Subscreens, first level and first boss are complete.
What did you accomplish in ZC today?
#4561
Posted 27 July 2018 - 12:34 AM
- Matthew and Architect Abdiel like this
#4562
Posted 27 July 2018 - 11:43 PM
- Shane likes this
#4563
Posted 29 July 2018 - 10:48 AM
Cutscenes up through level 8 are done. The cutscenes for level 9 are set up and just need their lines.
After that, I'll be looking for cutscene music, and setting up the ending cutscene and credits.
Lastly, I'll be doing a full playthough of the main story to make sure everything there is working correctly.
Then I'll finish a guide for my testers to include with the quest.
#4564
Posted 29 July 2018 - 05:18 PM
Got my hub area done
- Jared likes this
#4565
Posted 29 July 2018 - 09:50 PM
Completed intro cutscenes, just need to set up a shop, then I can release a beta or move on to level 2
#4566
Posted 30 July 2018 - 10:06 AM
#4567
Posted 31 July 2018 - 01:24 AM
Finished spriting the friendly characters
#4568
Posted 31 July 2018 - 03:24 PM
Some time ago I made a quest where a girl must save a prince and defeat a young witch, but I overwrote the entire graphic pack with that of another quest. Everything was ok, until the last boss... I don't know how but the sprites of prince and witch swap, so I killed the Prince and married the young witch...
#4569
Posted 31 July 2018 - 05:28 PM
Started up the sequel to my current quest - Return to Hyrule.
I've got only a couple screens left in An Item Fantasy, but I've no motivation to make just puzzles. Eventually I'll get back to it, but for now I'm doing a bit of work on a new quest. Got a few ideas.
#4570
Posted 31 July 2018 - 06:06 PM
Finished the final cutscene for Prometheus. Got the DMaps set up for the ending.
The final thing to do is the credits and testing.
- Nightmeres, Jared and Dark Ice Dragon like this
#4571
Posted 01 August 2018 - 07:28 PM
Released the beta to testers.
- Shane and Jared like this
#4572
Posted 07 August 2018 - 10:57 PM
Completed a shop and more than half of level 2.
#4573
Posted 11 August 2018 - 06:24 AM
1. I resumed working on 2.54/2.55. I spent the majority of my time on it today, removing some deprecated carryovers from 2.future 9such as Game->GetScreenDoor(), which is deprecated by *mapdata->Door[], or NPCData->GetCSet(id), now deprecated by *npcdata->CSet).
After that, I did a few soft-fixes, changing how NULL() works, and adding more debug tools.
Last, I added a preliminary *bitmap->GetPixel(x,y) function, to grab the palette index of a specific pixel of a bitmap (the screen is a valid bitmap).
2. I continued working on Arkanoid.qst, adding in all of the music, and sound effects. After I sleep, I'll wrap meself in some whiskey and beer, and start working on the enemies.
My plan for Arkanoid, is:
Set up the enemies, and make some BG/Wall pattern screens.
Create the paddle, and begin the most basic ball stuff.
My first task is to make ball physics for the paddle and walls: I need that, before I add physics for blocks.
Once all of that works, I can add enemies, and code up some enemy movement.
I'm hoping that I'll eventually add a Quest mode to this thing.
'T'was an all-around productive couple of sessions.
- Jared likes this
#4574
Posted 11 August 2018 - 08:44 AM
Wouldn't removing all of that stuff break old quests and scripts?
#4575
Posted 12 August 2018 - 06:05 AM
Wouldn't removing all of that stuff break old quests and scripts?
Only if someone is using ZScript instructions that were never documented, from the 2.future builds.
That's all new stuff, that I've redone in the last two years with far superior code, to my old code.
2.50.x didn't have any of it.
Arkanoid: Set up the enemies, and make some BG/Wall pattern screens.
This bit's done.
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