine tuning a bunch of stuff, cuz one of my scripts is bugged, and I can't move on to adding the rest until it's fixed. Only have two more sections of the overworld and 6 more dungeons to go
.
EDIT: BTW, Kurt, Shardstorm and ZCWiki seem to be back up, but they're moving slow as balls.
Edited by Lineas, 02 August 2013 - 04:34 AM.
Posted 02 August 2013 - 10:41 AM
Started working on some 'Link' tiles. Got movement, item holding, and stab sprites done thus far.
After years since the last time this was possible, there is one whole screen of Quest for the Trident that is playable. Not only that, but I've built the tileset up enough where I can actually start building. WOO!!!!
Posted 02 August 2013 - 02:30 PM
For me, it seems like I have trouble designing areas without music to go with it. Until I have the right background music, the feel of the area just won't come together, and my enthusiasm for the area is weak at best.
With that in mind, I sequenced this.
Edited by Aevin, 02 August 2013 - 02:52 PM.
Posted 02 August 2013 - 02:49 PM
I found out two interesting things about my quest. First off, I found that the first boss works best when the fireballs it shoots at you actually do NO damage at all. It's still a threat since you're running around narrow and alternately disappearing areas covered in water, since they can still knock you into drowning and losing health, and there are enough fireballs on the screen that just drowning repeatedly is a major threat considering the player's starting HP.
The other thing I discovered is that my favorite block puzzle that I had made so far, the most elaborate one involving a good many moves to solve, can be solved by pushing a single block four times to the left, due to an oversight. Not exactly the big brain-stumper I had been hoping for. Still, I'm going to put off fixing it for now, since it's rather convenient for testing purposes. When I'm having to test the game every couple of screens to make sure it all works together properly, it's nice to not have to stop everything for several minutes to shove out the solution to a block puzzle. At least fixing it will be easy, I just have to turn the one push block into an unmoving block, it's not used for anything anyways.
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