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"Project RCS" official Project Thread


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#121 Schwa

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Posted 16 January 2011 - 07:36 PM

QUOTE(Orin XD @ Jan 15 2011, 07:38 PM) View Post

Thanks, Schwa. It works like a charm. I was thinking of doing something like that once. Btw, I'm using DoR: the hearts are already shiny.

I'm so glad I could help! Makes me happy when problems are being solved. RAW RAW FIGHT THE POWER.

Make the red hearts more dull then? icon_heh.gif I would have if it were me! Also, uniquifying your Quest is extremely important. Back in the days of 2.10, we made our games unique primarily by changing the enemy and item and system graphics, as there were no Enemy/Item/Subscreen Editor to do that with, so this became very important. Now in 2.5, it's a bit harder to give games that touch of flavor because there are less limitations, but either way we can never forget the basics. Rant over.

QUOTE(Orin XD @ Jan 15 2011, 07:38 PM) View Post

Back to your quest, the Giant Bees are definatley monsters (BEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES!). Are you going to have them stun Felix if they hit, so they can inflict twice the pain, making him think twice before he even goes near them!

They can kill him in two hits. Getting clipped by that monstrous bee takes three Hearts out of him. icon_biggrin.gif And as they are immune to the Wooden Sword, your best bet is long-range combat and let the Slingshot's attacks keep knockback-ing him away from you, even if you have a better Sword it's just not as risky. Also, BEEEEEEEEEEEEEEEEEEEEEEEEEEES.

Actually, the Paralysis condition will most likely be caused by electric-based enemies or projectiles, or sometimes if enemies have earthquake attacks. My plan is to make quite a number of status conditions, and to start, there will be one variation of Bubble enemy that inflicts each kind when it hits you. icon_ohmy.gif

There is also planned to be an Equipment Item, a special kind of Body Armor, that renders you resistant or even immune to status, for a certain number of inflictions, and then breaks. You'll be able to buy this item at a variety of Shops, though you might or might not want it enough to buy it, depending on what area you're heading into next. icon_smile.gif I dunno, maybe Poison isn't a big deal to you, 'cause you're good at avoiding hits (and Poison can never actually kill you in this game, the absolute worst it can do is leave you at 1/16 of a Heart, and when you're that low and you get Poisoned again it doesn't even affect you), or you have healing items instead. Maybe Paralysis isn't a big deal either 'cause you're skilled at fighting the Blue Goriyas in this next dungeon you're going to take on. But maybe you're NOT that good at fighting them, or you just don't want to take that chance; buying the Body Armor might just save your life in there. Or hey, you can fight Blue Goriyas just fine, but this next dungeon has creatures that will reverse your controls, and you're not in the mood to mess with them? Body Armor, boom, problem solved (for a while). icon_smile.gif

QUOTE(Blaman @ Jan 15 2011, 07:53 PM) View Post

I'm in the same boat; I loved Zelda II myself as well. icon_smile.gif

Now, I'm sure you don't need to be told again, but what you've got cooking up here is simply amazing. Every time I look into this thread, I always look forward to reading what creative ideas you've implemented into your quest. It's actually very inspiring. Keep it up, man. Definitely one of the most original and creative quests I've seen around. (No offence to anyone else, of course. icon_razz.gif)

icon_redface.gif Thank you brother~

Dude, feel free to contribute to the conversation(s) at any time! Not only do I like my thread getting attention ( icon_blah.gif ), but if you like what you see, or have an idea, or want to point something out, keeping silent is a crime against humanity.

You gotta go beyond your horizons!

Open up your WORLD!

IPB Image

QUOTE(Banjo7J @ Jan 16 2011, 02:00 AM) View Post

You know, I was actually thinking of that game when you were describing how to turn 36 hearts into 9.

That game has the coolest theme music EVER.

Too bad they raped it in Marvel vs Capcom 3 though. That's probably the ONE thing I dislike about that upcoming masterpiece of awesome. I swear those guys have a techno dance music fetish lately... icon_dead.gif

~ ~ ~

UPDATE EDIT:

IPB Image

Preview of "Garden", where Felix encounters the reclusive Golden Mage.

He probably didn't expect it to be Bowser's Castle Hardcore though. Watch your step, Felix! There's not very many things that WON'T knock you into the water on this screen. icon_xd.gif

Edited by Schwa, 17 January 2011 - 03:07 AM.


#122 Shane

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Posted 17 January 2011 - 03:20 AM

The garden looks cool yet mean. icon_lol.gif

#123 Russ

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Posted 17 January 2011 - 01:28 PM

The Bowser's Castle music started playing in my head when I saw that screen. It looks awesome! If I can ask, how'd you script the moving platforms? I tried that once, and I can tell you, my way definitely did not work. icon_razz.gif

#124 Schwa

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Posted 17 January 2011 - 06:25 PM

QUOTE(Russ @ Jan 17 2011, 10:28 AM) View Post

The Bowser's Castle music started playing in my head when I saw that screen. It looks awesome! If I can ask, how'd you script the moving platforms? I tried that once, and I can tell you, my way definitely did not work. icon_razz.gif

CODE

ffc script rec_MovingPlatform
    // You can pair this with any walkable FFC you want, and it will act as a platform that
    // moves Link with it while he's standing on it, rather than the silly method of having
    // to walk in time with it. :D Should work with any speeds in any directions, even diagonal!
    // The D arguments aren't even needed. ^_^
{
    void run()
    {
        int StoredX;    // these variables hold the X,Y coordinates of the FFC one frame ago
        int StoredY;    //

        while(true)
        {
            // compare the X,Y coordinates of the FFC with Link's at the START of its movement
            if(RectCollision(CenterLinkX(), (CenterLinkY() + 4), CenterLinkX(), (CenterLinkY() + 4), Floor(this->X), Floor(this->Y), (Floor(this->X) + this->EffectWidth), (Floor(this->Y) + this->EffectHeight)))
            {
                // if Link is standing on it, adjust his X,Y coordinates the same amount
                // as this FFC moved from the last frame to the next
                Link->X += (this->X - StoredX);
                Link->Y += (this->Y - StoredY);
            }
            // store the X,Y coordinates of the FFC at the END of its movement frame
            StoredX = Floor(this->X);
            StoredY = Floor(this->Y);

            Waitframe();    // we don't want to forget this! XD
        }
    }
}

Since I know you want to credit me for something so bad... icon_blah.gif

Give it a go, tell me if it works for you. (And yes anyone may use this, credit me if it's not too much trouble.) OH, and this assumes you're using the normal 16x16 Link and you haven't made his hitbox all wonky with other scripts.

I probably could optimize this a little if I really wanted, but it works just fine as it is, so there's no issue icon_smile.gif

#125 Russ

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Posted 17 January 2011 - 07:17 PM

icon_awesome.gif
That about sums up my feelings right now. Thanks! I'll be sure to use this, and credit you of course. icon_razz.gif

#126 Schwa

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Posted 17 January 2011 - 10:18 PM

I haven't tested this minor edit, but it occurred to me this script does have a small bug, in that if Link's hurt while on the platform, he won't get knocked back, he'll stay on the platform instead like a clinging gecko. icon_razz.gif

The "supposed" fix is as follows:
CODE

ffc script rec_MovingPlatform
    // You can pair this with any walkable FFC you want, and it will act as a platform that
    // moves Link with it while he's standing on it, rather than the silly method of having
    // to walk in time with it. :D Should work with any speeds in any directions, even diagonal!
    // The D arguments aren't even needed. ^_^
{
    void run()
    {
        int StoredX;    // these variables hold the X,Y coordinates of the FFC one frame ago
        int StoredY;    //

        while(true)
        {
            // compare the X,Y coordinates of the FFC with Link's at the START of its movement
            // Link->Action ID#7 is "Hurt on land"... platform won't hold Link's position if he's being knocked off
            if((RectCollision(CenterLinkX(), (CenterLinkY() + 4), CenterLinkX(), (CenterLinkY() + 4), Floor(this->X), Floor(this->Y), (Floor(this->X) + this->EffectWidth), (Floor(this->Y) + this->EffectHeight))) && (Link->Action != 7))
            {
                // if Link is standing on it, adjust his X,Y coordinates the same amount
                // as this FFC moved from the last frame to the next
                Link->X += (this->X - StoredX);
                Link->Y += (this->Y - StoredY);
            }
            // store the X,Y coordinates of the FFC at the END of its movement frame
            StoredX = Floor(this->X);
            StoredY = Floor(this->Y);

            Waitframe();    // we don't want to forget this! XD
        }
    }
}

If anyone uses this version and there are bugs, just let me know and then go back to using the old one.

#127 Neppy

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Posted 18 January 2011 - 03:03 AM

OMFG... SCHWA!!!!!!! This project just keeps amazing me each time I look through this topic. Loving the design you are building with, and I love how you are de-Zeldafying the game, to make it, it's own thing. Keep it up! icon_biggrin.gif

#128 Shane

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Posted 18 January 2011 - 04:45 AM

Schwa I got an idea that you might like a boomerang witch you can fully control on your own like in OoS Magical Boomerang and somewhat like the DS Zelda games. This would be good for stratagie throws with puzzles ect. I dunno if you got anything planned for the boomerang but if your open to sugestions heres one... icon_heh.gif

Edited by Midnight_King, 18 January 2011 - 04:47 AM.


#129 Schwa

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    Enjoy the Moment more. This strengthens Imagination.

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Posted 18 January 2011 - 01:19 PM

QUOTE(Angeal @ Jan 18 2011, 12:03 AM) View Post

OMFG... SCHWA!!!! This project just keeps amazing me each time I look through this topic. Loving the design you are building with, and I love how you are de-Zeldafying the game, to make it, it's own thing. Keep it up! icon_biggrin.gif

icon_redface.gif Thank you Angie, that's really amazing to hear. I love the verb you used, "De-Zeldafying". That's basically what this is. I've taken a lot more inspiration from action or fighting genres than Zelda's consistent RPGesque/adventure feel, for example.

Also I have a really corny cliche'd storyline, but that's totally fine. Remember the movie The Expendables? My game's the same deal: Sh!t Blows Up.

QUOTE(Midnight_King @ Jan 18 2011, 01:45 AM) View Post

Schwa I got an idea that you might like a boomerang witch you can fully control on your own like in OoS Magical Boomerang and somewhat like the DS Zelda games. This would be good for stratagie throws with puzzles ect. I dunno if you got anything planned for the boomerang but if your open to sugestions heres one... icon_heh.gif

Actually, I considered this for the Magic Whistle's Whirlwind first before I thought of it for the Boomerang. icon_biggrin.gif But it remains to be seen whether I do that or not. I want to make something that's both awesome to use (and to look at) and that's actually useful in puzzles, without it being overpowered. (On that note, I should probably downgrade the Raven's Feather... When I have more of my game done I'll know for sure, I guess icon_confused.gif)

As for the actual Boomerang... still deciding. The idea I'm leaning towards the most right now, regarding all the "original" LoZ items, is to have them all show up in the late-game in important key areas, but none of them are actual dungeon items. I might make the Boomerang an optional weapon you can obtain by completing a difficult sidequest (and that's kind of a neat throwback to Link's Awakening, too), in fact I may even just make all LoZ items optional. Even for the Whistle, even if it's still just optional, and I make Digdoggers beatable without it, having it will open up a LOT of shortcuts and solve some puzzles far more efficiently, as an example.

#130 Nightmeres

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Posted 18 January 2011 - 02:11 PM

how do you make the script work. i assigned it to a ffc and nothing. what am i doing wrong

#131 Schwa

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Posted 19 January 2011 - 03:44 AM

Small preview of what I've been working on next:

IPB Image

This game-element will be present in practically every dungeon and many of the non-dungeon side areas, such as Caves. Feel free to speculate. Though I know there's some of you who will immediately see the concept. icon_smile.gif

I made it specifically to traumatize Russ. icon_deformed.gif Okay okay I kid I kid~

QUOTE(Nightmeres @ Jan 18 2011, 11:11 AM) View Post

how do you make the script work. i assigned it to a ffc and nothing. what am i doing wrong

I don't know how to help you. icon_confused.gif Did you use the second one and it's broken? If so, switch to the first until I bugfix it on my own time. If not, I can't help.

It should be noted that just assigning the script to the FFC won't do anything by itself; the purpose is to set Speed or Accelaration values to the FFC with the script attached, to create the moving effect. Though that much should be glaringly obvious.

#132 Shane

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Posted 19 January 2011 - 03:56 AM

I'm guessing when you hit the red crystal switch the lowered red blocks go up and the up ones get lowered same goes with the others?

Nice feature icon_smile.gif I love those types of puzzles.

#133 Russ

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Posted 19 January 2011 - 11:06 AM

My head hurts... Looks awesome Schwa! But I'm too traumatized to enjoy it. Thanks a lot, bud.

Kidding aside, it looks amazing! But if I'm interpreting this right, you can get through in only one move. Unless you enter from the right side of the screen. In which case, you're pure evil.

#134 Avaro

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Posted 19 January 2011 - 11:12 AM

What? The exact same block-system I wanted to make in my temple of time. lol, I love your screen design. You made some awesome tiles!

#135 Nightmeres

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Posted 19 January 2011 - 02:30 PM

the 2nd one compiles but it won't make my ffc a moving platform and i set the x and y speeds. also the original won't compile

Edited by Nightmeres, 19 January 2011 - 03:43 PM.



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