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What did you accomplish in ZC today?


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#1456 Aevin

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Posted 03 January 2014 - 01:11 AM

Well, it's up to you of course, but I'm sure LTM could help you if you decide you do want to update.



#1457 Shane

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Posted 03 January 2014 - 04:42 AM

So today, I finally resprited these amazing animation tiles for a cutscene.


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#1458 KingPridenia

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Posted 03 January 2014 - 01:49 PM

Well, it's up to you of course, but I'm sure LTM could help you if you decide you do want to update.

 

I opted to update. Besides, I'm noticing a considerable difference and when I talked to Eddy earlier he said what I did to the first overworld was a massive upgrade from what I had before. I'm glad I listened to you.

 

EDIT: Complete failure. I was in such a rush to get the updated demo uploaded I forgot a tile warp after the final dungeon in the demo to signal the player that the demo is over. Ugh, hope the admins don't shoot me. I hope that's the last error I have because I feel like I've annoyed the admins enough for one day.


Edited by RedmageAdam, 03 January 2014 - 04:42 PM.


#1459 DaLink

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Posted 04 January 2014 - 05:07 PM

Finally made my Giant Stalfos sprite to use as a 2x2 Big Tektite in my quest. Well, not really, I just enlarged Cukeman's Zelda 2 Stalfos and added a new animation to it. I am soooo lazy.  :augh: Now, good night.  :zzz:


Edited by DaLink, 04 January 2014 - 05:09 PM.


#1460 Eddy

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Posted 05 January 2014 - 06:06 AM

Got some progress on Level 2, and got my first set of block puzzles started.



#1461 Cukeman

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Posted 06 January 2014 - 05:32 AM

Wow, haven't opened my quest since summer. Set up a reward screen for completing a mini-game, probably won't be able to do any more until next summer, too many commitments, sigh...


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#1462 runa

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Posted 06 January 2014 - 02:49 PM

I made a bunch of Dark World screens :)

#1463 kurt91

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Posted 08 January 2014 - 08:00 AM

Oh boy, where do I start...

 

I drew the graphics needed for all the remaining EXP items in my quest, finally finished scripting them so they work, and implemented increasing defense as Link's experience level goes up, with an indicator on the Subscreen to show how high it currently is via the typical Tunics most people tend to use when they don't want to use Rings, but taken a step further. Now there's the default Green Tunic, Level 1 through 3 Blue Tunic, Level 1 through 3 Red Tunic, Level 1 and 2 Gold Tunic, and a Light Tunic as the indicator symbol for Link's current Defense ranking. (Done this way because Link's 8-bit graphics don't allow me to change his colors)

 

I built a few new rooms of the dungeon I'm working on, including another refill station so the player doesn't run out of bombs.

 

I wrote up a plan in NotePad to help me determine when enemies need to start dropping larger amounts of experience upon defeat, as well as help me balance out when upgrades are given to the player.

 

I re-drew the pot graphics I'm using into Minish Cap pots, using a picture from the Screenshot Thread as reference since The Spriter's Resource is down.

 

I re-tooled a couple enemies to make them more different than the default enemies. Get ready to meet the Living Stone, a moving turtle-like monster with a hard stone shell. It's hard shell protects it from attack in all directions rather than a Darknut's typical frontal shield. Fortunately, this fact makes the creature overconfident and it will aggressively seek out Link. This is a good thing, considering it's un-armored face is it's weak point. This is just one of my new creations. As the player advances through the game, later variations will learn Link's tactics and will be more cautious to make it difficult to strike their exposed faces.

 

Okay, I'll be honest. I came up with the Living stone a few days ago. I just needed an example since I already closed ZQuest for the night and it's five in the morning, so I'm having a bit of trouble thinking straight. Still, all the rest of this is stuff I did today (technically yesterday, really), thus explaining my being up so damned late.

 

Good night, everybody...


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#1464 Eddy

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Posted 10 January 2014 - 12:45 PM

Got some more things done in my ice dungeon. Looking good so far although I'm unsure what a good item would be, but I'll think of something eventually.



#1465 anikom15

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Posted 12 January 2014 - 12:50 AM

I want to start level 4 but there's all this overworld junk I have to do.

#1466 Eddy

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Posted 12 January 2014 - 06:39 AM

Got moar scripts to work with the help of Moosh! I'm steadily starting to understand how all this functions and works.



#1467 David

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Posted 12 January 2014 - 11:11 AM

I've been working hard to make complex scripts for a quest that I'm making. I've already created about 750 lines of code. Some of the scripts that I made include:

  • A difficulty script
  • Custom shooters
  • A magic regeneration system
  • Item scripts that deplete a certain amount of magic
  • ghost.zh bosses and enemies


#1468 LinkFan212

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Posted 12 January 2014 - 08:17 PM

Well to be apart of this topic, I have accomplished pure layering! Thanks to EddytheOliveira, I now know how to easily layer! xD

So, because of this, my big trees will have under tree walking! So just wanted to let you all know! xD
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#1469 kurt91

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Posted 13 January 2014 - 12:28 AM

Not too much. I've mainly been going through the Expo entries, and keeping an eye on my demo's topic and keeping notes to fix the issues and complaints that come up. Things are actually going pretty good, with only very minor things needing tweaked.


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#1470 KingPridenia

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Posted 13 January 2014 - 10:42 AM

Pretty much just been here to address issues with my expo entry. Thanks to the swift feedback of many, I have found and fixed a major issue where I left some test enemies on the first screen that were meant for a much later dungeon. Also re-downloaded Randomizer and am doing my third run of it. Got some weird Gold Whistle. Don't know what that does or the point of having an upgraded Whistle, but whatever.




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