Kurt - Sounds really nifty!
What did you accomplish in ZC today?
#1216
Posted 14 August 2013 - 02:13 AM
Kurt - Sounds really nifty!
#1217
Posted 14 August 2013 - 11:45 AM
I'm trying to decide, should I keep the three healing items at 1, 3, and 5 hearts, or should I change them to something like 1/10 Link's max HP, 1/3 Link's max HP, and 1/2 Link's max HP? If I choose the former, then they'll slowly fade away in usefulness, but by then, the player will be used to the new ways the game works. If I go with the latter, they'll be useful throughout the entire game, but I'm not sure if they'd still be balanced as well as I'd hope. Which do you guys prefer?
I think that it's good either way. But it definetly would be more useful if they fill up a percentage of links max hp. ![]()
Today, I worked on my recently started zelda quest again! Scripted a few things and made some items and decisions for the game. I made the passive subscreen and apparently theres no space for bomb and arrow counters, so I decided to not use arrows in my game and bombs will be one of the magic spell items, using magic instead of bomb counter. Made my own shop script and made a few shops in the village. I am thinking about how to travel between islands now.. I need to import ship tiles, but ships are so big and it's tedious to import the tiles.
#1218
Posted 15 August 2013 - 01:51 AM
I think that it's good either way. But it definetly would be more useful if they fill up a percentage of links max hp.
Today, I worked on my recently started zelda quest again! Scripted a few things and made some items and decisions for the game. I made the passive subscreen and apparently theres no space for bomb and arrow counters, so I decided to not use arrows in my game and bombs will be one of the magic spell items, using magic instead of bomb counter. Made my own shop script and made a few shops in the village. I am thinking about how to travel between islands now.. I need to import ship tiles, but ships are so big and it's tedious to import the tiles.
You can always use magic for your arrows and bombs. It's canon now (see A Link Between Worlds). ![]()
#1219
Posted 15 August 2013 - 06:07 AM
For those who don't know, Humolga was the region I created for my Gale of Darkness miniquest as part of Strato's Dungeon Midi contest he held in 2011, which I pretty much won by default as mine was the only entry that was submitted. That miniquest focused on the Canyon area of it, Veran's Awakening will expand on it being a sequel to it.
#1220
Posted 15 August 2013 - 07:53 AM
I thought someone also entered a sideview dungeon too.....
#1221
Posted 15 August 2013 - 07:57 AM
#1222
Posted 15 August 2013 - 12:29 PM
I have done.... Absolutely nothing. Now that all of my scripts are working, all I have left (before releasing my next demo) is adding messages to my items, and.... I'm completely unmotivated to finish XP
#1223
Posted 15 August 2013 - 12:52 PM
have the reviews for the demo been good?
#1224
Posted 15 August 2013 - 12:57 PM
I haven't released a demo since May, and the reviews back then were... less than favorable. I've changed a lot since then, so, I dunno how people are gonna react.
Edited by Lineas, 15 August 2013 - 12:57 PM.
#1225
Posted 15 August 2013 - 01:09 PM
Sooo... All you have to do is add messages to the items?
#1226
Posted 15 August 2013 - 01:14 PM
Pretty much. There were some other things I WANTED to do, but I don't think they're going to be a possibility, and if they are, they won't be needed until a later dungeon, anyways. I'm just being lazy.
#1227
Posted 15 August 2013 - 02:08 PM
I have done.... Absolutely nothing. Now that all of my scripts are working, all I have left (before releasing my next demo) is adding messages to my items, and.... I'm completely unmotivated to finish XP
Ah, unmotivated to add messages to items? That's one of the things I enjoy most and it's so easy ![]()
Well, I have followed Russ' advice today to make the overworld feel connected by making a world map, where one can access all islands of the quest. It will be similar to Phantom Hourglass sea overworld, except you don't have to draw a route to move the sailing ship. I actually have only one screen of it done right now, but I've collected most necessary tiles.
- Jared and Binx like this
#1228
Posted 15 August 2013 - 02:12 PM
Ah, unmotivated to add messages to items? That's one of the things I enjoy most and it's so easy
Well, I have followed Russ' advice today to make the overworld feel connected by making a world map, where one can access all islands of the quest. It will be similar to Phantom Hourglass sea overworld, except you don't have to draw a route to move the sailing ship. I actually have only one screen of it done right now, but I've collected most necessary tiles.
Oh, yeah, it's very easy, I already have it implemented, I just have to write all the strings and apply them, which is easy... it's also very tedious, lol! Hopefully my puzzles won't be quite so terrible, this time around, lol.
EDIT: Oh, also, that's a good idea. Honestly, I liked PH, except for the controls, and I think you can do it justice.
Edited by Lineas, 15 August 2013 - 02:13 PM.
#1229
Posted 16 August 2013 - 01:51 PM
Well, I got everything done and the demo's ready for release... or at least it would be, if the FFC triggers weren't being temperamental (seriously, some of them work, some don't. There's no rhyme or reason, either, I'm certain they're all set up correctly, or at least the ones that work are set up identically to the ones that don't work.).
#1230
Posted 16 August 2013 - 01:55 PM
if the FFC triggers weren't being temperamental
![]()
- Shane and Moon like this
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