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What did you accomplish in ZC today?


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#4126 Timelord

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Posted 09 June 2017 - 01:18 PM

I rescripted lanmolas. They're awful, hard-coded enemies that fight you no matter what you try to do with them, so I put my foot down, snorted arrays, and made my own. And now I get to do fun things with them...

 

I am always amused by internal Lanmola antics. :)

I particularly loved when they would leave the screen of their own volition, depending on what you do to them.

 

--

 

In other news, as of today, the Enemy Editor allows for enemies larger than 1x1.

 

 

More Footage

Spoiler

 

 

Welcome to 2.55 Alpha: Stability, not included.


Edited by ZoriaRPG, 09 June 2017 - 03:07 PM.

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#4127 Aevin

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Posted 09 June 2017 - 02:48 PM

Does it have to be today specifically? I wouldn't want to break the rules or something ... Anyway, this is work in progress, may change dramatically.

niX7bAY.png

6SRkueo.png

tkrbNg6.png


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#4128 Shane

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Posted 10 June 2017 - 04:45 AM

Been creating several new palettes and gathering new Gameboy music. Mostly planning otherwise.


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#4129 Eddy

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Posted 10 June 2017 - 02:11 PM

Got a bit done today. Finished up the starting area of my new quest and started working towards the first dungeon. Still haven't got that quest project up yet, but I'm getting there :P


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#4130 TheRock

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Posted 10 June 2017 - 05:51 PM

Fixed up a partically strait forwards part of a dungeon to make it more non-linier and changed a lot of little things in the dungeon too.



#4131 ywkls

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Posted 12 June 2017 - 10:14 AM

Finished off the last of the new bosses for the expanded edition of Metroid: Origins. Here are some pictures for you.

 

ZVUWUuP.png

 

Because there aren't already enough giant eye monsters, I present the Eye of Fate.

 

qw4s0Jh.png

 

This wall O' doom is better known as the Automated Defense System.

 

b1LOB7Q.png

 

Who let the jellyfish take over the universe?- Samus thought to herself.

 

LfOTWDs.png

 

The Death Mask will try and make its name literally appropriate.

 

Now I can start on the work of placing all of the other scripts in the game, calibrating the new map system and testing it all.

 

If anyone who's previously tested for me would like to help with that (or anyone else is interested) please let me know.


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#4132 Timelord

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Posted 12 June 2017 - 05:55 PM

The weapon editor is now working! Using it, you can do the following:

 

Set Weapon Type

Setting this changes the type of the weapon, for use when determining the weapon type for npc defences. Thus, if you set an arrow to the type 'Sword', when an arrow made by this item strikes an npc, the npc defence for 'Swords' is used to evaluate the outcome.

 

It should also be working for swords, so that you can set a sword to the defence 'Fire', but this is not proven.

 

Set Default Defence

If set to a type other than 'None', and item that acts as a weapon will use a specific defence outcome (e.g. double damage), when it strikes enemies. All enemies are globally effected by this setting, based on the item type, if their own defence setting for that weapon s set to 'None' in the enemy Editor.

 

Example

If you set a sword to a defence of 'stun', and you set the 'sword' defence for Blue octorocks in the enemy editor to 'double damage', when struck by a sword Blue Octorocks will take double damage, and all other enemies will be stunned. The Enemy Editor defences act as exceptions to a default defence.

 

Combined

If you set an item to a specific weapon type, and set a default defence for it, then it will act as that weapon type, for all enemy purposes. It will use the default defence that you provide, but it will look at the Enemy Editor settings for the weapon type that you select for determining defence exceptions. Thus, a sword item, set to a type of 'Arrow', and with a defence of 'stun', will stun all enemies with an arrow defence of none, and it will use the arrow defence type applied to enemies to determine its results, otherwise.

 

This new magic brought to you by Insomnia and Company.

 

video, t.b.a.



#4133 Reflectionist

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Posted 12 June 2017 - 10:25 PM

Just doing some planning out...

https://drive.google...ew?usp=drivesdk
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#4134 TheRock

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Posted 12 June 2017 - 10:27 PM

Made a cave to get somewhere cool in the game.



#4135 SkyLizardGirl

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Posted 13 June 2017 - 01:12 AM

Working on level-16



#4136 TheRock

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Posted 13 June 2017 - 07:24 PM

Made some more progress on a dungeon. Quite like the oddness of its design.


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#4137 TheRock

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Posted 14 June 2017 - 03:57 PM

Getting very close to being done with this dungeon. I finished a floor for it and am working towards completing the rest of it.



#4138 Anthus

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Posted 14 June 2017 - 07:20 PM

Orithan, I can't get enough of your tile work. If I was a real game developer, I'd totally hire you as art lead. :)

I did some stuff. Basically, I'm finally getting serious about finis-- hahaha, oh, I can't even keep a straight face. No, but I did some tile work. Nothing too ground breaking, and certainly not enough to show. :P
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#4139 TheRock

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Posted 15 June 2017 - 09:27 AM

Finished a dungeon. It has some of the weirdest design. Hope you enjoy it when it comes out!


Edited by TheRock, 15 June 2017 - 09:29 AM.


#4140 TheRock

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Posted 16 June 2017 - 10:36 PM

Made a overworld!




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