What did you accomplish in ZC today?
#61
Posted 24 April 2011 - 10:30 AM
I have a custom item called 'Secret Seashells' that increase a counter by one each time you find one. They function similar to gold skulltula tokens from OoT. After a certain amount you have, you will receive an upgrade from somebody. Enough about that, here's the two events I made:
Items needed:
'Secret Seashell'
'SQ1 - Axe' (Meaning it's involved in Side Quest #1)
'SQ1 - Thxforaxe' (Invisible item involved in Side Quest #1, replaces the axe and makes sure that you don't see the event twice)
'Inv. Seashell behind sign' (A fake item used to keep you from seeing the second event twice)
First Event:
String 1: "The curse on the forest is gone, now I can go back to being a woodcutter!"
String 2: "If only I had an axe!"
String 3: "I'll give you this seashell for your axe!"
String 4: "Thank's for the axe!"
Here's how it works, string 1 has a code that checks for "SQ1 - Thxforaxe", if he has that, the string changes to string 4. If he doesn't have that, it goes to string 2. String 2 has a code that checks for "SQ1 - Axe," if Link has it, the string will change to string 3. String 3 has a code that takes "SQ1 - Axe," and gives "SQ1 - Thxforaxe" and a secret seashell.
Here's what you see: If you visit the woodcutter after Level 2, and if you have an axe with you, he will take the axe and give you a seashell. After that, he will just thank you for the axe.
Second Event:
String 1: "Graveyard"
String 2: "(There's a seashell carefully placed on the sign)"
String 3: "(You already took the seashell)"
String 1 has no codes. String 2 has a code that checks for "Inv. Seashell behind sign," if you have it, you get string 3. String 2 give you the seashell, and "Inv. Seashell behind sign."
What you see: The first time you read the sign, Link finds a seashell.
Took me about 20 minutes to figure out how to use string codes, it's really simple and useful. My only complaint is that there is no "Go to screen" codes.
#62
Posted 24 April 2011 - 04:32 PM
I just need specific dungeon tiles (which i will ask about in the request forum.) and a couple items are missing.Namely the map and the boss key.
Edited by sonicfan350, 24 April 2011 - 04:32 PM.
#63
Posted 25 April 2011 - 01:50 AM
#64
Posted 25 April 2011 - 05:52 AM
My Hyrule Field is about 45% Complete!
And that ladies and mentalmen is what I did as of today.
#65
Posted 29 April 2011 - 02:39 PM
Today I broke my bomb flower script! (cry) It no longer recognizes a hit by an lweapon, so you can't use a weapon to trigger it from a distance. I don't know why this is so.
However, I did manage to prevent them from 'carrying over' the explosion to the next screen if you move to a different one before the explosion occurs. I'm still working on getting more than one to go off at a time, if you trigger more than one. Just so you know, these bombflowers are not FFC based- they are just combos, and global script-based.
Finished the fourth dungeon, including a cut scene where you capture your first royal in a gem. Gannon Mandrag, son of Dragos Mangeru, leader of the Gerudo tribes- you belong to us now! Muahahaha! If I have the gumption, I will add some shadow and lighting effects, but they are a low priority.
#66
Posted 06 May 2011 - 02:07 AM
Today, I attempted to script an extremly powerful item called the Baton of Estera. Link would be able to charge it up, then throw it straight into the air, and it wouldn't come down for up to two and a half minutes (depending on how long it was charged). But once the Baton hits the ground, Link would be instantaneously transported to that exact spot, no matter where he is on the DMap. He'd be able to whisk clear from one end of the map to the other if timed right.
But... this was not what the script did when I finished it. What it did was break my computer. It's not a Trace()able error, either; I didn't just write non-working code, I wrote something that got me the "This Program Will Now Close" box.
Three days I worked on this thing, and now the finished result is corrupted beyond any of my salvaging abilities. So I deleted the whole script, and basically wasted three days of work.
It's things like this that seriously kill my motivation. Oh well... At least I didn't lose any data aside from the death-script itself. Soon as I deleted it, my game worked as normal, so I can count my blessings I guess.
#67
Posted 06 May 2011 - 03:10 AM
Actually, I did open up, and work on Zelda-TD a little bit. I've been re-playing the finished portions of it, which usually makes me want to work on it more.
#68
Posted 11 May 2011 - 02:37 PM
Sounds like a confusing item, though. But it sounds like you worked so hard on it! I hope you can get it to work someday.
Anthus, that stinks too! But working on quests is always fun!
A few days ago, I thought of an AMAZING story! Can't release it right now (Unless you're one of my close friends. That includes you, Schwa xD) due to it being so original.
Right now, i'm working on a huge town, with shops and a lot of cool things! It's coming out HUGE, and great!
#69
Posted 11 May 2011 - 02:47 PM
#70
Posted 11 May 2011 - 03:42 PM
#71
Posted 11 May 2011 - 03:44 PM
I like the ALttP set
And MM, sounds scary D:
I'm still dying to play that quest @_@
#72
Posted 11 May 2011 - 05:14 PM
#73
Posted 11 May 2011 - 05:52 PM
#74
Posted 13 May 2011 - 03:07 PM
Well, today, I moved to RPG maker VX because working with Zquest was just stressing the hell out of me and I couldn't take it anymore. Don't worry, I'll be back someday!
What you mean to say is, your Aspie obsession has flip-flopped again, and you've forgotten ZC even exists overnight.
Brother, I can relate. Argh.
#75
Posted 15 May 2011 - 06:15 PM
But it's fine with me, it's coming out great!
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