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Quest 745 (Cancelled)

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#1 Ben

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Posted 19 February 2015 - 04:30 PM

Mostly been reworking the light world. Current project is the second pendant palace.

Here's the map (you can see where I have and haven't changed things), but yeah. Slow progress.

https://dl.dropboxus...ZC/zelda080.png
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#2 WindRobe

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Posted 19 February 2015 - 04:52 PM

Looks good bagel, keep up the good work



#3 SkyLizardGirl

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Posted 19 February 2015 - 06:54 PM

The very top right.. // ?  Is that were you keep scripts or combo switches or something??

 

I used to do alot of RPG maker programming and i would have events packed up hidden from the actual game plains on one corner of a screen just like that,

they all worked as global programmed events for me, anyways ..  ~just being curious.*

 

!0~^!


Edited by SkyLizardGirl, 19 February 2015 - 06:55 PM.


#4 Ben

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Posted 19 February 2015 - 06:56 PM

Actually that's just a scratch screen where I draw formations of things I might want to use or test combo aliases. Sometimes I'll test scripts there.



#5 Eddy

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Posted 20 February 2015 - 05:31 AM

Looking pretty good! I'm seeing quite a lot of changes here (especially the fact that the swamp is no longer there). I'm looking forward to seeing more progress.



#6 Deedee

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Posted 14 March 2015 - 10:08 AM

I hope you update the npc script used by the first game. I really don't like using my sword when I talk to people.



#7 Ben

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Posted 15 March 2015 - 07:18 AM

That was fixed even in the original quest a long time ago. :P



#8 Ben

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Posted 19 April 2015 - 10:41 AM

I have broken ground on the new Lost Woods today (and yes I see the tile errors):

 

lostwoodspreview.png


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#9 Ben

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Posted 14 May 2015 - 06:00 PM

The Lost Woods area is completed.

 

This quest will not have a Dark World nor a Magic Mirror. It creates a lot of design challenges that I don't feel like I can deal with when I am going to have multiple overworld dmaps. Speaking of which, Death Canyon will be kind of a Northern Hyrule area, formed from a past eruption of Death Mountain (which is now a lava-filled crater.) It should be a full overworld map of its own. I'm working on a story arc to cover all of this and it will be partially explained in the quest intro eventually, unlike its predecessor which really had no story.

 

I have also decided to do away with some of the LTTP aesthetic and add some additional shading to items and things:

 

zelda103.png

Death Mountain is gone. The item box is now a blue circle ala OoT.

 

 

I am also trying to script a Link to the Past-style bow that shows a sprite in front of Link and fires an arrow after a short delay. I have zero experience manipulating LWeapons and sprites so it's not going well -- if anyone could help me out, it'd be appreciated. I don't care about arrows sticking in walls.


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#10 Lejes

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Posted 14 May 2015 - 07:26 PM

for (int i = 0; i < time; i++)
{
     Screen->FastTile(4, bow_x, bow_y, bow_tile, bow_cset, OP_OPAQUE);
     WaitNoAction();
}
//fire arrow

You'd need to tweak some things, like adding a bit before the loop to make the tile's x and y be in front of Link, and something similar for the LWeapon afterward. This would be an FFC script, since it lasts for more than one frame, and the item script for your bow would launch it (with RunFFCScript()). It would be a custom item instead of a default bow.



#11 Lejes

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Posted 15 May 2015 - 03:20 AM

// Bow and arrow tiles cannot exceed 32768!
item script LttPBow
{
	void run(int bow_tile, int bow_cset, int arrow_tile, int arrow_cset, int arrow_damage, int arrow_step, int script_num)
	{
		if (Game->Counter[CR_ARROWS] > 0)
		{
			float args[6] = {bow_tile, bow_cset, arrow_tile, arrow_cset, arrow_damage, arrow_step};
			Game->Counter[CR_ARROWS]--;
			RunFFCScript(script_num, args);
		}
			
	}
}

ffc script LttPBowFFC
{
	void run(int bow_tile, int bow_cset, int arrow_tile, int arrow_cset, int arrow_damage, int arrow_step)
	{
		for (int i = 0; i < 15; i++)
		{
			Screen->FastTile(4, Link->X + InFrontX(Link->Dir, 7), Link->Y + InFrontY(Link->Dir, 7), bow_tile + Link->Dir, bow_cset, OP_OPAQUE);
			
			Link->InputUp = false;
			Link->InputDown = false;
			Link->InputLeft = false;
			Link->InputRight = false;
			Link->InputA = false;
			Link->InputB = false;
			// Disable other button inputs here if you want.
			Waitframe();
		}
		Game->PlaySound(SFX_ARROW);
		lweapon arrow = NextToLink(LW_ARROW, 0);
		arrow->Tile = arrow_tile + Link->Dir;
		arrow->CSet = arrow_cset;
		arrow->Damage = arrow_damage;
		arrow->Step = arrow_step;
		arrow->Dir = Link->Dir;
		
		//Arrow hitbox shenanigans. Modeled after ZC arrow defaults.
		if (arrow->Dir == DIR_UP || arrow->Dir == DIR_DOWN)
		{
			arrow->HitWidth = 15;
			arrow->HitHeight = 12;
			arrow->HitXOffset = 0;
			arrow->HitYOffset = 2;
			arrow->DrawXOffset = 0;
			arrow->DrawYOffset = -2;
		}
		else
		{
			arrow->HitWidth = 12;
			arrow->HitHeight = 14;
			arrow->HitXOffset = 2;
			arrow->HitYOffset = 2;
			arrow->DrawXOffset = 0;
			arrow->DrawYOffset = 1;
		}
	}
}

This was a little more involved than I thought it would be. ZC does funny things with weapon hitboxes. Thinking about adding getting interrupted by damage. LttP did that, right?

#12 Ben

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Posted 15 May 2015 - 08:00 AM

Damage interruption should be super easy to add; just have it break out of the run loop if Link->Action is LA_GOTHURTLAND. Thanks for this, though; I'd have never figured it out.

 

So the arguments in the Script tab for the item should just be the respective tiles? Is this going to be compatible with a script running on pickup?

 

e: I just had another item use the itemBundle script to add it instead. Once I got it set up properly and found a good step speed (300 is fine) it works beautifully.

 

e2: Have resprited potions and added shading to various LTTP-style item graphics. Also added LTM's shop script to replace the default Z1 shops.

 

e3: 166_nof2k0.png


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#13 Sheik

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Posted 16 May 2015 - 06:47 AM

Nice stuff. I really like the direction this is taking altogether.



#14 Ben

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Posted 16 May 2015 - 03:40 PM

I added a video to the project:

 


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#15 Eddy

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Posted 17 May 2015 - 05:36 AM

Dude, that looks really cool. I really love the new additions in there, especially those rolling balls from ALTTP which seems to fit the dungeon perfectly. Also, that boss though lol




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