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What did you accomplish in ZC today?


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#1231 Binx

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Posted 16 August 2013 - 02:02 PM

It is SO not funny



#1232 Orithan

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Posted 16 August 2013 - 04:23 PM

zelda003_zps000a98dd.png

 

Feel free to speculate here. This is the first teaser shot for Veran's Awakening.

 

 

http://i852.photobuc...zps2ffb3bbf.jpg

This is the rough map of Humolga I have finished.

 

Regions/Features:

  • Light Green area - Humolga Field.

  • Pale Yellow-Green area - Humolga Prarie

  • Deep Blue area - Turninga Bay

  • Dark Green area - Gondola Forest

  • Pale Turquoise area - Brakaus Swamp

  • Golden Brown area - Lagaratzu Canyon

  • Dark Brown area - Novas Mountains.

  • Red area - Turninga City

  • Deep Yellow area - Vaquita Village.

  • Lighter Yellow area - Cashmere Fortress (Dungeon Entrance)

  • Light Red spot - Temple of the Gale of Darkness (Dungeon Entrance)

  • Green spot - Rotting Palace (Dungeon Entrance)

  • Purple spot - Ancient Factory (Dungeon Entrance)

  • Cyan spot - Cursed Hollows (Dungeon Entrance)

  • Blue spot - Sky Gate (Dungeon Entrance).


Edited by Orithan, 16 August 2013 - 04:25 PM.

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#1233 Binx

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Posted 16 August 2013 - 08:01 PM

looks good.



#1234 Avaro

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Posted 17 August 2013 - 09:54 AM

Looks very good. Looks like Vera's taking control of the main character in the screenshot. The dungeon names sound very promising! Is the grid on the map the screens?



#1235 Shane

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Posted 17 August 2013 - 10:40 AM

EDIT: Actually nope. If you got to see it, cool stuff. But I'm just now going to say I planned a lot for my quest. ;)


Edited by Shane, 17 August 2013 - 09:13 PM.


#1236 Purplemandown

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Posted 17 August 2013 - 10:15 PM

This wasn't all today, but I figure I should bring it up somewhere, seeing as I can't be bothered to make a thread/project for Voidrunner DX.  No time, too busy, too lazy, etc.

 

~Finished the Cathedral of Light, the new optional(ish) dungeon to replace the rather crappy, unplanned, and pointless boss rush I had guarding the L2 sword and Light medal before.  It won't be anywhere near as easy to get this time around.  Again, it's still gonna be completely optional, but you'll almost certainly want to at least complete the first half to get access to the white sword for the still-painfully-difficult level 3.  Furthermore, it has a custom miniboss that I scripted before I left, but never tested, so I have no idea if it works :shrug:

 

~I found a cunning, devious, and (if I may say so) brilliant hiding place for the forest medal.  I'll be impressed if anyone thinks to look where I hid it :)

~I made a mini-dungeon for the water medal, complete with a fairly complicated raft maze.

~Added a bunch of NPCs to make it more apparent where the player is supposed to be going, to explain the achievement system a little more in detail, and to provide a little more flavor to the in-game world. (Oh, and they all happen to be cameos of characters from my game that I'm making that has nothing to do with ZC, but isn't in a state of done-ness to which I could show it, but will definitely do so when it gets to that done-ness state).

 

Now, to actually find the motivation to finish laying out the (aptly named) Path of Ruin :twisted:



#1237 Mero

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Posted 17 August 2013 - 10:34 PM

I made a beast of a gleeok that is impossible to defeat with best possible setup. Probably going to have to nerf it. :/

Looks like I'm becoming too much like moosh.



#1238 Orithan

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Posted 18 August 2013 - 08:15 AM

@Avataro: Yes. The (or a) main character is being possessed by Veran, after releasing her.

The themes for the dungeons will be:
  • Fort Cashmere - Castle/Fire.
  • Temple of the Gale of Darkness - Shadow/Wind.
  • Rotting Palace - Water/Poison.
  • Ancient Factory - Metal/Time.
  • Cursed Hollow - Ghost/Nature.
  • Sky Gate - Air/Light

The grid on the map represents screens on a 1:1 size ratio to that of ZC. The grid divides the screens into the exact same dimensions as each screen in ZC

#1239 David

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Posted 18 August 2013 - 06:00 PM

Looks nice, everyone! :D

 

Now, what I did today: I played a bit more through Return of Zorkda, and it is fun and going well so far! ;)



#1240 coolgamer012345

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Posted 18 August 2013 - 06:16 PM

Well this is sort of a guess but i am planning on getting new tiles for the temple link wakes up inside in

The legend of

ZELDA

    The

     NightFall Blade.

             __

             \\\\\

           _  \\\\\     _

          /_\  \\\\\   /_ \

         /_ /\/  \\\\\/   \_\

                  \\\ \

                   \\\ \

                    \\\ \

                     \\\ \

                       \\ \

                         \\



#1241 Shane

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Posted 19 August 2013 - 07:07 AM

Well this is sort of a guess but i am planning on getting new tiles for the temple link wakes up inside in

The legend of

ZELDA

    The

     NightFall Blade.

             __

             \\\\\

           _  \\\\\     _

          /_\  \\\\\   /_ \

         /_ /\/  \\\\\/   \_\

                  \\\ \

                   \\\ \

                    \\\ \

                     \\\ \

                       \\ \

                         \\

Kevin-Butler-Mind-Blown.gif

 

Worked on some tiles today, nothing special.


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#1242 Orithan

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Posted 19 August 2013 - 07:49 AM

Today I finished some of Hal's swimming tiles for Veran's Awakening. Slow, painful process, but it is getting there.

To do list:
  • Swimming sprites (facing down, sides)
  • Holding sprites (Both land and water).
  • Casting sprites.
  • Pounding sprites.
  • Jumping sprites.
  • Charging sprites.
  • Falling sprites.
  • Miscellaneous (ie. Right-facing slash tiles for the "Flip Right-facing slash" quest rule, fainting sprites, etc.)

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#1243 kurt91

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Posted 20 August 2013 - 05:44 AM

Let's see...

 

I rebuilt my two custom bosses that I have done so far to use a different method of enlarging them to 32x32. The original method used a Global script that checked every enemy to see if it needed to be made bigger. Now I'm using an FFC script that, while it isn't perfect and needs tweaked to make firing look correct, will free up Misc. Attribute 11 on my enemies in case a different script needs to use it, allowing me a bit of an easier time later on when it comes to enemy variety.

 

I finished up a handful of additional screens of my overworld. It's not done now, but it's at the point where I could release it as a proof-of-concept, if not for the fact that I've already released on a while back during an Expo. (I forget which.) I just now realized that I might have accidentally opened the way for a bit of sequence breaking if I'm not careful, but I think I might be able to work it in the design instead of blocking it off, which could be a lot of fun.

 

I added in some more new tiles that I found that look really nice and fit in well with my existing tileset. When I'm done, this quest is going to look like no other quest out there, and I'm very happy for that.

 

I found the PERFECT song to use for the forest area of my quest, but Anvil Studio is acting odd. I changed the instruments, but Anvil Studio is the only program that plays the correct instruments and makes it sound right. Every other program I've tried ends up using the original instruments and makes it sound like absolute crap. Still, it sounds awesome when it plays correctly, and anybody who manages to recognize the original tune is going to soil themselves on realizing how good it sounds in its new context.

 

I rearranged the existing enemy tiles to free up some room so that I can keep the way the existing enemies are sorted, but have the room now to squeeze a bunch of my custom enemies in there as well. Every enemy is going to be tweaked differently and use non-Zelda sprites, so there's not going to be a single familiar enemy in the entire quest. You guys are going to be guessing on how to best approach every single new face you see, and as I continue to improve on my scripting, you're going to be in for a bunch of really neat tricks. I even managed a few evil little surprises through the Enemy Editor alone.

 

Also, I figured out how to script a bit of a mean little prank that I'm debating on whether or not to implement. The best part is, it will be next to impossible to detect ahead of time, and will only affect the desired victim instead of everybody who downloads and plays the quest. I think I've only seen it done once, and the way to do it turned out to be much simpler than I had expected. :twisted:

 

Speaking of scripts, I posted a request for a script that I should be able to design a bunch of new enemies around if it gets made. I requested a way to make enemies that eat Link, such as Like Likes, require button mashing to escape from, and that weapons/items cannot be used while Link is trapped. Hopefully somebody will fulfill that request, because I can do a lot with a small change like that. (GBC-style Gels, a couple of item-eating enemies that I can make REALLY dangerous once the player catches on to what's going on. [Man, it's hard not to spoil too much!])

 

I'm also debating ideas for a type of weapon that reduces Link's maximum HP upon each use. It could be an interesting twist, and fun to see what happens if a player doesn't realize what it's doing until it's too late. :twisted:  Also, I'm starting to plan out a quest where everything revolves around this particular gimmick! Sound like fun?

 

So yeah, pretty productive day. I've been having a lot more fun with this quest than I expected.


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#1244 Orithan

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Posted 20 August 2013 - 05:35 PM

hal_zps6d333a83.png

 

This the progress I've made with my Hal player sprites. Though his left-facing sprites are not going to be holding his shield in his left hand once I'm done!


Edited by Orithan, 20 August 2013 - 05:36 PM.


#1245 Moosh

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Posted 22 August 2013 - 12:06 AM

Finished the second bonus dungeon of Link's Quest for Canada. So I guess unless I decide to do any other crazy bonus content it's just endgame and bugfixes from now on.


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