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What did you accomplish in ZC today?


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#1246 kurt91

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Posted 22 August 2013 - 02:15 AM

Let's see, I made a Forest Ruins area that looks really neat, and put together a pair of simple bosses that you have to kill to unseal the doorway inside. They're both 32x32, have Rope movement, and shoot Zora fireballs. The each deal a full Heart of damage and have 50 health. (Sounds like a lot, but the player is expected to have a few upgrades by now. I'm just trying to keep the power curve even.)

 

However, using Enemy->Extend set to 3 makes doing this really difficult. I can't figure out how to make 4 Frame-4 Direction movement work. They look fine walking up and down, but disappear upon moving left and right.

 

Besides my custom boss issues, I also learned how to rip TurboGrafx16 sprites and tiles, so I'm getting some really neat graphics for my quest.



#1247 Orithan

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Posted 24 August 2013 - 08:06 AM

Worked on my subscreen a little more. Now I need to incorporate stuff like the Seed Sachel (just a storage item, which the Seed Shooter will be using) and various treasures.

To do list (Subscreen):
  • Finish up incorporating items into the subscreen.
  • Finish making the treasure sprites.
  • Make sure that the phials are selectable (why are they not??!!)

Treasures in Veran's Awakening:
  • Fairy Wing.
  • Fairy Dust.
  • Feather (Skyward Sword).
  • Iridescent Feather (Skyward Sword).
  • Amber Relic (Skyward Sword).
  • Jelly Blob (Skyward Sword).
  • Evil Crystal (Skyward Sword).
  • Ivory Skull (Skyward Sword).
  • Godess Plume (Skyward Sword).
  • Dusk Relic (Skyward Sword).
  • General Key.

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#1248 Avaro

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Posted 24 August 2013 - 06:32 PM

Finished a dungeon for my quest today and finalised a script that makes the main feature of my quest more evil over time.


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#1249 David

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Posted 24 August 2013 - 07:42 PM

Finished a dungeon for my quest today and finalised a script that makes the main feature of my quest more evil over time.

How are you so fast at making dungeons? I take so long; maybe it's because I want to make them as best as possible without realizing that I can fix errors later? ;)



#1250 Avaro

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Posted 24 August 2013 - 07:50 PM

How are you so fast at making dungeons? I take so long; maybe it's because I want to make them as best as possible without realizing that I can fix errors later? ;)

I love making dungeons! What I need a lot of time with is overworlds. These I don't love so much. Dungeons are my strength in ZC I guess.



#1251 David

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Posted 24 August 2013 - 07:53 PM

I think I am balanced in between. But I agree, I love making dungeons too! :D (especially evil ones :superevil:) :D



#1252 Binx

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Posted 24 August 2013 - 08:11 PM

I suck at making dungeons... :(



#1253 coolgamer012345

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Posted 24 August 2013 - 08:17 PM

I have been searching the PureZC music database for something good for

The Legend of

  ZELDA

     The NightFall Blade

but have only found 2 1 suitable ones :-/.


Edited by coolgamer012345, 25 August 2013 - 11:50 AM.


#1254 David

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Posted 24 August 2013 - 09:36 PM

I suck at making dungeons... :(


I will be the judge of that once I beta test you're quest! ;) I doubt you're bad! :)

#1255 David

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Posted 24 August 2013 - 09:37 PM

I have been searching the PureZC music database for something good for
The Legend of
  ZELDA
     The NightFall Blade
but have only found 2 suitable ones :-/.

What kind of music are you looking for?

#1256 coolgamer012345

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Posted 24 August 2013 - 09:48 PM

What kind of music are you looking for?

Sad, Happy, Story, Begenning, End, Forest, Deep Forest, 3D zelda dungeon musics, volcano.... There are lots more but unless you want to see them all then the list is staying as is.



#1257 David

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Posted 24 August 2013 - 09:53 PM

Then you could check out www.vgmusic.com. They have like 10000 midis of like every system. Very useful if you want music. Once you choose a system (like NES), you can use the find feature on the Internet and search for forest or something like that, and see what comes up. Hope this helps!

#1258 Binx

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Posted 24 August 2013 - 10:26 PM

I will be the judge of that once I beta test you're quest! ;) I doubt you're bad! :)

Actually, yeah, the dungeons have been, by far the biggest complaint of the people who have played the quest, lol.



#1259 David

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Posted 24 August 2013 - 10:28 PM

Well everyone always has at least one weakness in questmaking. I'm sure you'll get better with time :D

#1260 kurt91

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Posted 27 August 2013 - 02:47 AM

I made a decent chunk of the interior of my Forest Ruins area, and added in the second "gimmick" enemies of my quest. You see, there aren't going to be any ammo shops at all (plot reasons), but the player's expected to still use items such as Arrows or Bombs. To get around this issue and prevent any tedious ammo grinding, I have specific enemies that are guaranteed to drop ammo refills. For example, when you're low on Arrows, you can backtrack to the forest and look for Forest Archers. Each one you kill is guaranteed to drop Arrow refill items, and they always return to the screen so you can re-kill them all and fully stock up.

 

Now, inside the Forest Ruins are little pumpkin-headed enemies that breath fire. If you can kill one, you'll receive the Candle! No, this Candle doesn't behave like normal. For that, you'd want to seek out either the Blue or Red Lanterns. While the Red Lantern can be used as often as you want, and the Blue Lantern will only work once per screen, the Candle will work ONCE. That's right, if you use it even once, it's gone for good and you'll need to return to the Forest Ruins and kill some more pumpkin baddies to get another one. Of course, if you use your single-shot light carefully, you might find another stash of enemies in a more convenient location, and make it a bit easier to do some general exploring, but you're going to be SO relieved when you actually find the Blue Lantern and can afford to not be so stingy with your light. This way, the player will have to think carefully about their actions.

 

Other than that, I've mainly been adding in needed tiles to my tileset, and watching various Let's Plays for ideas on what I can do design-wise. I just finished watching ones on Neutopia and Neutopia II, and am now watching one on 3D Dot Game Heroes, or whatever it's called. Because of this, I'm considering a boss fight in a crowded room with blocks that stab swords out if you get too close. Sound fun?




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