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#1 Lightwulf

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Posted 02 July 2013 - 12:39 PM

Hello! I haven't posted in a while because I've been hot & heavy on Top Secret Area #1. Since it's top secret, I can't share as many things about it as I'd like to, but I will say this: both TSA #1 and TSA #2 will have custom bosses. So, that's why it's been a while; I've been working on graphics for TSA #1.

(Now, what's not so secret about TSA #1 is a few posts I've made not long ago that hint to you what's in store. You can see some dungeon graphics in the Official Original Graphics Showcase. Things I've been considering for the boss are in a more recent post in the Developer's Exchange forum. I won't say what it is; if you're interested you can search it for yourself. :slycool: )

So, yeah, if you've been monitoring my signature, you may notice that I've been at a certain percentage for some time now. There is a certain part of TSA #1 that I wanted my boss graphics decided upon so I could figure out what I'd put there. For a while, I bypassed those few screens (only putting the basic outline/walls) and continued on with making the rest of the dungeon, but as I neared the boss room, I figured it was high time to work on those graphics. I'm not completely done with the boss graphics, but I recently completed enough to go back and work on those screens I'd skipped. They're not done yet, but I've implemented a sort-of halfway point in the dungeon. It requires the boss key to enter it, though, which is obtainable a few screens away from the halfway warp. So, I've made some progress, but I've increased the total screen count by 2 screens. (Not a problem; it just changes the way I calculate completion percentage.)
And, just for the record (as seen in my signature), total completion percentage (for the dungeon, not the quest) is now at 71.9%.

The reason I named this update "Update Time" is because I decided to showcase some of the updates I've made to the quest file since making the demos.

One thing that was in the recent demo (2.1) was the implementation of 1st-tier-down tiles. Here's an example from level 1:
Posted Image(Plus, I'm not sure if you knew you could bomb that wall. ;) )

One thing I recently implemented was new sideview tiles! Tell me what you think:
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(The torches and brick wall behind them are animated.)

When I first started making this quest, I didn't fully understand the Classic method of making things completely dark. CSet 3 is used to make things unseen, while CSet 2 leaves the lightest pixels visible in dark rooms. So, if you've seen these rooms before, you may remember how some things were visible in them:

Dark:
Posted Image
Light:
Posted Image

Dark:
Posted Image
Light:
Posted Image

That's all for now! :)

#2 David

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Posted 02 July 2013 - 01:18 PM

Your idea of first-tier down tiles is phenomenal. I might do something like that for my quest just because it's simply so cool! I've never seen anyone else do that! I was thinking of doing something like that before but now I know it's possible!

#3 Shane

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Posted 24 July 2013 - 02:32 AM

Little late but... Nice additions! The new dungeon tiles remind me of the DoR tileset, which is cool. I haven't played the demo of it; I'm waiting for the full release. Everything I've seen looks amazing thus far.

Also glad to help you with that chest. Yay, I helped and didn't realize. :lol:


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