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TLoZ: Majora's Mask 2D

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TLoZ: Majora's Mask 2D


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#1 venrob

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Posted 15 August 2018 - 12:41 AM

PROJECT: https://www.purezc.n...projects&id=471

 

GOAL: Recreate the entirety of Majora's Mask in ZQuest

 

CURRENT ZQ VERSION: 2.55 Prelim 17 (Updated 10/24/18)

 

CHANGELOG:
VERSION - DEMO 1:

Spoiler

VERSION - DEMO 2

Spoiler
Version: Demo 3 (2018 Expo Demo)
Spoiler
UNRELEASED FEATURES: (Last updated 10/24/18 at 3:07PM EST)
Spoiler

PROGRESS NOTES:

8/20/18 - Converted fully to ZC 2.54 Alpha 30. Deku spin-attack and Magic Bean plants are currently nonfunctional due to a bug in the alpha.

8/22/18 - Added various features to the current working file. New demo is planned for... soon.

8/23/18 - Released Demo 2!

8/24/18 - Began working on the actual Clock Town area! Also implemented quick-saves with owl statues!

8/28/18 - Did a bunch of stuff and things and stuff. Bunch of it, yeah.

8/31/18 - Another bunch of stuff. Fierce deity form, Zora Boomerang, etc etc. --Time for less work on this project, college is starting yo. Dunno how much work will get done on this for a while, but I'm gonna try!--

10/24/18 - Expo Demo released, along with a ton of new stuff!

This thread will no longer be updated as of 10/24/18; changelogs/updates/etc are available on the official project discord, along with a bug reports section and a section for ideas/suggestions. Join now: https://discord.gg/qJghXEM


Edited by venrob, 24 October 2018 - 01:10 PM.

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#2 ywkls

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Posted 15 August 2018 - 01:29 AM

I have to admire your ambition at creating such an extensive project.

That being said, the downloaded demo is apparently an empty zip file?

Even using the Zip program to explore it (I use ExpressZip) it doesn't seem to contain anything.

 

I have similar goals with my next quest, but I haven't gotten nearly as far as you seem to have.

I was wondering if you might be willing to share some assets?

I'm particularly interested in any sprites you might have for Zora Link; since I've been unable to find any.

 

Thanks in advance for any assistance you can provide!


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#3 Epsalon ZX

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Posted 15 August 2018 - 01:46 AM

Wow. This looks amazing :D


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#4 venrob

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Posted 15 August 2018 - 09:29 AM

I have to admire your ambition at creating such an extensive project.

That being said, the downloaded demo is apparently an empty zip file?

Even using the Zip program to explore it (I use ExpressZip) it doesn't seem to contain anything.

 

I have similar goals with my next quest, but I haven't gotten nearly as far as you seem to have.

I was wondering if you might be willing to share some assets?

I'm particularly interested in any sprites you might have for Zora Link; since I've been unable to find any.

 

Thanks in advance for any assistance you can provide!

I don't know what to tell you about the ZIP, when I download it it downloads just fine- I also was not the one to zip it, the PureZC site did that when I uploaded the .qst file.

 

As far as Zora Link, I just took the Zora NPC from the DoR Hybrid tileset and added a green hat XD Same for the Goron Link and Deku Link actually (though I did re-color the deku). The current sprites being used for the goron's rolling are TEMPORARY btw, my buddy Noah is gonna make some nicer sprites when he has the time, I just needed something to throw in the first demo


Edited by venrob, 15 August 2018 - 09:37 AM.


#5 ywkls

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Posted 16 August 2018 - 01:15 AM

I got it to work, finally.

Even for the relatively incomplete state it is in, that's still an impressive amount of work.

This is more so, because you seem to have come out of nowhere.

There are some common problems scripters run into you might want to know about as you progress.

 

Also, don't let the size of this project daunt you.

There are people (myself included) who might be willing to pitch in.

(BTW, the sprites I was hoping to find were a 1 x 2 Zora Link; so I can't really use yours)


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#6 venrob

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Posted 16 August 2018 - 02:28 AM

Coding tends to come naturally to me to an extent, and I just get lost in projects easily and suddenly a lot is done. Sadly work on this will be slowing after this month because classes start up again, but I have no illusions that a project so large will be done quickly.

Also yeah, no 1x2 tiles in this unfortunately.
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#7 ywkls

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Posted 16 August 2018 - 11:32 AM

Based on the code for the Ocarina, the first problem you're likely to run into is ZC's variable limit.

Counting all the ints, arrays, bools and etc in that; you've created nearly 60 variables that exist at a global level.

The problem is that at any level of scope, the maximum amount of variables ZC can use (at least in older versions, not sure about the one that you're using) is 255.

Added to this is the fact that any changes to these will mean that you have to use a fresh save file to test them.

 

The most commonly used method of circumventing this is to embed such things in a function, or use a large global array.

Another factor is the fact that your functions are part of the global script, rather than separate as their own things.

There's nothing wrong with this in principle, though that means they can't be used by anything; anywhere else in the script file.

Such things work just as well sitting off on their own, where they can be utilized as required.

 

These are just two quirks of ZScript you don't seem to be aware of which could seriously throw monkey wrenches in your work.

There are a lot of others which can manifest themselves (and will) given the scope of this.


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#8 venrob

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Posted 20 August 2018 - 12:08 AM

Based on the code for the Ocarina, the first problem you're likely to run into is ZC's variable limit.

Counting all the ints, arrays, bools and etc in that; you've created nearly 60 variables that exist at a global level.

The problem is that at any level of scope, the maximum amount of variables ZC can use (at least in older versions, not sure about the one that you're using) is 255.

Added to this is the fact that any changes to these will mean that you have to use a fresh save file to test them.

 

The most commonly used method of circumventing this is to embed such things in a function, or use a large global array.

Another factor is the fact that your functions are part of the global script, rather than separate as their own things.

There's nothing wrong with this in principle, though that means they can't be used by anything; anywhere else in the script file.

Such things work just as well sitting off on their own, where they can be utilized as required.

 

These are just two quirks of ZScript you don't seem to be aware of which could seriously throw monkey wrenches in your work.

There are a lot of others which can manifest themselves (and will) given the scope of this.

Most of the variables in the ocarina script have been removed for this (the OOT warp songs, etc, as well as the SONGSTRINGS_ arrays, as I wouldn't be using those anyway in this since I have tango.zh). I do realize I am likely to run into a large amount of technical difficulties with this in general, and I am also likely to run headfirst into a bunch of limitations to work around. Hopefully I will be able to work around these things.

 

As for the global script thing, yeah I know. Most of the functions thus far are actually standalone.  Don't remember quite why I set up the ocarina script like that initially, but eh, that script was my warm-up for getting back into scripting after half a year having not touched ZC.

 

Thank you for the advice.

 

 

By the way, Octopath Traveller is to blame for lack of any work getting done in the past 4-5 days. DAMN YOU OCTOPATH FOR BEING SO ADDICTIVE!



#9 venrob

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Posted 24 October 2018 - 01:14 PM

This thread is officially no longer being updated. Further updates will be posted on the official project discord: https://discord.gg/qJghXEM

Demos will be posted on the project page here still, though only at certain completion levels; I may release intermediate (test) versions in the discord.

The discord has sections for suggestions, as well as bug reports. It also has its' own demo downloads section, which is not restricted by PZC's 3 demo limit.




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