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What did you accomplish in ZC today?


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#4846 Twilight Knight

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Posted 07 September 2021 - 11:39 AM

These are very exciting developments Bagu! Great work as always
 

It must take a lot of scripting to change a village midway through the quest or to manage an effective day-night cycle!

I can't speak for the day-night cycle, but I only need 2 FFC scripts in total to make that village phasing work. Each version of the village is a new (d)map with screen state carryovers to ensure secrets stay triggered in later phases.


I've been working on some NPCs and conversations myself


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#4847 Bagu

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Posted 07 September 2021 - 12:04 PM

These are very exciting developments Bagu! Great work as always
 

I can't speak for the day-night cycle, but I only need 2 FFC scripts in total to make that village phasing work. Each version of the village is a new (d)map with screen state carryovers to ensure secrets stay triggered in later phases.


I've been working on some NPCs and conversations myself

That's how I did it, before I had the idea, to create things like my global (passive/hidden) Counter (CR_GAMESTATE) and a variable "area_state"
...I can change FFCs, Screen behavior, DMap settings, etc.
...the area_state can be set to values from 0-4 (by dialogues, collecting items or anything you wish) just let scripts check these two states.

everytime a current area reaches state "4", the Gamestate counter increases (+1)...
...now the next area state can be changed.

This allows linear events (in non linear quests).

When you have day Night cycles, you can chang screens depending on specific hours etc..

But having copied maps/dmaps is still a good way.
...you can even combine both systems.

Always use the way, thar makes the most sense.

 


These are very exciting developments Bagu! Great work as always

...oh just realized that I forgot to say, thank you :)


Edited by Bagu, 07 September 2021 - 12:04 PM.

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#4848 Emily

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Posted 07 September 2021 - 06:50 PM

As for day/night cycle, if you want to have an actual visual "time of day" effect, https://www.purezc.n...=scripts&id=339


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#4849 Bagu

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Posted 09 September 2021 - 06:38 AM

I love it when active and passive subs fit together.

jJxU6lm.png


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#4850 Emily

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Posted 09 September 2021 - 08:33 PM

A bunch of work on engine dark rooms. (lots of images)

Spoiler


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#4851 Bagu

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Posted 11 September 2021 - 06:53 AM

Loaded resized enemies  (Moblins, Stalfos, Goriyas) from A Fairytale Princess, grabbed some of my Little Hero tiles
and drawn some new ground tiles for the new 5Char Quest Sandbox, that I wanna create.

8gIxJDi.png

 

RT6xVS3.png


Edited by Bagu, 11 September 2021 - 07:06 AM.

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#4852 Bagu

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Posted 11 September 2021 - 12:19 PM

...mysterious family crests :)

GejXgCZ.png


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#4853 Bagu

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Posted 21 September 2021 - 11:06 AM

Some are just fillers (and unfinished) ...others are killers :)

It's for the multichar-item table.
...the 1-6 are a kind of unscripted "pseudo"extra item class >>Staffs<< (non magic, just melee attack wands)
...the other are the true wands.

Some of them will get scripted abilities, other will just deal DAMAAAAGEEE.

The Staffs are the "Wooden Laddle, Silver Spoon, Golden Spoon, the Pilgrim Staff, Shaman Staff and Druid Staff"

...the wands are not all named, yet.
One of them will surely become a Dream Rod item (like I made it for AFP)
...another could be a time wand (cycling trough all screen enemies and stunning em unless a assingend flag is set)...


unknown.png?width=931&height=283


if any one wants to grab 1 or 2 (or more! :) )
...fell free to use them

...here in the original size

zquest_screen00035.png

(open in paint etc and place properly before loading and grabbing)


Oh, yeah
...Thanks to Emily, for accomplishing my "Ten-Year-Minimum" feature request, overnight.
...it allows much easier Subscreen Setup for RPG Quests.


Edited by Bagu, 21 September 2021 - 11:16 AM.

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#4854 Architect Abdiel

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Posted 21 September 2021 - 08:46 PM

I took a break from designing my next dungeon to do some overworld design.
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#4855 Aslion

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Posted 21 September 2021 - 09:33 PM

9b4d36f01f.png


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#4856 Bagu

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Posted 22 September 2021 - 09:56 AM

wrote a simple debug code, to handle the general zc "screen-corner-scrolling-crash" problem.

4 function lines, kill all fatal ZC-Player crashes, caused by corner scrolling.
It's in the database, so check it out and leave a rating.

build open wide willows, deserts, lakes etc, without being afraid of Players, who will check out the corner limits, too much.
(should work in almost every ZC version)
 


Edited by Bagu, 22 September 2021 - 10:48 AM.

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#4857 Architect Abdiel

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Posted 23 September 2021 - 08:54 PM

I created the first draft of a forest. Also, planned out a story for this thing.
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#4858 Alucard648

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Posted 24 September 2021 - 05:19 PM

A test of  Grayswandir`s sideview engine, further developed.


Edited by Alucard648, 24 September 2021 - 09:25 PM.

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#4859 Valerie

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Posted 26 September 2021 - 03:53 PM

51521745200_db1a406f42_o.png51521064088_e563f0b786_o.png

I've been working on making the rooms more interesting in the 1st quest remake with BS Zelda graphics, and modifying the palettes and stuff.

Edited by Valerie, 26 September 2021 - 03:53 PM.

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#4860 Alucard648

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Posted 27 September 2021 - 02:30 AM

More progress on Grayswandir Sideview Engine:


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