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C-Dawg
05-20-2007, 11:00 PM
==========UPDATE UPDATE===============
If you're visiting this thread for the first time, read on. But the latest version, and the only download that will work, is located HERE:

http://www.solidfiles.com/d/4c6a26797f/ZodiacUpdate_(6-21-14).qst

it uses the public version of 2.5 available at ZeldaClassic.com.
=====================================

This quest is not complete.

This quest features heavily scripted side-scrolling goodness drawing inspiration from the likes of old-school Metroid, Blaster Master, Cave Story, and the spirit of The Guardian Legend. The main quest features a series of side-scrolling levels and shoot-em-up style corridors.

------ Universal Changes to Note

I've scripted some basic changes to the way the Zelda Classic engine normally operates to try and get a more action-based and fast-paced game.

1. Many of your abilities and weapons (except the primary weapon) use up Energy. Energy constantly refills at a slow rate in side-scrolling areas. In flying areas, due to the increased energy needed to fly, your energy initially won't refill at all. You can pick up energy refills, though, and later on you'll get items that will give you steady energy refill even while flying.

2. Your health and energy bars are proportional. That is, they stay the same size regardless of how many life or energy containers you pick up. The additional points are being counted, you just can't see them. Life is also displayed numerically on your life meter, and you can see how much damage various enemies do to you.

3. Some of your buttons are adapted to new uses. L and R no longer select weapons. In side-scrolling areas, the L button jumps. In flying areas, the L button fires a massive beam blast that clears out enemies. This beam uses up energy at a fast rate. In side-scrolling areas, hold the R button to dash when you get the item that lets you do this. Dashing uses up energy.

================= Items

Here's the current list of items. They're fully implemented unless otherwise indicated.

-- Weapons

PRIMARY WEAPONS

All primary weapons break some blocks at close range. In flying levels, your primary weapon is replaced by the ship's cannon.

1. Pulse Hammer - A short range (2 tiles) energy blast. Low damage.

2. Disentigrator Beam - A short beam (sword) that shoots twin projectiles a moderate distance. Medium damage. Can dig through sand (all higher level primary weapons share this feature).

3. Zodiac Weapons (11 different) - Each Zone has a Zodiac Boss guarding a special weapon. These weapons vary widely in power and ability. You can only have one Zodiac Weapon at a time. If you collect a new one, the game will prompt you to decide whether to replace your current weapon permanently. You can always go back and get an older weapon later. Eventually you will get an item that lets you switch between Zodiac Weapons on the fly. It's not in the game yet, but certain Zodiac Weapons will be more effective against certain bosses, ala the Megaman series.

The Zodiac Weapons are:

a. Aquarius Bubble - Shoots a bubble in a circular pattern in front of the player.
b. Scorpio Sting - Shoots a projectile in a wave pattern.
c. Aries Saber - Slashes three tiles in front of the player.
d. Pieces Spread - Fires three projectiles in a spread pattern.
e. Gemini Lazer - Fires two projectiles straight ahead, one straight backwards.
f. Virgo Whip - Whips three tiles in front of the player. If it damages an enemy, refills player's life.
g. Leo Beam - Fires a solid beam across the entire screen in front of the player.
h. Capricorn Wave - Fires a large singularity straight front of the player, but can be directed somewhat by controls.
i. Taurus Flame - Fires a spinning flame that moves upwards.
j. Cancer Charge - Hold button to charge up, then fire a single blast straight in front of the player. Variable strength.
k. Libra Eye - Fires a diamond that ricochets off of solid surfaces.

SIDEARMS

The sidearm is a gun that uses Energy and shoots energy pellets of variable power and speed. You'll collect bonuses during the game that increase the power, speed, or energy efficiency of the sidearm. The formula for how much Energy each shot uses is: Speed + Power * 2 - Energy. The pellets get bigger as the power increases.

1. Single Shot Sidearm - Fires once per button press. Tap button for rapid fire.
2. Rapid Fire Sidearm - Hold the button to fire repeatedly. Rate of fire depends on Speed.

MISSILE LAUNCHER

You'll find Missile Packs throughout the game. Each one contains five missiles. Missiles are (usually) the most powerful weapon available at a given time, but they have limited ammunition. Some enemies are immune to missiles.

1. Concussive Missiles - Fires one missile at a time. Penetrates walls, but does not explode.
2. Explosive Missiles - Fires one missile at a time. Explodes and deals damage over an area on contact with a wall or enemy. Affects more types of enemies that Concussive Missiles.
3. Super Missiles - Fires five missiles at once. Causes a massive explosion dealing heavy damage over a large area. Because it uses up more missile ammunition, it does not replace Explosive Missiles in your subscreen - you can always choose to use the lower level missiles if you like.

BOMBS

Good ol' bombs. Works the same way they work in Zelda Classic. Eventually, they'll bump the character up a bit just like in the Metroid series.

1. Bombs
2. Remote Bombs

BEAMS

The beam uses more energy than the Sidearm and fires a more powerful blast.

1. Electric Beam - Fires a damaging beam. Activates some electronics, hatches space fish eggs.
2. Freeze Beam - Freezes enemies for a short period of time, letting you walk on them to get to higher places.

----- TOOLS

1. Torch - Works exactly like the Red Candle.
2. Volt Key - Opens doors and activates technology designed by the former inhabitants of the Zodiac asteroid.
3. Grapple Beam - Works sort of like the hookshot, but in 8 directions. Pulls you towards grapple-able surfaces and holds you there as long as you hold the button. A second level Grapple Beam, which works on all solid surfaces, is planned as an optional item.
4. Detector - Works exactly like the Lens of Truth.
5. Health Tank - Consumable. Works exactly like the Water of Life, except you can stockpile up to 9 of them. (Needs scripting to get the higher level pickups to work correctly).
6. Overdrive Adapter - Consumable. Temporarily (20-30 seconds) boost your energy and health regeneration through the roof. Can only carry one at a time. Handy for carnage against bosses in the flying zones, or for constant dashing.
7. Sagittarius Changer - Use this item to switch your Zodiac Weapon.
8. Bullet Eraser - Clears the screen of enemy bullets. Consumes energy and missile ammunition.
9. Warp Pod (not yet implemented) - Consumable. Acts just like Fayore's wind; creates a portal, use again to return to that point. Carry up to 9.

----- BODY (passive equipment)

1. Armor. Three levels, works exactly like Rings.
2. Health Dynamo - Recharges hit points slowly.
3. Energy Dynamo - Increases energy recharge speed. Two levels. Less effective in flying levels. (Needs work)
4. Spin Attack - Changes the double jump into a spinning attack like the Screw Attack in Metroid. (Needs some work)
5. Communicator - Not yet implemented. Will let user hack into computer networks at different levels. Levels 2 and above will also display to screen the "Screen-Next" information, showing where on the map secrets and switches have triggered changes.

---- PROPULSION (passive equipment)

1. Hi-Jump - Doubles jump height.
2. Dash - Level 1: Hold R to double running speed. Level 2: Hold R to triple speed and move through vertical walls one tile thick. Dashing uses energy, double so for Level 2 dash.
3. Double Jump - Level 1 - Jump again once in the air. Level 2 - Infinity Jump - Jump repeatedly.
4. Wall Cling - Press towards a wall to cling to it. You can jump again from the wall.
5. Stomp - Exactly the same as Stomp Boots.

----- SHIP

Ship items are only relevant when you're flying around.

1. Ship Cannon - Five levels. High levels shoot faster, deal more damage, and have greater range.
2. Ship Jets - Three levels. Increased levels increase ship speed.
3. Ship Bomb - Four levels. This determines how powerful and how much range your ship's mega attack (hold L) has.

This quest file is unpassworded, so you can get access to my scripts. This is your best access to custom boss and custom enemy scripts.

Cheats are enabled so you can explore.


Download Link: http://users.sephiroth.ws/C-Dawg/zodiac.zip
(Thanks to user "Sephiroth" for the hosting space)

A few screenshots for flavor:

http://users.sephiroth.ws/C-Dawg/Bullet_Spray1http://users.sephiroth.ws/C-Dawg/Bullet_Spray4
http://users.sephiroth.ws/C-Dawg/Azelda003.bmphttp://users.sephiroth.ws/C-Dawg/Azelda007.bmp
http://users.sephiroth.ws/C-Dawg/Boss1.bmphttp://users.sephiroth.ws/C-Dawg/Boss2.bmp
http://users.sephiroth.ws/C-Dawg/boss4.bmphttp://users.sephiroth.ws/C-Dawg/lazer.bmp
http://users.sephiroth.ws/C-Dawg/screen2.bmphttp://users.sephiroth.ws/C-Dawg/screen4.bmp
http://users.sephiroth.ws/C-Dawg/screen5.bmphttp://users.sephiroth.ws/C-Dawg/screen7.bmp
http://users.sephiroth.ws/C-Dawg/zelda015.bmphttp://users.sephiroth.ws/C-Dawg/zelda014.bmp
http://users.sephiroth.ws/C-Dawg/zelda013.bmphttp://users.sephiroth.ws/C-Dawg/zelda012.bmp
http://users.sephiroth.ws/C-Dawg/zelda011.bmphttp://users.sephiroth.ws/C-Dawg/zelda010.bmp
http://users.sephiroth.ws/C-Dawg/zelda009.bmphttp://users.sephiroth.ws/C-Dawg/zelda008.bmp
http://users.sephiroth.ws/C-Dawg/zelda007.bmphttp://users.sephiroth.ws/C-Dawg/zelda006.bmp

DarkFlameWolf
05-21-2007, 07:08 AM
you sir, are awesome.

Sam Atoms
05-21-2007, 07:57 AM
High time we saw these new betas in genuine action.

We need more threads like this one, we really do.

C-Dawg
05-21-2007, 09:28 AM
One other note about the way the character jumps. If you start your jump about two pixels inside of a block, you'll "grab" the side of the block as you go and be able to slide or jump up the side. It's unintentional, but it's predictable enough to leave in as a feature. Experiment a little and you'll see what I mean.

Here's a brief walkthrough for those who don't want to cheat to explore. There's no plot elements added yet to direct you.

(1) Complete the opening flying level.
(2) Fill up at the recharge station (ammunition is limited) and head East, then down.
(3) You'll decend into an underwater area. Defeat the little jellyfish boss by jumping over him and shooting it in the head.
(4) Work your way up from this area to the Aquarius temple area.
(5) On the same screen with the room that gives you a hint to destroy the floor, fire at the floor.
(6) Defeat the bee queen. Let her spawn little bees, then hit her exposed birthing hole when they've cleared out.
(7) Take the Concussion Beam; now you can break the blocks throughout Aquarius.
(8) Head back to the start, go West, hitting switches to open doors.
(9) Optional: Head down to the deepest part of Aquarius. Break open a block in the celing where the hint tells you, and ascend to fight a really nasty boss. Defeat it to get the Level 2 armor.
(10) Go as far West as you can and descend to enter Scorpio.
(11) In Scorpio, work your way down, opening doors with switches (the main switch is hidden behind a wall in the same screen as the room with the fairy who doesn't talk yet.)
(12) Defeat the souped-up Ghoma to collect the Bombs.
(13) Back to Aquarius, use the bombs to get to Aries.
(14) In Aries, find a secret wall to access the lower-West portion of the map. Defeat a boss here for the High-Jump boots.
(15) Back to Aquarius. Use high-jump to get to the switches above the starting location. You can get to Scorpio this way.
(16) Head West through a newly opened door to get to Cancer.
(17) Navigate Cancer and defeat several bosses to get the Disentigration Beam.
(18) Return to Scorpio, digging through the sand with the Distentigration Beam. Find some new switches.
(19) Go through a newly opened door in upper Scorpio, beat the Cactus Blossom (most advanced scripted boss yet!) and earn the Dash Engine.
(20) Back to Aquarius. Head to the far upper East screen to access Pieces (currently called Ocean Zone).
(21) Use Dash to avoid the spitting squids, head East. Defeat a grub-spawning boss to get the Energy Beam.
(22) Return to Aquarius. Head to the middle of lower Aquarius to find Gemini.
(23) Use the Energy Beam in Gemini to hatch the fish eggs and explore.

Thats all there is for now.

Mega Link
05-25-2007, 05:47 PM
Awsome!

...

Can I use some of the tiles?

Edit: I try to open the file but it says it's 'invalid'.

C-Dawg
05-25-2007, 07:53 PM
You can use whatever you want. I noticed there was no viable side-scrolling tileset in Zelda Classic yet, so I've been making everything from scratch. Not a rip in sight, just pure unadulterated C-Dawg. (Although you can tell that some tiles, like the Gemini Zone, were certainly inspired by tiles in commercial titles.)

You should be able to open it without problems. Unzip the file and use Beta 254 or above. It was created in 254.

Sam Atoms
05-25-2007, 09:05 PM
Yeah, this stuff is wicked sick. There are quests that make you wonder, "How did he do that?" and then there are things like this where you just know there's no point in asking. :cool:

I have an issue to bring up though. About 10 or 15 minutes after I arrived in the first true side-scrolling area (when you're on foot), the fire button stopped working for some reason, and shortly after, the jump button stopped working as well. Do you know anything about these things tending to happen in 254 quests?

C-Dawg
05-26-2007, 03:14 AM
I can half answer your question.

The "fire" button stopped working because you ran out of ammunition. The normal gun is actually the bow and arrows, and true arrows are used to track ammo. Ammo refills at the energy stations with your hit points. I'm not sure whether to keep ammo limited for the player (as it's really irritating to run out) or not. I will probably eventually set it up where, as you run down to 10 or below, the ammo will slowly recover using your energy. Sort of like Earthworm Jim's main weapon, if you remember.

For now, just hit level 4 cheats and refill the player's arrow stock. (Starting arrows, I think it's called.)

As for the jump button - no idea why that would stop working unless you found a room with an error. The jumping is scripted for each side scrolling room, it should never turn off.

Also, here's some shots of the next area Im working with. Those flame jets move in and out, ala Fire Man's level from MM1. The sparky things hug the walls. (Although there's nothing special about it, they're just following an FFC changer path.)

http://users.sephiroth.ws/C-Dawg/zelda0058.bmp
http://users.sephiroth.ws/C-Dawg/zelda0059.bmp
http://users.sephiroth.ws/C-Dawg/zelda0510.bmp

Gleeok
05-26-2007, 09:35 AM
You sir are the man... the awesomness, the awesomeness.......
later i'll be bugging you about this enemy spawner thingy, but right now I gotta go play some Zodiac so I can't be bothered.

_L_
05-26-2007, 12:48 PM
So, the initial sh'mup level was nice, albeit a bit, umm, repetitive. Perhaps some damage combo FFCs for asteroids or debris to punctuate the enemy waves. I'm also thinking: maybe you could make the landing-area background more detailed (and less obviously tiled) by using appropriately synchronised FFCs (of larger than one tile in expanse)?

I'm not sure how I feel about using the Cave Story music - the leitmotif of the game itself - for the first zone. I have a habit of cringing whenever music that has a great significance to and within its original context (like the Song of Healing from MM, or nearly any track from Chrono Trigger) is used in a ZC quest for considerably less grand purposes. On the other hand, the track itself does give a certain subdued but optimistic atmosphere that the alternative track lacked. (But, I'm still of the opinion that you should used this [ ]http://www.vgmusic.com/music/console/nintendo/n64/SamusStage2.mid[ ] similar-but-different track instead...)

C-Dawg
05-26-2007, 01:02 PM
Right on the money about what the sh'mup areas need. As I go, I'll add doodads that move down at the same rate as the background scrolls. Mounted guns, asteroids, volcanoes, that sort of thing.

And the music, like everything else, is in a constant state of flux.

If you weren't busy improving the engine, I'd ask if you wanted to help on this project, _L_.

dagon
05-26-2007, 02:44 PM
I can half answer your question.

The "fire" button stopped working because you ran out of ammunition. The normal gun is actually the bow and arrows, and true arrows are used to track ammo. Ammo refills at the energy stations with your hit points. I'm not sure whether to keep ammo limited for the player (as it's really irritating to run out) or not. I will probably eventually set it up where, as you run down to 10 or below, the ammo will slowly recover using your energy. Sort of like Earthworm Jim's main weapon, if you remember.

For now, just hit level 4 cheats and refill the player's arrow stock. (Starting arrows, I think it's called.)

As for the jump button - no idea why that would stop working unless you found a room with an error. The jumping is scripted for each side scrolling room, it should never turn off.


I'll have to try that with the ammo. I can live with having a limited amount but not knowing when i'll run out is killing me.

I'm also having the same problem with the jump. After getting a couple of items i've realized instead of jumping it starts scrolling through the items. Happens in random rooms, sometimes just starting over stops it sometimes i have to close out the whole thing and reopen it.

Being a zelda idiot i can't figure out how to use the cheat as it keeps saying invalid code so i'll keep guessing on my ammo. Another little thing was i uncovered a chamber in aquarius with a bunch of worms in it, i killed them and a green bottle appears. The problem is it doesn't fall down where you can reach it and you can't move up past about midway in the room so there's no apparent way to get it.

C-Dawg
05-26-2007, 09:15 PM
I'll have to try that with the ammo. I can live with having a limited amount but not knowing when i'll run out is killing me.

I'm also having the same problem with the jump. After getting a couple of items i've realized instead of jumping it starts scrolling through the items. Happens in random rooms, sometimes just starting over stops it sometimes i have to close out the whole thing and reopen it.

Being a zelda idiot i can't figure out how to use the cheat as it keeps saying invalid code so i'll keep guessing on my ammo. Another little thing was i uncovered a chamber in aquarius with a bunch of worms in it, i killed them and a green bottle appears. The problem is it doesn't fall down where you can reach it and you can't move up past about midway in the room so there's no apparent way to get it.

I tried using Z3 subscreens (which display the arrows) but it caused repeated crashing. Maybe I'll try that again. Use cheat code "4" to access level four cheats.

The jumping is odd. Is it room-specific? If so, do you remember which rooms? If it's not room-specific, there's something really weird going on.

dagon
05-26-2007, 10:45 PM
I can't remember the rooms but it just happened again at the bottom of the scorpio map a room to the right of where i saw a key block next to a silver square that's black in the middle. I'd take a snapshot but that's never wanted to work with this computer.

This is only the fourth time it's happened so it's not a constant occurence.



Ok, i can't say about the other rooms since i can't remember them but i'd have to say this one is room-specific. I went back and it didn't work again. I walk back one screen and it works, go back and it cycles through the items again. It looks like i'm going to have to jump on that screen too since you have to dig through all the sand and then jump up on the ledge.

C-Dawg
05-27-2007, 08:59 PM
I'll go back and check which rooms don't have the jump script activated. Screenshot em if you want me catch em faster.

I'm thinking of making a custom beam for each Zodiac sign - Aquarius Shield, Scorpio Sting, that sort of thing - that would be scripts running on custom sword items. Thing is, I need four or five utility FFCs on each screen in the whole quest to do this. Anyone interested in going through and setting five FFCs (the top five, so as not to interfere with other scripts) as invisible tiles at 0,0 on every screen in the quest? :)

_L_, I'll use the Smash Bros. song you keep suggesting.

Here's a new boss just finished. Moves back and forth and fires a giant beam weapon down at you.
http://users.sephiroth.ws/C-Dawg/zelda099.bmp

Gleeok
05-29-2007, 02:52 AM
I kept running out of ammo and had to use the lv4 cheat. Also there is a green potion that is impossible to get due to a barrier or something. but thats not why I posted.

Anyway to get a copy of Sabotage dragoon demo?

C-Dawg
05-31-2007, 10:05 AM
I'm not sure where Sabotage Dragoon is uploaded right now. At one point it was hosted by Jman, I think. I'll try to get a copy uploaded this weekend.

And yes, I know that nothing has been done on that quest for years. I'm a bad man. My main problem is that I designed all of the bosses and special effects and so on in Sabotage Dragoon for the limitations of ZC earlier than 2.10. Now numerous changes, especially scripting, provide easier and more elegant solutions to those I used. So I've got to go back and fix pretty much everything. Which is fine, it just requires more time than I've got.

Zodaic, on the other hand, is really, really easy to design. Because I'm using a black background, I'm saving tons of time on screen setup. And scripting makes custom bosses half-hour, maybe an hour jobs instead of week-long jobs. So I'm mostly tinkering with this right now. Plus, I think this will make a bigger impact because there is literally NO decent side-scrolling tileset out there yet. It's fun to be making everything from scratch.

I've noticed no one has volunteered to help out with mindless FFC setup on every screen...

Petoe
05-31-2007, 11:22 AM
Wow wow wowza! You, C-Dawg, never cease to amaze me. High five!

Even though I don't support the idea of sidescrolling in ZC and the scripts won't be useful for me, this quest looks fun and therefore it is a must download. I'll give this one a try whenever I have time from my questbuilding hurries. :)

C-Dawg
05-31-2007, 12:24 PM
the scripts won't be useful for me.

I'd check them out before drawing that kind of conclusion. Except for the general sideview jumping/dashing script, all scripts in this quest should apply just hunky dory to a traditional top-view format.

Petoe
05-31-2007, 01:00 PM
I'd check them out before drawing that kind of conclusion. Except for the general sideview jumping/dashing script, all scripts in this quest should apply just hunky dory to a traditional top-view format.

Oh silly me...

In that case, I'll check the quest out right now. Scripts are the best thing ever, I gotta admit. Too bad I still have to rely on other's help/ready examples with scripting, but maybe someday with lots of training I'll come up with almost as brilliant scripts as you and the few other scripting freaks here. ;)

But anyways, it is so goddamn awesome that you still are doing stuff with ZQuest. At one point I thought you were a goner... that would have been a huge loss for Zc community.

C-Dawg
05-31-2007, 01:54 PM
For a very summary description of many of the scripts in Zodiac, you can visit this thread: http://www.armageddongames.net/forums/showthread.php?t=97373

Joe123
05-31-2007, 02:33 PM
I was playing through, and once I got to aquarius I started not taking damage, which then righted itself, and started happening again at random intervals. I also found this screen with apparently no gravity script: http://i146.photobucket.com/albums/r260/Joe123ZC/zelda001-1.jpg

C-Dawg
05-31-2007, 03:06 PM
You were taking damage. The problem is that scripting allows you to increment the player's current hit points even beyond the player's current maximum hit points. So when you filled up at the recharger, it was pushing your HP to unknown levels. Same happens with your magic / energy meter - it will constantly fill beyond your current maximum, so you won't notice it's dropping until it gets lower that what is displayed.

I'm adding a fix for that in the next version's script.

Joe123
06-01-2007, 05:36 PM
Oh right ok, thanks
And also, in this screen at the top of Aquarius, you can jump off from the top (as shown in the picture) but the top screen is blank, and has no gravity.
http://i146.photobucket.com/albums/r260/Joe123ZC/zelda002-1.jpg
Also this screen has no gravity:
http://i146.photobucket.com/albums/r260/Joe123ZC/zelda003.jpg
And the top half of this screen is unwalkable (well, unjumpable)
http://i146.photobucket.com/albums/r260/Joe123ZC/zelda004.jpg

C-Dawg
06-04-2007, 11:55 PM
Those who know me know that I like to make seriously difficult quests. Old school Nintendo style. So it's a bit of milestone today that I've made a level SO difficult, and SO aggravating, that I'm actually going back and toning it down.

It was a level where you need to climb and grapple your way up... and if you miss a grapple (easy to do because the hookshot still doesn't get along with sideview) you fell all the way back down and get to start all over. HOORAY!

Pair that with a boss that zips around blowing you with his fans, and can push you down a hole that puts you BACK AT THE START again ...

... even using cheats I wanted to tear my eyes out trying to play through it.

So that's not going to stay in.

C-Dawg
06-10-2007, 11:00 PM
Update with some more stuff for you to play with.

This one is for beta 2b354 or later.

http://users.sephiroth.ws/C-Dawg/Zodiac0.25.zip

And some screenshots for you.

http://users.sephiroth.ws/C-Dawg/screen12.bmp
http://users.sephiroth.ws/C-Dawg/screen11.bmp
http://users.sephiroth.ws/C-Dawg/screen10.bmp
http://users.sephiroth.ws/C-Dawg/screen9.bmp
http://users.sephiroth.ws/C-Dawg/screen8.bmp
http://users.sephiroth.ws/C-Dawg/screen7.bmp
http://users.sephiroth.ws/C-Dawg/screen6.bmp
http://users.sephiroth.ws/C-Dawg/screen5.bmp
http://users.sephiroth.ws/C-Dawg/screen4.bmp
http://users.sephiroth.ws/C-Dawg/screen3.bmp
http://users.sephiroth.ws/C-Dawg/screen2.bmp
http://users.sephiroth.ws/C-Dawg/screen1.bmp

C-Dawg
06-24-2007, 05:22 PM
Another update. Mostly scripts added to this one. For instance:

1. Script that makes the player slip on side-scrolling ice;
2. Script that causes enemy projectiles to form projectile-blocking ice prisions when they hit the player; and
3. MFING Ice Beam! (Sadly, it doesn't freeze enemies. That was the original intent, but trust me, without arrays, coding it that way was a monstrous pain in the ass. As is, it just creates ice blocks when it hits a wall or an enemy. Still pretty rad.) I've got to get the Carryover flag working correctly though; as is, the Ice Beam (randomly?) stops working after awhile.

Download the new version at http://users.sephiroth.ws/C-Dawg/Zodiac.zip. (Version 346 or later) As always, thanks to Sephiroth for the hosting space.

In this update, you can get to Libra.
http://users.sephiroth.ws/C-Dawg/zelda052.bmp
And fight this fellow, who will try to freeze you in blocks of ice so he can slam into you.
http://users.sephiroth.ws/C-Dawg/zelda050.bmp
http://users.sephiroth.ws/C-Dawg/zelda051.bmp
Beat him and explore further to uncover this curious thing.
http://users.sephiroth.ws/C-Dawg/zelda054.bmp
Which turns out to be the MFING ICE BEAM.
http://users.sephiroth.ws/C-Dawg/zelda0053.bmp

Here's a list of things to do since the first time I posted a list. We left off with the Energy Beam allowing you to explore Gemini.

1. Work your way up and left in Gemini to hit the switch found there.
2. Descend to lower middle Gemini and fight the armored boss to obtain the Grapple Beam.
3. OPTIONAL - Find the passage to Taurus and fight the Giant Beam Cannon to get the Black Hole Armor. Not only is this armor more powerful than the Aquarius one, but it allows you to execute the Gravity Bomb attack, destroying all nearby enemies at the cost of a great deal of energy.
4. Return to Aries and use the Grapple Beam to explore the far upper right corner.
5. Defeat the fan-on-wheels to gain entry to Leo.
6. Explore Leo, moving to the upper middle portion of the map, and defeat the mainframe to get the Double-Jump Boots.
7. Return to lower-left Cancer and use the Double-Jump Boots to explore the new area and find Libra. (This area is a little buggy, might have to cheat).
8. In Libra, head to the upper right portion of the map to battle the Crystalline. Further on, after some annoying jumps, you'll find the Ice Beam, which replaces the Energy Beam.

-C

C-Dawg
06-27-2007, 10:23 PM
New custom boss to show ya. Most advanced one yet. Load up the quest file and move right to face the boss of Aquarius!
(Beta 346)
http://users.sephiroth.ws/C-Dawg/zodiac.zip

Pheonix
06-27-2007, 11:02 PM
The link above your last post is broken.

Anyways...

Nice boss! Am I right in guessing you have to use that wand-type thing on it?

C-Dawg
06-27-2007, 11:06 PM
Nope. You can get to him before you need the Ice Beam. You just need to get your shots past his rotating shield, or hit him when he launches it at you.

The eventual idea is to have 12 Zodiac Bosses, each guarding a beam of their type. So if you beat the boss, you get the Aquarius Bubble. The beams will be exclusive - you can only have one at once. The Bubble is defensive in nature: short range, rapid fire, pushes enemies away, low power.

C-Dawg
07-01-2007, 01:33 PM
I have now added two other custom weapons:

1. The Scorpio Sting is pretty much identical to Metriod's Wave Beam.
2. The Aries Saber is essentially a three-tile-long sword slash. It's a bit overpowered right now, because it can score multiple hits in one slash. (Crissagream?) It tears the hell out of bosses.

The three custom weapons (Aquarius Bubble, Scorpio Sting, and Aries Saber) are attached to the Wooden, White, and Master swords until I overcome the problem preventing me from letting the player use custom sword items of level 5 and above.

As always, the quest is unlocked and you can go get these scripts for yourself. (You'll have to do a bit of studying to figure out how I'm doing it, though. This isn't as simple as most scripts.)

Here's the linky (b429):
http://users.sephiroth.ws/C-Dawg/zodiac.zip

Din
07-13-2007, 10:58 AM
Did you use an item that starts with Z to make the level 5 sword? If so, then I think there is a bug which does not allow the player to use those, so maybe you can try using a magic ring for the level 5 sword?

C-Dawg
07-17-2007, 12:36 AM
New update. Uses Beta 434 now. No password, as always. Im going to stop specifying all of the new scripts in each update; there's getting to be too many. This one has rapid fire enemy guns, wall clinging ability, spread gun, pursue link on a radius, set between ffcs, vertical chaser and uh.... several more.

http://users.sephiroth.ws/C-Dawg/Zodiac.Zip

This version lets you explore Virgo. (Access it beyond the Flying Cactus room in Scorpio, using the Ice Rod.)

http://users.sephiroth.ws/C-Dawg/Virgo1.bmp
http://users.sephiroth.ws/C-Dawg/Virgo2.bmp
http://users.sephiroth.ws/C-Dawg/Virgo3.bmp
http://users.sephiroth.ws/C-Dawg/Virgo4.bmp

The big new scripts for Virgo are chain scripts. Remember old NES style "snakes" or "chains" made up of a series of different sprites? Yea.

http://users.sephiroth.ws/C-Dawg/VioletBoss2.bmp
http://users.sephiroth.ws/C-Dawg/VioletBoss.bmp

And you can recover the Wall Cling Boots in Virgo. (The quest file starts you out with them). When you have the boots, press against a wall to cling to it ala Ninja Gaiden (except that you can actually climb the wall by hopping along it). I've also used a trick with link offset properties to let your graphics change while clinging. Problematically, the gravity script refuses to let me display the player's normal left or right graphics while off the ground, so I've got to use the splayed-leg symmetrical look while the player isn't firing.

http://users.sephiroth.ws/C-Dawg/Wallhang.bmp

Oh yea, that's the spread gun. It will stop working if you die outside of Aquarius, though. To get it working again, revisit Aquarius. (I gotta fix that)

STILL LOOKING FOR SUBSCREEN HELP, FELLAS.

Toxic1210
07-17-2007, 03:06 AM
can i give this a try it looks interesting.tried the dl link but i just got the best 404 screen ive ever seen.if not i understand.thanks

edit:nvm i didnt see the new link.sorry

Din
07-17-2007, 03:31 PM
Good update! If you want, I'd be happy to help with the subscreen.:)

C-Dawg
07-17-2007, 04:57 PM
I'd be glad for your help. The subscreen editor is a complete mystery to me. I've tinkered with it, and usually just create something unusable or crash the program.

What I want is a subscreen organized similar to Super Metroid; a large picture of the player character with the items and equipment placed in boxes connected to the body part to which they correspond. I would also like three or four "hidden" items that are saved as nonselectable equipment but are invisible in the subscreen. (Used for changing the characters' graphics).

I can do the graphics, that's not a problem. The arrangement of the items should be as follows:

Linked to Helmet: (Selectable Items) Lens of Truth, Ghost Blink, Energy Conserver (not yet implemented), Potions.

Linked to Boots: (Equipment - non-selectable) High Jump, Dash Jet (upgrades to Rocket Jet) Double Jump, Wall Cling

Linked to Chest: (Equipment - non-selectable) Rings, Screw Attack (not yet implemented), Hazard Sheild (not yet implemented), Energy Charger (not yet implemented), Wealth Medals, Health Rings.

Linked to Arms: (Items - selectable) Arrows, Boomerangs, Hammers, Wands, Hookshot, Swords, Bombs (upgrades to Missiles), Super Bombs

Boommaster
07-18-2007, 01:17 AM
Where can I get the 2b354 beta so I can download this quest to try?? Thanks for any info.

Toxic1210
07-18-2007, 03:41 AM
im pretty sure its up to beat 434 now but at any rate ya can find all the betas at www.shardstorm.com. its also listed in the betas thread in the forum for future reference if ya forget or somethin.good luck.

this quest is quite good cdawg i like it.im a metroid freak as well as zelda so thisll be nice considering theres no other 2d new quests out there for metroid.At least not that i know of.Should be a zelda classic, metroid classic and a kid icarus classic hahahaha.no matter though just makes me appreacite what they do for ZC even more.

Joe123
07-18-2007, 06:30 AM
The newest builds are actually found at http://www.shardstorm.dreamhosters.com/ nowadays

Toxic1210
07-18-2007, 10:04 AM
eh either or...both go to same page.no matter.least theyre still somewhere thats good enough for me.

Joe123
07-18-2007, 02:13 PM
Oh yeah. When I saw _L_'s post to say it'd moved, I must've opened it between a change in builds; I thought it was only the new URL being updated.

Gleeok
08-10-2007, 04:40 AM
Hey C- i'm getting 404'd when I try to download an earlier version of Zodiac. I'm trying to compare the scripts between the versions to get an understanding of how the hell it all works together. I had 'em on my computer before I reinstalled Windows, but now they are gone :shakeno: Did you take them down?

EDIT: Nevermind found one.


Also I would also like to inform you that the enemy spawner script is the most awesome script ever btw.
How about this for an idea with it: Set one to create a limited number of CreateNPC's for use in custom boss battles. Basically giving the boss more "multiple forms" and/or the old enemy->secret bit. Just a thought.
And Zodiac now runs at 58 fps in fullscreen for me. :) Sweet-


EDIT 2: Oops, Well it seems you can already do that with the spawner. Just set A.delay to x. where x = number of enemies(D2). Neat-o.

And it's very rare, but you can move along the ceiling with the wall grappler! Maybe some mid-late game sequence breaking for those who know the lv layouts.

C-Dawg
08-15-2007, 09:20 PM
Gleeok: Unlikely. The wall clinging item is found in late game, after you've got the Ice Beam with which you can technically go anywhere you want, height-wise.

Okay, new update. Tons of new scripts. Oodles of em. Several new items, five or six new bosses, yadda yadda. Version 509 this time.

http://users.sephiroth.ws/C-Dawg/Zodiac.zip

This is the master of the Aries Zone. He fires missiles at you, blocking your attacks with his sword. Then he'll advance, slashing at you if you're too close, dash to the other side of the room, and repeat.
http://users.sephiroth.ws/C-Dawg/zelda003.bmp

This is Magnet Man. You know how he works. His weapon has been modified from MM3. Instead of the silly magnet missile, he shoot stationary orbs that he'll suck you into with his magnet pull.
http://users.sephiroth.ws/C-Dawg/zelda004.bmp

These are moving platforms, fully functional courtesy of scripting.
http://users.sephiroth.ws/C-Dawg/zelda005.bmp

This is the master of the Scorpio Zone. Chases you around, stabbing at you with his big ol scorpion tail.
http://users.sephiroth.ws/C-Dawg/zelda007.bmp

DarkFlameWolf
08-16-2007, 06:48 AM
I've worked with the subscreen editor before, its not too hard to figure out, but you'll definitely need graphics set up before hand before tinkering with it.

Nicholas Steel
08-16-2007, 09:47 AM
holy crap, another quest to wait for :( damn you quest authors ! i want some rest!

Gleeok
08-16-2007, 10:16 AM
No way. Your Fing kidding me?! Magnet man...that's just crazy talk. I gotta check this out.

...Just how many invisible conveyers were harmed in the making of this game?

C-Dawg
08-16-2007, 12:15 PM
None. His magnet pull is scripted, so it works no matter where you are. If you hop up on the wall to avoid his attack, the pull willl yank you back down. You can resist it with your Dash Jets, but as you know, your Dash has limited duration.

I'm developing all sorts of different fun ways to use Combo Animation, FFCs, and Scripting to create custom bosses. In the case of magnet man, one FFC script runs an invisible "mover" FFC that stays in the center of the boss. That script grabs 4 FFCs to act as Magnet Man's body, and 4 to act as his projectiles. Then it's just a matter of (1) moving those FFCs around the screen into proper position and (2) changing their combos depending on what the boss is doing. Pretty simple, conceptually. Gets really, really challanging with larger bosses using more FFCs, like the Aries one, because you have alot more information to keep track of. Go check out the boss scripts, you'll see they all follow a fairly basic formula.

DFW, I can come up with the graphics this weekend. Are you free to help me put stuff into it?

Petoe
08-16-2007, 01:27 PM
Maybe you cannot get your subscreens to work because the subscreen editor is still buggy? Or is the subscreen editor supposed to be working perfectly at last? I really have no clue, I better get back to testing ZC before I get too far behind...

Anyhoo, I created the custom subscreen you see in Lost Isle so I know the editor well and if you need someone to make the subscreen for you, I would be more than glad to help you, C.

C-Dawg
08-16-2007, 02:40 PM
Cool. Look for a private message from me sometime this weekend.

Petoe
08-16-2007, 03:46 PM
Cool. Look for a private message from me sometime this weekend.

Ok, great. :)

DarkFlameWolf
08-17-2007, 04:30 PM
I would normally be glad to help and I have also learned how to work with the subscreen editor well enough to make something like you see in Origin. (thanks to Exate for graphics), But the fact remains: my training is killing my free time. Otherwise, I'd be delighted to help out. This project is worth helping out for. Keep it up.

Nameless
08-21-2007, 05:07 AM
How can I get beta 2b354 or later?:shakeno:

C-Dawg
08-21-2007, 07:54 PM
How can I get beta 2b354 or later?:shakeno:

Go to the Beta Discussion forum. One of the top threads has a link to the most recent Beta downloads.

Petoe
08-22-2007, 09:12 AM
Did you get your subscreen working, C? :)

C-Dawg
08-22-2007, 04:14 PM
More or less. I'm hung up on a few issues:

(1) Super bombs just won't appear in the subscreen. In the editor, they won't display graphics. Just refuses to do so. Player has the super bomb item, and Game->Counter[6] is positive. No idea what the problem is.

(2) I can't figure out how to make the passive subscreen transparent. There is no "rectangle" item that I can see, and everything is set to be "overlay," but it just won't be transparent.

(3) It would be nice to be able to change the tiles my tileblock displays, not just their palette, based on what Ring the player has. Not super necessary, I guess.

Other than that, peachy keen. The subscreen style gives you a hint of what I'm going when I go back and add plot to this quest. That is, I'm spending more time producing higher quality low-res art, challanging though it is in MS Paint. I've developed a few new tricks since Sabotage Dragoon that help, like working with a ZQuest screenshot in paint so that the palette is already availible and there is no recoloring. Also makes sizing a snap.

I'll keep releasing this quest unpassworded until 95% of the playable mechanics are done, then stop doing that while I finish the plot portion. That way, players will have some motivation to play without cheating.

Joe123
08-22-2007, 05:52 PM
3) Do you mean you want to change the sprites for Link after you get the ring as well as to change the palette? Because you do that via Link Tile Modifiers. Not sure how it's done in newer betas, although I'm quite sure it's still by the same method as I've used. Probably in the item editor nowadays.

C-Dawg
08-22-2007, 05:55 PM
3) Do you mean you want to change the sprites for Link after you get the ring as well as to change the palette? Because you do that via Link Tile Modifiers. Not sure how it's done in newer betas, although I'm quite sure it's still by the same method as I've used. Probably in the item editor nowadays.

No, that's not what I'm talking about. I'm already using Link Tile modifiers to change the player's apperance when the Black Hole Armor or Super Nova Armor are picked up. But the large (like 5x12) image of the player on the subscreen still looks like the original player without modification. That's why I asked about changing the "tileblock."

_L_
08-25-2007, 12:34 AM
The download link is in need of updating, it seems.

C-Dawg
08-25-2007, 02:05 AM
The download link is in need of updating, it seems.

What? No, you just have to get the latest link in the thread. Right now it is:

http://users.sephiroth.ws/C-Dawg/Zodiac.zip

I should probably put that on the front post, huh.

C-Dawg
08-31-2007, 10:34 PM
Update. This version still uses Beta 509 because the more recent betas run like ass.

No screenshots this time. Check it out yourself. Load up the quest and proceed through the door to the left. And try not to shit yourself.

http://users.sephiroth.ws/C-Dawg/zodiac.zip

This is the re-occurring opponent in the game. He's got five levels of difficulty. The one you're playing here is level 2. Where else does he occur?
Level 1 - Scorpio (immediately after you enter)
Level 2 - Cancer (before the switch leading to the disentigrator beam)
Level 3 - Gemini (top of the level, before the switch leading to Taurus)
Level 4 - Taurus (In front of the reactor core)
Level 5 - Capricorn (but not there yet)

I've added a new Zone and started making fully scripted normal enemies now. Visit Scorpio, Capricorn, and Gemini to see them.

And, yes, the subscreen is screwed up. I have no idea what's wrong with it. Still tinkering.

Freedom
08-31-2007, 10:45 PM
How do you jump?
I know it's probably back there somewhere but I don't wanna read, I wanna play. ;)

C-Dawg
08-31-2007, 10:50 PM
Use "L"

R is important too, as it activates the dash once you get it.

I set up my controller to have controls as follows: B, A on top, L, R on the bottom. Then Start and Select go where those keys are, and Map goes on top, on the controller's Left button.

EDIT: Oh, and once in a blue moon the custom boss will just ... vanish. Still trying to work out why that happens.

Freedom
08-31-2007, 10:57 PM
I'm using a keyboard with default settings.

I've been following along with your screenshots and all but this is the first time I've really had to try it.
Looks really impressive C-Dawg.

Did you get your superbombs working from that post above?
I'll look at that passive subscreen invisibility thing too and see if I can maybe offer a hint.

ShadowMancer
09-02-2007, 07:14 PM
I was playing the latest ver of Zodiac and I fell through a trick floor into a place where I got stuck w/ no way out, you might want to check it out.
Screenshot---> http://www.mediafire.com/?2dfmw4jjxjm
Btw, your subscreen is very cool. Did you do all the graphics yourself?
Also are you changeing the starting point in each new version? I have not played a new one in awile, last time I played I started from the spaceship shooter part and went into Aquaries after that (I think). All and all this quest is looking sweet keep it up :)

C-Dawg
09-02-2007, 11:39 PM
Yep. This quest is entirely my own artwork. No ripping, no using any standard tiles. I've still got a few default tiles floating around (hearts, for instance) but I'm going to clear them from the quest eventually. Sprite-sized graphics arn't so bad, but doing large pictures in MS Paint is a pain in the ass. I can sort of cartoon and I can sort of program, though, so I sort of have to put them together. You can eventually expect the plot to involve all sorts of animated characters like that.

As to start location: yea, I move the starting point to highlight whatever I've most recently worked on.

-C

Gleeok
09-03-2007, 06:11 AM
That's awesome scripting work as usual C. I can't wait to play the final version. It's constantly giving me new idea's to try and script up myself, albeit nowhere near as advanced as what you've got going.

The subscreen's looking good btw.

C-Dawg
09-25-2007, 11:35 PM
Updated again. Tons of new stuff in every nook and cranny. A few new items, including the Level 2 dash, which lets you punch right through one-tile-wide vertical walls. (Use with your ice beam to get into tricky places!) Custom enemies galore (scripted, I mean - not using the editor) including the rapid fire chaser, the volcano spitting turtle thing, bouncy things from Adventure of Link, other stuff. And one major new boss, the Zodiac Boss of the Cancer Zone. Fucking' sweet, he is.

The quest file starts you out in Virgo with a random assortment of items because that's the area I happen to be working on. New developments in practically every Zone.

Anyway, check it out. Uses beta 584.

http://users.sephiroth.ws/C-Dawg/zodiac09-25-07.zip

Din
09-26-2007, 01:27 PM
Wow, man, this one rocks.

ZeldaFan001
10-04-2007, 12:04 AM
Did you manage to find your Sabotage Dragoon demo? I'm thinking about playing it again, but its missing.

C-Dawg
10-12-2007, 03:50 AM
Another update. Some new areas, one new Zodiac boss (although he doesn't really behave how I'd like, yet).

The big new thing here is I've put alot of work into the SHMUP levels. If you like scripted enemy attack patterns coming in waves, or rapid-fire ship gun, you should probably check this one out.

(Uses beta 584).
http://users.sephiroth.ws/C-Dawg/zodiac10-11-07.zip

Only two levels of ship gun are implemented now. Eventually there will be five levels, scattered throughout the world to find. Each level will make the beam stronger, faster, and at levels 4 and 5, will fire multiple beams in a spread. I dont think I'm going to do rockets, as I was originally intending, because I need the FFCs for enemies.

C-Dawg
10-19-2007, 08:14 AM
Another update as I continue work on the custom shoot em up areas. I've finished corridor enemies for Aries and Cancer now. (Quest file starts you in Cancer).

(Uses beta 584)
http://users.sephiroth.ws/C-Dawg/zodiac10-19-07.zip

ShadowTiger
10-19-2007, 09:24 AM
I did a bit of experimentation with the weapons, and I absolutely love how they feel. I love how the chargeup beam (I don't have the quest open in front of me in the school PC labs to recall its name. .. Cancer Charge?) acts similar to the sword beam in that there is only one of them onscreen at a time, so you have to ensure the first one hits before you go charging another, but I also LOVE how you can walk around with it. Seriously, that made me foam at the mouth. What other amazing weapons are you planning, o' Mastermind sir?

Also, your subscreen kicks our collective asses. You underrate your "cartooning" skills. Few here can match your skill with proportions. How do you get it done initially? Is it trial and error? Do you plot the basic positions of the head and limbs and torso, or just start drawing and plot your art around there?

C-Dawg
10-19-2007, 09:43 AM
As for additional weapons: one for each Zodiac sign. I've got a general idea that Taurus will be a rapid-fire, upwards-angled flame thrower kind of thing, Virgo will take enemy health and give it to the player, and Leo will be a laser of the sort someone was asking for over in Scripting Requests. Other than that, I dont have any specifics in mind yet.

As for the artwork: Here's what I'm doing. I draw the initial picture I want in paint at a reasonable size. The mouse is a little cumbersome, but I can do alright with it. (I'm much better with pen and paper, of course). I thought of scanning and all that, but I need precisely black and white pixels, so that doesn't work well. Then I reduce the picture to ZQuest size and clean up the reduced pixels. It is REALLY hard to draw using ZQuest style pixels directly! Next, I copy and paste the reduced picture into a ZQuest screenshot displaying the palette I want the picture to show in the quest. From here I can use the eyedrop to copy the precise colors I need and color in the picture at size. Finally, save it and rip into ZQuest.

The whole process takes about two hours for something the size of the subscreen. You'll be seeing alot more of that after I get the mechanics done and start focusing on adding storyline.

ShadowTiger
10-19-2007, 10:15 AM
The mouse is a little cumbersome, but I can do alright with it. (I'm much better with pen and paper, of course). I thought of scanning and all that, but I need precisely black and white pixels, so that doesn't work well. Then I reduce the picture to ZQuest size and clean up the reduced pixels. It is REALLY hard to draw using ZQuest style pixels directly!Aye, I hear that. :-/ I thought of drawing and scanning it in, but the paper gets in the way, color-wise, and reduction is spotty and iffy, and generally incorrect. There are some useful color reduction tools available to ZC's artists. First, I'd considering taking the image, opening it in Photoshop, and removing any of the background possible, often on a pixel by pixel basis. Very time consuming, but since the image tends to be fairly small, it's really not that bad. The Select and contract/expand selection tools are actually quite useful in removing stray pixels on the boundary. Then, there are color manipulation programs out there. You can use either Often both!) IRFanview and GIF Movie Gear for Palette reduction without so very much reduction in quality. I'm not really sure which is better. IRFanview gets a slightly more "desirable" result, while GIF Movie Gear gets a bit of a more controllable result. Either way, Human Balance's "GraphicsGale" has the most control over it. You can even move around the individual colors (Via clicking and dragging.) to match the position of the colors on your palette, preventing coloring. You'd have to do this pretty much via eyeballing the palettes of both though.

ZQuest's "R" feature isn't really that bad though. It actually works, and not poorly either.

C-Dawg
10-27-2007, 12:54 AM
Updated again. I'm still working on the SHMUP levels, but the mechanics are pretty well finished. Now it's just the process of making new enemies for each zone, scripting new bosses, etc. But the skeleton scripts are done, and its easy to add to them, so I should be adding new SHUMP levels at about two a week. Still, I've got twenty to do, so there's alot of work to do.

Still uses Beta 584.

http://users.sephiroth.ws/C-Dawg/Zodiac10-26-07.zip

Here are some screenies of SOME of the SHUMP bosses completed so far.

http://users.sephiroth.ws/C-Dawg/Boss1.bmp
http://users.sephiroth.ws/C-Dawg/Boss2.bmp
http://users.sephiroth.ws/C-Dawg/boss3.bmp
http://users.sephiroth.ws/C-Dawg/boss4.bmp

Din
10-27-2007, 01:43 AM
How did you script most of this stuff? It is amazing what you've done with this quest.

C-Dawg
10-27-2007, 01:45 AM
Lifelong love of the Guardian Legend and alot of work.

But it's un-passworded like always, so you can dissect what I'm doing at your leisure.

DarkFlameWolf
10-27-2007, 07:56 AM
having it unpassworded is probably the best thing you could have done for the community C-dawg. Good show!

C-Dawg
10-29-2007, 11:57 AM
That's the whole idea. We still only have four, maybe five active scripters working for the community. We should have more of them. The only way I know to encourage people to script is to show what you can do with it, and let people go look at how it's done to learn.

To those who are scripting already - thanks, and keep it up!

We're getting to the point in Zelda Classic where there are (virtually) no limits except the designer's plan. But the program is still simple to use, intuitive, and lets beginners start slow by making Z1 style games while they learn about the more advanced features. The GUI might be clunky at times, and some features are implemented in confusing ways (subscreen!)... but considering power, accessibility, community, ease of use... ZC is still the greatest game design program out there, probably the greatest game design suite ever made.

Joe123
10-29-2007, 12:21 PM
I don't understand what's so confusing about the subscreen :confused:
I found it really easy to learn how to use

Petoe
10-29-2007, 11:52 PM
We still only have four, maybe five active scripters working for the community. We should have more of them. The only way I know to encourage people to script is to show what you can do with it, and let people go look at how it's done to learn.

Well, letting people see how scripting is done may not be enough. If people are stupid like me, they will not learn anything by looking at scripts they cannot figure out. I'm still waiting for that scripting guide to be made... :(




but considering power, accessibility, community, ease of use... ZC is still the greatest game design program out there, probably the greatest game design suite ever made.
That's so true, nothing comes even close beating ZC. However, ZC's popularity will continue to decrease if we don't get any guides/manuals and a new stable version some time this decade...

jman2050
10-31-2007, 01:47 AM
Geez, you're a machine when you're motivated. Lots and lots of crap done after pretty much mowing through everything done so far. Had to employ a lot of cheating though as, per your standard, the game is freaking insane hard. Not necessarily the bosses either (although the Gemini boss made me tear my hair out), but some of the jumps required as well as the trap placement just makes me want to sigh in defeat.

In other words, you're doing an awesome job.

DarkFlameWolf
10-31-2007, 07:19 AM
don't worry Jman, once Zodiac is done, I plan on making a Mega Man like game with 8 chooseable bosses at the start based on most of his scripts which should cater to a more less-skilled audience. But what he's done is quite amazing.

C-Dawg
10-31-2007, 02:20 PM
Geez, you're a machine when you're motivated. Lots and lots of crap done after pretty much mowing through everything done so far. Had to employ a lot of cheating though as, per your standard, the game is freaking insane hard. Not necessarily the bosses either (although the Gemini boss made me tear my hair out), but some of the jumps required as well as the trap placement just makes me want to sigh in defeat.

In other words, you're doing an awesome job.

Thanks, I appreciate the compliment.

As to difficulty: I will be tweaking the jumps a little bit. Some of them are simply too hard or require too much backtracking when you fall. The other parts of the quest that are difficult, like some bosses and most of the Corridor SHMUP levels, should be easier because you can stockpile up to nine potions. It's sort of like MM3 in that regard - the game is hard, but it becomes easy because you can stockpile energy replenishment.

C-Dawg
11-27-2007, 11:06 AM
Updated.

This update includes alot of work on the Corridors (Cancer, Scorpio, and Aries are totally done; Gemini and Pieces are half done). Also includes my preliminary 2-D hookshot (currently attached to the Level 2 sword) that doesn't interfere with sidescrolling like the normal hookshot does.

And, my favorite, the Leo Lazer. Beo beo! (Game file starts you in Leo with the lazer).

http://users.sephiroth.ws/C-Dawg/lazer.bmp

Uses beta 635.

http://users.sephiroth.ws/C-Dawg/Zodiac11-27-07.zip

Din
11-28-2007, 02:12 PM
That lazer is fun!

Gleeok
11-29-2007, 01:27 AM
AAaaaaaaaaaah! 6 fps! Hooboy, i'll probably pm you later and ask you about stuff when I get time.

In other news: Giant lasers = sweet. Man, you've got eneough shmup enemies to recreate just about any nes or snes shoot em up's ever made. Nice work. I did find the new corridor bosses a bit on the easy side though, perhaps you're not meant to have that strong of weapons in the final version.?

C-Dawg
11-29-2007, 01:30 AM
Nah, the bosses can't be IMPOSSIBLE. But there will be some tweaking here and there, after its all done and in final play testing and all that.

Where are you getting 6 fps?

Gleeok
11-29-2007, 01:47 AM
Yeah, your right. Probably 'cause I used to play tons of shmup games growing up. I think Guardian Legend and Smash TV were of the first 4 or 5 games I owned. And, oh: small annoyance: Pressing the rapid-fire-gun...uh, rapidly, causes the player to stutter, while holding it down allows continuous movement. Maybe a custom non-sword item would work better? DD added 20 new item classes for custom items in 675, so you could actually have every Z1 item plus Zodiac item available at any time. Just is pretty neat, is all.

I got 6 at aries??? I can't remember...and a consistant 12 at every shmup sequence. Don't worry, it's actually very easily fixable.;) I was testing this with mine the other day with 5 ffc weapons at once instead of three and wen't super smooth. Peice of cake.

C-Dawg
11-30-2007, 07:12 PM
DD added 20 new item classes for custom items in 675, so you could actually have every Z1 item plus Zodiac item available at any time. Just is pretty neat, is all.

I kind of like the creative decisions that are forced by limiting how many items I have to work with. Yea, I could toss everything and the kitchen sink into the mix, but I think it forces me to make more interesting decisions if I dont.

As is, I have four spare item slots to play with as follows:
Weapon - boomerang?
Item - Energy Refill? Radio Transmitter?
Ship - Ship accellerator, ship sheilding?

Some additional things, like Screw Attack, will be upgrades of existing items.

I'm working on ways to make the player's energy meter more important. Right now the only things that use energy are dashing, beam weapons (Energy and Ice Beam), and Black Hole Attack. When I get around to it, energy will also be used for massive "bomb" attacks in the Corridors that hit all enemies on the screen. And energy might also be used to limit flying in the most powerful armor in the game.

Any thoughts on other ways to integrate the player's disposable energy more deeply into the game? I'm tempted to use the Energy meter as a sheild ala Halo, but I hear every game under the sun is doing that.

Gleeok
11-30-2007, 11:16 PM
Any thoughts on other ways to integrate the player's disposable energy more deeply into the game? I'm tempted to use the Energy meter as a sheild ala Halo, but I hear every game under the sun is doing that.

Well whatever you're doing is working great, so just keep it up.:) I can tell you what my favorite existing ability using the energy meter would be though, and that's the dash. Simple, but is necesarry to gain a temporary tactical advantage over enemies. I use that the most. I always like more interactive abilities than say...a bomb that blows everything up.

Question for you: Have you noticed that weapons like the saber do 4-8 times the damage that is specified by damage;..sometimes more..? I was looking at this today and it looks to be enemy_1_damaged through enemy_4_damaged can point to the same enemy via 4 frames of script for each ffc. For instance, current_enemy(1) = damaged_enemy_1, then next frame current_enemy(1) = damaged_enemy_2..., Is this intentional?

Question 2: At any point is ffc 29,30,31 being used for anything but weapons?



I don't understand what's so confusing about the subscreen
I found it really easy to learn how to use

The subscreen is very confusing. Let me put it this way: I learned scripting, but I still can't make a decent subscreen.;)

C-Dawg
11-30-2007, 11:48 PM
Question: Yes, saber-based weapons can score multiple hits if the enemy is pushed from FFC to FFC. I could work around this, but I think I'll leave it the way it is. That way, long range weapons are less devastating that close range weapons, which is as it should be.

Along those same lines, the Virgo Whip has some unexpected special abilities. It recovers your HP when it hits something, as expected. However, in addition to scoring multiple hits like the saber, the whip also strikes rapidly and repeatedly on its own if you hit something with it at very close range.

These sorts of quirky, unexpected behaviors are welcome. I'll keep them.

Question 2: Nope. 29-31 are devoted ONLY to custom weapons. 32 is devoted ONLY to Ice Beam. And 28 will (shortly) be ONLY to custom hookshot.

C-Dawg
12-01-2007, 02:02 AM
Another update. Three more custom weapons complete. File starts you in Capricorn with the Libra Crystal. (Cheat to check out other weapons).

Build still uses b365.

http://users.sephiroth.ws/C-Dawg/Zodiac11-30-07.zip

Libra Crystal fires three crystals at a downward angle. They rebound off of walls and may be re-fired at any time.

http://users.sephiroth.ws/C-Dawg/LibraCrystal.bmp

Taurus Flame fires spinning flames at an upward angle. Very powerful.

http://users.sephiroth.ws/C-Dawg/TaurusFlame.bmp

Virgo Whip is similar to the Aries Saber, except it follows the player, restores 1/4 a heart with each hit, and goes berserk if you land a hit really close to the enemy. Also, Castlevania fans will like this one.

http://users.sephiroth.ws/C-Dawg/VirgoWhip.bmp

Praethus
12-13-2007, 01:58 PM
The Libra crystals stay on screen when you changes screen, C.

C-Dawg
12-14-2007, 02:17 AM
All custom weapons do. It's a necessary part of having the general weapon script run on carryover combos. I have no way of checking when the player moves to another screen. I could check when the player is right at the edge, but that might lead to weird results. I figure the current behavior is quirky but not too buggy.

Praethus
12-14-2007, 03:35 AM
It's easy to check screen change. Set up a global variable...

int prevscreen;

and initialize it to the screen the player starts on when the main script starts.

Then, in your while loop...

if(Game->GetCurrentScreen() != prevscreen)
{
//You're on a new screen...
//Reset weapons...
prevscreen = Game->GetCurrentScreen();
}

Gleeok
12-14-2007, 04:06 AM
It's easy to check screen change. Set up a global variable...

int prevscreen;

and initialize it to the screen the player starts on when the main script starts.

Then, in your while loop...

if(Game->GetCurrentScreen() != prevscreen)
{
//You're on a new screen...
//Reset weapons...
prevscreen = Game->GetCurrentScreen();
}

Or you could check the box "script restarts on carry over".

C-Dawg
12-14-2007, 12:13 PM
Praetheus' method would work, but Gleeok's wouldnt. The script just checks what combo the FFC has. If the "scripts restart" flag doesn't change the combo of the FFC, it won't do anything to the FFC's behavior.

Gleeok
12-14-2007, 06:42 PM
Huh? I don't see why it wouldn't work. I haven't tested it but all you should need to do is add: this_ffc->Data=1; right before the true loop. In fact i'll try it out right now, and it may even cut down those annoying crash bugs. Stupid isValid.

Gleeok
12-14-2007, 09:52 PM
Huh? I don't see why it wouldn't work. I haven't tested it but all you should need to do is add: this_ffc->Data=1; right before the true loop. In fact i'll try it out right now, and it may even cut down those annoying crash bugs. Stupid isValid.


edit: I don't see the problem, It works great. The ffc never is even visible once in the newly scrolled to room. :shrug: In fact, C-, this does seem to eliminate the annoying switching screens "random crash" npc pointer bug without using isValid everywhere. ;)


edit-damnit; I thought I was editing my previous post. ....oh, hehe..I clicked on quote instead of edit.

C-Dawg
12-17-2007, 03:06 AM
Update. More fun with draw functions this time around.

1. Finished the Capricorn Wave weapon. Fires in more than eight directions, wide hit radius. One of, if not the, highest level weapon that will be in the game.
2. Finished ship cannons 4 and 5. Cheat to check out the progressively more devestating ship weapons.
3. Finished ship Jets. Cheat to check out speed boosts with higher level jets. (Item class 254).
4. Finished ship bombs. Push "L" in ship mode to fire massive blasts to clear out enemies. Uses energy quickly. There are four levels of blasts: 1. twin cannons; 2. one large cannon; 3. a larger blast that protects your ship on all sides; and 4. needle lazers that hit everything on the screen.

The file starts you in a Pieces corridor. Uses beta 699

http://users.sephiroth.ws/C-Dawg/zodiac%2012-16-07.zip

Gleeok
12-23-2007, 07:50 AM
Aha! I'm finally able to actually play all of this now. :D -On a 3.2 ghz, 1 gig ram comp. :)

So I was going through the corridors now that i'm able to check these out, but I'm assuming that the current level of weaponry is unbalanced in the players favor as I'm tapping into an entire keg of whoop-ass over here. Instead of just "downgrade cheating" all items to lv.1, is there an order to which the player should have stronger weapons for the gunship in mind on the corridor levels?


Also what's that one enemy that reverts ffc data to 1 when you shoot at it? That'd be a neat boss having a bunch of those guys protecting it's vulnerable point. And you've got the piranas from Guardian Legend down.

C-Dawg
12-23-2007, 08:46 PM
Balance issues remain. My plan is to finish up the coding by next summer, then take the next six months adding plot (most of the time will be artwork) and finally be asking people to help beta test about this time next year, while I create a walk-through. I'm meeting some friends about replacing all of the game's music with custom arranged midis this week, too.

The balance issues you're seeing will be worked out somewhere along the way. Right now, I anticipate that Level 1 Ship Gun will be used in all or part of Aries, Cancer, and Scorpio; Level 2 will be used in Cancer, Scorpio, and Gemini; Level 3 probably won't be around until late Gemini and Pieces.

Ideally, I want to balance the game so that the player has a sense of "I'm kicking serious ass" during the flying levels. That might make it a little on the easy side, but I think it'll make the product more fun.


Aha! I'm finally able to actually play all of this now. :D -On a 3.2 ghz, 1 gig ram comp. :)
Also what's that one enemy that reverts ffc data to 1 when you shoot at it? That'd be a neat boss having a bunch of those guys protecting it's vulnerable point. And you've got the piranas from Guardian Legend down.

Yea, he absorbs (mostly) your standard weapon so you need to use special weapons on him. I do have bosses protected by similar enemies in the planning stage. It'll be like the level 2 darkworld boss in LttP, sort of.

C-Dawg
02-03-2008, 11:53 PM
Long time, no update. Most of what I've been doing is code optimization for the corridors. Now, your ship cannon fires much more reliably, and slowdown is non-existent on my machine (2.6ghz, 1 gig ram). I've also added new bosses and SHMUP enemies using the draw functions, and started work on the Libra corridors.

This file starts you in Libra. Go west to encounter the first of many cameos in this game. Kudos to the first person to identify the (respectfully hard) miniboss.

Use beta 718.

http://users.sephiroth.ws/C-Dawg/zodiac02-03-08.zip

Once again, thanks to Sepiroth for the hosting space.

swordskid
02-07-2008, 07:37 PM
The mini boss is Kain from final fantasy 2 (or 5 in America i believe) right?

C-Dawg
02-07-2008, 08:54 PM
Kain, but yes, that's him. I was wondering how his attack would translate to a sidescrolling action game, and I think it translates rather well.

C-Dawg
02-10-2008, 02:13 AM
Update with four or five new bosses. I'm upgrading some early bosses and adding new ones. Libra's boss is another familiar face from the Final Fantasy series.

http://users.sephiroth.ws/C-Dawg/Azelda003.bmp

I'm also experimenting with bullet hell. Gleeok complained that the bosses were too easy, so...

http://users.sephiroth.ws/C-Dawg/Azelda007.bmp

Good luck getting past this one without a few energy tanks. And it'll get better from here on out.

Download: (Uses beta 718)
http://users.sephiroth.ws/C-Dawg/zodiac02-09-08.zip

Some folks were wondering how to access the scripts in the quest buffer. Zodiac is always unpassworded. Just open it in ZQuest 718. Then go to Compile script, and click on Export. Save it as a text file ("ZodiacScript.txt" maybe) and open it in word. You can copy the scripts and do whatever else you need.

Joe123
02-10-2008, 05:53 AM
I thought you said you weren't using any ripped graphics?

Russ
02-10-2008, 01:02 PM
If I am correct, there is a script that lets you jump only in side view areas in this quest, right? If I put this into a top down quest, would it make it where Link could jump only when he is in a side view area, and not in a top down area?

Din
02-10-2008, 01:52 PM
Didn't check this thread for a while. Anyway, cool! Also, that health meter...wow.:surprise:

Joe123
02-10-2008, 02:36 PM
If I am correct, there is a script that lets you jump only in side view areas in this quest, right? If I put this into a top down quest, would it make it where Link could jump only when he is in a side view area, and not in a top down area?

I think it'd be rather funky in top-down areas.

An easy way to do it would be to edit the script so that it depended on Link having a certain item to function, then disable that item in the DMap disable box for top-down DMaps.

C-Dawg
02-10-2008, 02:46 PM
If I am correct, there is a script that lets you jump only in side view areas in this quest, right? If I put this into a top down quest, would it make it where Link could jump only when he is in a side view area, and not in a top down area?

It's already set up that way. I dont let the player jump in the SHUMP levels, after all.

The Jump Script handles jumping, dashing, wall climbing, and all other assorted passive abilities. It's an FFC script and it runs on FFC1 on every sideview area of the quest. So if you want to use it in your own quest, just don't assign the script to FFCs in top-down areas.

And Joe - I'm not using ripped graphics. Kain and Golbez are redrawn by me based generally on how they look. (Actually there is ONE ripped sprite in the game now because I couldnt get it to work right ... can YOU find it?)

Joe123
02-10-2008, 05:21 PM
Ah right ok.
No, I can't find it =P

I haven't played this since quite a few months ago, I should give it another try.

Why not use the global script?

C-Dawg
02-10-2008, 10:36 PM
Ah right ok.
No, I can't find it =P

I haven't played this since quite a few months ago, I should give it another try.

Why not use the global script?

Could have, with item or DMap based wrangling. But I started this way, so no problem keeping it that way.

If you're looking for new material, check out these highlights:

1. Location of the first boss (where you get your level 1 saber). Boss has been changed and updated. (Pheagon)
2. Disentigration beam (in Cancer) now shoots a bullet as well as cuts sand.
3. New boss (Ray Crystal) guarding the High Jump in Aries.
4. New bosses in Libra (Kain, Golbez)
5. New enemies and bosses in Libra and Gemini corridors.
6. New bosses in Taurus (Ray Crystal2 guarding the Black Hole Armor and Pheagon2).

I'm working on re-vamping all of the old bosses to add the enemy life meter and explosion I've developed, so they'll all be getting a facelift.

C-Dawg
02-17-2008, 02:02 AM
Update with two new bosses. I'm trying out new techniques to overcome ZQuest's 32 FFC limitation. These bosses spray bullets all over the arena, getting 50-100 shots on the screen at once. On my machine, it goes off without any slowdown, either. Please let me know if your machine encounters slowdown. (The quest starts you out at one of the Taurus bosses; the new Libra boss is just a few screens east, cheat to get there.)

DOWNLOAD: Uses Beta 718.
http://users.sephiroth.ws/C-Dawg/Zodiac02-16-08.zip
http://users.sephiroth.ws/C-Dawg/Bullet_Spray1.bmp
http://users.sephiroth.ws/C-Dawg/Bullet_Spray2.bmp
http://users.sephiroth.ws/C-Dawg/Bullet_Spray3.bmp
http://users.sephiroth.ws/C-Dawg/Bullet_Spray4.bmp

Gleeok
02-17-2008, 02:57 AM
Hey C- I think you linked the wrong one, especially since it say's 12-16-07...You tease you.

C-Dawg
02-17-2008, 11:46 AM
D'oh. Problem noted. Fixed.

http://users.sephiroth.ws/C-Dawg/Zodiac02-16-08.zip

_L_
02-25-2008, 03:47 AM
When I tried the newest boss, the framerate dropped to, um, 9.

But then again, the fairly tame crystalline boss next door to it only permits a framerate of 28, so maybe I just need more than 1GHz to work with. (It's been awhile since I last checked this quest out, I admit sheepishly.)

C-Dawg
02-25-2008, 11:42 AM
I'm running a 2.6ghz box and I dont get any slowdown in 718. However, I get horrible slowdown exactly as you describe in the latest beta (735?). I think DarkDragon explained that he added alot of exceptions for testing purposes and forgot to take them out.

jman2050
02-26-2008, 11:13 PM
The more heavy portions of the script drop down to 40-45 FPS. I'm running a 1.3 Ghz laptop with a crappy video card though, so take that as you will.

This is in beta 718 btw.

C-Dawg
02-27-2008, 09:31 PM
JMan, if your player weapon handling routines are as robust as the FFC routines, most of this slowdown can be eliminated. Not completely - some of the weapons using area effects like the Leo Lazer need to stay as FFCs - but many other weapons can be modified to just use link weapons.

jman2050
02-28-2008, 06:56 PM
Some interesting stuff: I redid the fight in 718 after realizing that the renderer + playing in big mode would probably cause some problems as far as slowdown went. In 718 at 320x240 res windowed, the Taurus boss averaged out at about 55-60 FPS, but dropped down to as low as 45-50 once he started shooting fire. It was obviously about as bad at the end of the fight.

With some changes to the renderer + a big speed change in the scripting engine, at 320x240 the entire boss goes at full speed, not counting a few hiccups because of my computer. Hopefully this will improve scripted quests across the board.

Nameless
03-09-2008, 02:30 AM
Some how I beat the new Taurus boss,it is so strong!!:sick:
But the program often ends when useing a repair kit.
My CPU is PentiumⅢ 644Mhz...

I would like to fight the new Libra boss,but I don't know cheat code.

C-Dawg
05-05-2008, 09:04 AM
So I've revamped the weapon system to take advantage of Jman's new lweapon manipulation. Here's what I'm thinking now. The arsenal is a series of overlapping weapons that are good for different situations. My goal is to simplify (that is, fewer weapons) and make each weapon stand out for different things.

1. Primary

Primary weapons don't cost anything to use. They include the short range Pulse Hammer and Disentigrator, and the Zodiac weapons.

2. Sidearm

The sidearm fires energy bullets that cost energy. The sidearm has three attributes (handled by global variable): Power, Speed, and Energy. Throughout the game, you'll find choose-only-one rooms where you can elect to upgrade one of the three. The effect of upgrading Power and Speed is obvious. As these two upgrade, however, the energy cost for the sidearm increases. Upgrading Energy reduces the cost. There will also be Rapid Fire, and 8-Direction upgrades.

3. Missiles

Missiles run on ammunition. They are single-shot weapons that deal great damage. There are three levels of missiles. The first level is just a powerful arrow-type projectile. The second level explodes on contact. The third level explodes as well, but in a massive explosion.

4. Bombs

Bombs drop and explode. Just two levels of bomb, regular and remote, handled using ZScript's normal commands. However, I'd eventually like bombs to act like they do in Metroid, bumping the player up a little bit if they're caught in the explosion. Unlimited ammunition.

5. Discharge

Discharge attack uses up energy AND missile ammunition. Amount used increases with level. Explosive discharges of lots of energy at once. The labyrinth equivilant to the ship's bomb attacks. First level: Black Hole Bomb, deals damage in a wide area around the player. Second level: Super Nova, deals more damage to a wider area. Third level: Quasar Attack, deals continious damage to all on-screen enemies over a few seconds of time.

The rest of the usable items will be relegated to the Tools section. (Torch, Plasma Key, Grappling Beam, Scanner, Life Tank, Energy Tank).

Once they fix the item script random crashing bug, I'll release a version that lets you check out the new weapon system.

Din
05-05-2008, 02:17 PM
Cool, the upgrades to the standard gun sound really interesting! I can't wait for that bug to be fixed. I wonder what Rapid Fire combined with really high speed will do to most bosses, (prepares for Pheagon with Rapid Fire.)

C-Dawg
05-05-2008, 06:35 PM
Cool, the upgrades to the standard gun sound really interesting! I can't wait for that bug to be fixed. I wonder what Rapid Fire combined with really high speed will do to most bosses, (prepares for Pheagon with Rapid Fire.)

Not really. With custom ffc weapons, the enemy gets damaged as long as it touches the ffc, regardless of the engine's invulnerability period. But the Sidearm weapon fires arrow-type projectiles. That means even enemies that normally have no invulnerability period (Libra and Pieces bosses, for instance) will be breifly invulnerable to Sidearm attacks. So you can't spam them to death like you're thinking.

You can, of course, spam them with certain Zodiac weapons. Hence your primary is going to usually be better for bosses.

And, since you can only carry one type of Zodiac weapon at a time, the idea is you can balance your arsenal. Going to be relying on Dash attack, which takes energy? Better carry a general purpose Zoidac weapon so you don't use up your energy. Don't need to dash? Maybe get one of the short-range powerhouse Zodiac weapons and rely on the Sidearm for distance attacks.

Gleeok
05-05-2008, 11:48 PM
Ooh, looks good. I was curious to see how you were going to slightly balance the Zodiac weapons out. Well, you know me; More weapons = more better, hehe you can't argue with that logic! I'm waiting for it.

Oh, also what about a dash upgrade? So you can refill your energy from dashing faster. Or a lv2 dash that uses up less energy so you can dash for a bit longer? That would be my two cents. I noticed in the side area's that apart from destroying everything in your path as fast as possible, the dash is a good conservative tactic to employ, especially in some of your 'trap' screens.

C-Dawg
05-06-2008, 09:17 AM
There is a level 2 dash that moves faster and takes MORE energy than the level 1 dash. It also lets you punch right through walls that are exactly one tile thick.

And there is an Energy Dynamo (magic ring) that significantly boosts your energy refill. Might put a lower level Dynamo somewhere, too. But the idea is that Energy should be your endurance. Not a real limit on your capabilities, but just enough to stop you from spamming something constantly.

Din
05-06-2008, 02:16 PM
Good news! The bug has just been fixed. Now all we need to do is wait for a new version to test out that this bug is fixed. Hope it comes soon.

C-Dawg
05-06-2008, 10:54 PM
Okay. They fixed the bugs, so here's the newest quest file.

New things to check out:

- New Taurus boss in the corridors, but you have to cheat to get there.
- Pieces boss (Tentaplus, remember him?) now complete. Bottom right corner of Pieces.
- Revamped weapons (still working on the missiles)

Uses Beta 798

http://users.sephiroth.ws/C-Dawg/zodiac%205-6-8.zip

jman2050
05-10-2008, 02:52 PM
Your jump script seems kind of messy and makes it much more difficult to move around than before. Are you still tweaking it?

C-Dawg
05-10-2008, 04:25 PM
I'll probably have to. I noticed the change in behavior, too. Somewhere between beta 158 and the current one, something in the engine changed. Now jumping is sort of wonky, and the height isn't static. And the jump force needed to be greater to get the same height.

I'll be tinkering with that off and on as I go. Probably work on slowing the jump down a little bit at the same height to give the player more control.

C-Dawg
05-10-2008, 10:04 PM
Another version. Starts you in Taurus. See if you can explore all of this place using the three now basically working items: Freeze Ray, Missile Launcher, and Grapple Beam.

Freeze Ray works as you expect. A few bugs remain - the ice blocks don't go away between screens, and some enemies inexplicably die when they're frozen.

Missile Launcher works great. There are some problems in how the launcher interacts with the player's bombs I have to address, but that's minor.

Grapple Beam grabs onto the metal rings you'll find here and there.

Still uses Beta 798.

http://users.sephiroth.ws/C-Dawg/zodiac%205-10-08.zip

C-Dawg
05-13-2008, 10:07 AM
Another day, another update.

Finished the passive subscreen, complete with relative health and energy meters. Why relative? Because they stay the same size and display your proportion of health or energy rather than getting bigger each time you increase your maximum health or energy. Also added little encouraging messages when you pick up energy, missile, or health containers.

Uses Beta 798.

http://users.sephiroth.ws/C-Dawg/zodiac%205-13-08.zip

C-Dawg
05-16-2008, 08:21 PM
Update ahoy.

The portrait system is working now. Right now the character only reacts to damage and health level, but she'll be more expressive as updates continue. Portraits are animated, but they'll likely get more detailed as I go.

Before taking damage, the Guardian is happy.
http://users.sephiroth.ws/C-Dawg/zelda006.bmp

She reacts to damage with a variety of expressions. I think some or all of these need to be redrawn, though. Don't like how they came out.
http://users.sephiroth.ws/C-Dawg/zelda007.bmp

She gets progressively less happy as she loses health.
http://users.sephiroth.ws/C-Dawg/zelda008.bmp

Still uses 798.

http://users.sephiroth.ws/C-Dawg/Zodiac%205-16-08.zip

Din
05-18-2008, 02:14 PM
Wow, this is pretty darn amazing. This is the first time we've had a portrait of someone who reacts to damage. I'll try it now.

C-Dawg
05-20-2008, 01:27 PM
Added a list of implented items and descriptions to the opening post.

EDIT - I'm thinking of adding other "consumable" items so there is a reason to visit shops in the game on a regular basis. Consumables so far implemented include: Heart Tanks and Overdrive Adapater.

Some other consumables I'm mulling over include:

Escape Portal - Takes you back to the last zone transition.

Return Portal - Works like Faroye's Wind, but returns the player to any very specific location. I'm thinking this might be nice to deal with tricky jumps where, if you fail, you end up having to backtrack around the whole map.

Deflector Adapter - For a limited period of time after use, nudges enemies away from the player.

Rotary Shield Adapter - For a limited period of time after use, two shields rotate around the character damaging enemies they touch.

Any other ideas?

Gleeok
05-27-2008, 09:09 AM
Hahaha, that's sick. Really got to be the best subscreen I've seen yet. Did you draw all that!? That's crazy. ENERGY UP: You're not going to believe this, but I was about a coin flip from doing the same thing with; CHAIN++. But ugh, who wants to keep track of x,y coords for dead enemies...


Anyways, Weapon ideas?

Best I can offer you are the ones I had in that quest that got killed, which if I remember were;

Mana Shield
Teleport
Wall of Force- The rotary adapter you mentioned, same thing. I loved that thing, be careful though It's pretty overpowered if you make the damage too high.
Tornado-Sucks in and drags enemies.
Statue-Your Ice beam is a damn sight better already though.
Shield-gives the player the blue ring for a short time.
Flame tower-fired three ffcs at once that traveled through enemies.
Explosion-2x2 ffc short range that uhh...explodes.
Rainbow Rays- Used drawlines to damage enemies within radius of the ffc.
Homing missles! :D
...Well that's all I got at the moment..

All your ideas sound great, I say make em. :) ..But you already knew I'd say that.


BTW: What goes in the right part of the subscreen?

C-Dawg
05-27-2008, 09:42 AM
Hahaha, that's sick. Really got to be the best subscreen I've seen yet. Did you draw all that!?

There is exactly one ripped tile in the game (the little ice cube enemies in Libra flying level. They just wouldn't look right). Everything else is mouse-drawn. If I had a tablet, the artwork would look alot better than it does.



Anyways, Weapon ideas?


Well, no, not weapons. If I make a bunch of consumable weapons, they'll all be interchangable. There are already tons of different weapons. I'm thinking more along the lines of consumables that take a particular hassle in the game and make it easier. Like a Warp Gate to make missing a long jump less of a problem. Basically, whatever is incredibly frustrating for a player, I'd like there to be a consumable item that the player can collect, if they want, to make it easier.


BTW: What goes in the right part of the subscreen?

You mean the other box on the right side of the passive subscreen? Whoever the Guardian is talking to / fighting / interacting with. Boss portraits, for example.

Gleeok
05-28-2008, 07:30 PM
Well, no, not weapons. If I make a bunch of consumable weapons, they'll all be interchangable. There are already tons of different weapons. I'm thinking more along the lines of consumables that take a particular hassle in the game and make it easier. Like a Warp Gate to make missing a long jump less of a problem. Basically, whatever is incredibly frustrating for a player, I'd like there to be a consumable item that the player can collect, if they want, to make it easier.


Ah, I see. Well I remember some spots where climbing was very unpleasant, and falling down while knowing you're supposed to be going upwards is a mega bummer. Though I never played it in a linear manner as it might appear in the finished version, constantly backtracking and climbing up tricky areas could get redundant. This might get easier if you're still fine tuning the jump script though. I don't know, perhaps some checkpoints, or warp points become available after certain conditions are met, or these in consumable form like you mentioned.

Again though, jeez, awesome subscreen... I can't even figure out where to put the life bar on mine. :laughing:

C-Dawg
05-28-2008, 09:37 PM
Again though, jeez, awesome subscreen... I can't even figure out where to put the life bar on mine. :laughing:

I've seen prettier subscreens. But making the life and energy bars relative instead of absolute really freed up alot of wasted space.

Din
05-29-2008, 08:23 AM
Hey, tired of me yet?

Anyway, I've been playing the game through, and I've found a bug which makes the player stuck. In the room in upper Aquarius with the guy who tells you to shoot the walls and ceilings, if you shoot the floor and get the Energy Max Up, you can't go back up. The alien talks, which freezes your movements, and because you just jumped out of the floor, you get sent back down instantly.

Also, a question out of the blue, is the "Snake Zone" going to be used? I noticed it was in there for awhile...

C-Dawg
05-29-2008, 09:16 AM
Hey, tired of me yet?

Anyway, I've been playing the game through, and I've found a bug which makes the player stuck. In the room in upper Aquarius with the guy who tells you to shoot the walls and ceilings, if you shoot the floor and get the Energy Max Up, you can't go back up. The alien talks, which freezes your movements, and because you just jumped out of the floor, you get sent back down instantly.

I'm not worried about that stuff. Eventually all of the talking will be scripted and replaced with hacking into computer terminals, so there won't be a pause when you enter the screen.

But there are undoubtedly many little bugs. Like I said before, I plan on getting the quest essentially done, then going into a closed testing period while I add the plot to the game. Those who want can help test. The goal here is that the finished product will not be as buggy as others I could mention. *cough* DOY *cough*



Also, a question out of the blue, is the "Snake Zone" going to be used? I noticed it was in there for awhile...

Something like it will be. Later in the game Leo will become inaccessible via the normal door from Aries and you'll have to get to it through a shaft from another Zone. That shaft is what the Snake Zone will probably be used for. For now, it was just fun to make Snake Man tiles.

jman2050
05-29-2008, 02:22 PM
But there are undoubtedly many little bugs. Like I said before, I plan on getting the quest essentially done, then going into a closed testing period while I add the plot to the game. Those who want can help test. The goal here is that the finished product will not be as buggy as others I could mention. *cough* DOY *cough*

I'm still trying to figure out how you missed half the bugs in DOY. That was one of my more annoying projects in recent memory...

Joe123
05-29-2008, 02:25 PM
What is DOY?

C-Dawg
05-29-2008, 04:23 PM
What is DOY?

How can I best describe it...

Ground-breaking and sloppy? I think that sums it up pretty well.

Joe123
05-30-2008, 05:37 AM
I think that doesn't explain it at all =P

C-Dawg
06-01-2008, 12:09 AM
Update.

Added a bunch of bug fixes you won't notice, some item re-arrangement you will, and a big'ol boss, the Virgo master. Go left from the start to fight him.

Uses Beta 798.

http://users.sephiroth.ws/C-Dawg/Zodiac%205-31-08.zip
http://users.sephiroth.ws/C-Dawg/zelda019.bmp

jman2050
06-01-2008, 12:36 PM
I think that doesn't explain it at all =P

History lesson:

Somewhere around 2004 (?) C-Dawg released his first completed quest, Dreams of Yesterday, a seemingly typical Zelda romp. It was notable in that, being built in one of the later 1.92 betas (152), it took advantage of new ZC features to create a "different" type of Zelda quest. Custom bosses, puzzle dungeons, a quest progression that more mimicked recent Zelda games rather than Z1, and a huge overarching story. It was a bit ahead of its time.

Unfortunately, due to either rushed beta testing or something else I'm not aware of, it was also some of the buggiest stuff I've ever seen in hindsight. Due to a bug involving layered secret flags when loading 152 quests in 163, the current public beta of the time, people needed the 152 player to even play the quest, and from there, lots of design issues and bugs made some areas difficult to get through or just plain inaccessible, requiring you to F6->Continue. Even worse, this is about where the dreaded continue bug started to plague all sorts of quests, which would then require users to Save and quit. For DOY, this meant that you had to start all the way at the first village and travel to where you need to be all over again. Depending on your current task at hand, this can range from just annoying to incredibly frustrating.

Speaking of frustration, DOY was also known for its difficulty. No. nothing unfair like having 10 Death Knights running around with only your sword to fight them :P (although there is one portion in a certain crystallized cavern that might as well have been that...), but a great deal of incredibly difficult puzzles and combat areas, with the penalty usually being warped back to some arbitrary area near the beginning of the dungeon. And trust me, later on the dungeons get hard and looooooong. The fact that I finished it is a wonder, as the last level alone *should* be enough to make any sane man start eating upholstery.

After a while of the quest sitting there and others trying to play it and getting frustrated by the bugs, especially when said people didn't realize that the game wasn't completable with any beta but 152, I asked C-Dawg if I could edit the quest myself to make it compatible with the latest beta (182 at the time IIRC) and fix all the major bugs. It turned out to be much much more difficult than I expected, and to this day I'm pretty sure I missed a few major bugs. It can be found here (http://www.cgi101.com/~jman2050/DOY-Revised.zip) if you're interested. Should be playable in the latest betas, at least last time I checked.

What's funny is that this still stands as his only completed quest. Now if only Sabotage Dragoon can be finished somehow :(

_L_
06-01-2008, 12:48 PM
Ground-breaking and sloppy?
My favourite kind of earth-element attack spell?

C-Dawg
06-01-2008, 02:46 PM
History lesson:
What's funny is that this still stands as his only completed quest. Now if only Sabotage Dragoon can be finished somehow :(

Unlikely in the near future. Sabotage Dragoon was made using the most advanced techniques available in pre-2.5 alpha. But with scripting, pretty much the whole quest should really be re-vamped. It's just dated at this point.

That's not to say you won't see it released eventually. But I'm aiming to finish Zodiac by next summer, and I probably won't start tinkering with S.D. again until that is done. Trust me, though, Zodiac will not dissapoint when it's finished.

Joe123
06-01-2008, 06:11 PM
What's funny is that this still stands as his only completed quest. Now if only Sabotage Dragoon can be finished somehow :(


Hrm.
Well thanks for explaining that.


I always think it's interesting finding out what some of the older members made.
Rather off-topic, but dy'know anything about what ShadowTiger made?

I've wondered about what some of the people who's names crop up around here a lot actually did.


Not that I'll play DoY, because I can never get more than 20 minutes or so into a quest without getting bored nowadays, especially not one made on an older version like that.
Still interesting to know though.

C-Dawg
06-02-2008, 09:27 PM
Minor update: Spin Attack (screw attack) and Infinity Boots (space jump) are completed. Graphics for Taurus and Leo overbosses are complete.

I'm going to be needing one more side-scrolling boss for Virgo. Anyone want to make suggestions? Virgo is a plant level. I would like the player to encounter the boss twice. The first time, it takes damage and retreats. The second time, it fights to the death. It guards the Spin Attack.

Gleeok
06-02-2008, 10:00 PM
I'm going to be needing one more side-scrolling boss for Virgo. Anyone want to make suggestions? Virgo is a plant level. I would like the player to encounter the boss twice. The first time, it takes damage and retreats. The second time, it fights to the death. It guards the Spin Attack.

Here's an obvious suggestion:

The boss is a plant, so maybe the first time you fight the boss is rooted. ;) ..And does...y'know, plant stuff. Stuff you couldn't pay a Taiwanese prostitute to do. :googly:

bigjoe
06-06-2008, 08:02 AM
The Virgo Master boss was pretty cool,but I suggest that it should get a little faster towards the end of its life if possible. I mean,I know it already gets faster. But what I mean to convey is that it should get even faster at the end. I found it to be quite a build up wearing him down, and then when he has a couple sprouts left, he isn't moving fast enough to stay alive long enough for it to be fun.

By the way, is it the intended functionality of that one item to allow you to continuously detonate bombs? It seems dis balancing.

C-Dawg
06-06-2008, 11:14 AM
Re: bombs

No, but for now it has to be that way because of the way missiles work. See, when you spawn a link bomb weapon, you can't tell the engine what sort of bomb to drop. It looks at the player's inventory. So I have to give him instant-blow bombs so that the missiles work.

If the designers mess around with LWeapons, I'll fix this bug. If they don't, I'll probably change how I'm implementing either bombs or level 2 missiles to accomodate.

By the way: that Virgo boss is really vulnerable to the Spin Attack. Holy crap it rips him up. Not that you have access to that weapon yet.

C-Dawg
06-10-2008, 08:19 PM
Smallish update. The changes here are some new items: the Spin Attack and the Infinity Boots.

Uses beta 798.

http://users.sephiroth.ws/C-Dawg/zodiac%206-10-08.zip

sonlen1414
06-19-2008, 03:46 PM
I dont know if this is the right forum or not, anyways i have been trying to change the link sprite tiles from zodiac to something else, and every time i try to change it, it shows random tiles or no tiles at all, do i need to change anything in the script or change certain tile positions? Thanks in advance.

I think you should make the infinity jump more like the screw jump in Super Metroid, if you jump and then you jump for the double jump and then the rest of the jumps are just like the double jump, that would make getting to some places a lot easier.

Also when I try to make a quest using the same scripts I cant get the jump to work and I also have the ffc set to jump, any help would be appreciated.

Edit:I just figured out that a ring was equipped and that solved my problem!

C-Dawg
07-31-2008, 09:10 PM
Long time, no update. But I have been busy. Here's what you get in this update:

1. New feature: you can see how much damage is being dealt to you, and you have a numeric display of your current hit points.
2. TOTAL overhaul of the SHMUP levels. Play to check them out. Bosses have received similar facelifts.

This one still uses Beta 819 but should run ok in newer betas.

http://users.sephiroth.ws/C-Dawg/zodiac%2007-31-08.zip

Shazza Dani
07-31-2008, 11:33 PM
I found a bug. When I beat the boss of they flying level, I was holding the down button and I ended up walking onto a blank screen.

Gleeok
08-01-2008, 06:21 AM
Ah, very cool. You got some enemy formations that sort of remind me of galaga! I died twice on the first level before I realised that you really should be picking up all those life powerups the enemies drop. Not really sure where to go next however.

edit: I put in a warp code, ended up in the underwater corridor, and got my ass handed to me by fishes. ..And you tell me that my levels are hard. ;) ...I'm guessing I need better equipment or life upgrades.

editmore; How did you get the enemy bomb explosions to be expanding circles? ..I'm sure the answer to this is gonna be a one liner...

Shazza Dani
08-01-2008, 06:24 AM
Yeah... I had to use invincibility to get through the flying part, then when I got on foot I was totally lost. =\

C-Dawg
08-01-2008, 08:47 AM
Exploding Circles

To answer Gleeok's question: The Mine enemy changes to an Exploding Mine enemy (which has a blank graphic) when it runs out of hit points or gets close enough to the player. The exploding mine counts down for about 30 tics and then dies. Each tic, the exploding mine draws a transparent circle with radius equal to 10 times it's remaining life or something like that. Then it draws a random circle somewhere in the radius.

Damage is handled by an invisible enemy created when the Exploding Mine is created. The enemy is either offscreen or on top of the Exploding Mine, i forget which. When the player gets too close, the enemy is moved on top of the player for that frame.

Where do I go next?

To answer concerns about being lost: Yes. Eventually, most doors will have computer terminals the Guardian can use to hack into the enemy's network and get tips on her next location. Without it, your first goal is to travel right and down, then left through a water location, defeat several bosses, and get the Impact Saber and a few upgrades for your sidearm.

Then climb to the far northeast corner of Aquarius and travel left, using the Saber, to get Lev. 1 Missile Launcher.

Then travel left, going directly South of the starting location to open the door there, and across the forest, going to the treetops to open the door there. Finally, go south along the far left border of Aquarius to find Scorpio. You can pick up three or four missile packs on the way.

Of course, the result of all of this is that you earn the Bombs in Scorpio, which the quest starts you with. So you could skip all this and straight to the southwest region of Aquarius, get the Armor upgrade, then go 3 screens south of the starting location and left, taking you to Aries. In Aries, the high-jump is in the far lower left corner.

Once you have the high-jump, you can get to your second flying level in the far upper left of Aries, and the third level, below a destructible floor about seven or eight screens right of the starting location in Cancer.

And... so on like that.

It's too hard!

The initial flying level requires you to be on your toes, but it's not really too hard once you get the hang of your abilities. Obviously you want to memorize the attack patterns so you can kill as many baddies as possible without taking hits in return. Collecting health on the fly is vital because you WILL get hit occasionally.

The biggest key to SHUMP levels in Zodiac is to use your Bomb attack wisely. Holding "L" will fire a massive beam that tears up enemies caught in it for as long as you hold the button. But it uses up your energy, so you only can stockpile about two second's worth of the bomb. That's enough to clear all the enemies nearby. You can use it as your panic button when things get hairy, but the better use is to fire it up whenever you can nail five or more enemies at once. Your odds of one of them dropping an energy upgrade are pretty good, and once you refill your energy, you can fire the Bomb again.

The first boss should be easy once you get how to defeat it. The boss fires spreads of bullets that you can dodge by nudging through. But the four yellow crystals on it's wings fire more powerful seeker bullets, and occasionally fire cigar-shaped heat seekers that will track you until you destroy them. Enter the boss battle with full energy and focus your Bomb attack and shots on one side of the wing or the other until you destroy the yellow crystals. Then do the same on the other side, though you might be out of energy by then. Once you get rid of the crystals, the boss is a piece of cake - just nudge carefully through his bullet patterns.

And yea, you shouldn't be surprised that the enemies crush you if you skip ahead a few dozen levels without getting all the intervening upgrades!

Gleeok
08-02-2008, 12:17 AM
Yeah, I figured you just did something clever like that. At first I thought you changed the enemy super bomb animation somehow because of the knockback.

You know what's left for us to script though, right? Yep; Splines. (http://en.wikipedia.org/wiki/Spline_(mathematics))

So far that's the thing nobody has even attempted in zquest. I've made a few enemies where you could think that's how they were made, but nope. Haven't done it yet. That's gonna be the key for creating complex movement patterns, smooth motion vectors, and jaw dropping enemy formations, not to mention the boss attacks one could create.

Whadya say? I could use some help, to be honest.

C-Dawg
08-02-2008, 12:23 AM
Well, this doesn't sound very hard. Just define your movement pattern precisely in advance. Like, get some grid paper and a graphing calculator. Then you're going to make some parametric equations that script out the path. So say you want the enemy to come in from the top left edge (t = 0, x = 0, y = 0), proceed towards the middle of the screen (perhaps by function t = x, t = y). Then when it's at x = 120, which is also t = 120, have it switch to move in a figure-eight (I forget the parametric equation) or whatever.

If you've mapped it out in advance, I don't see any reason why you can't just do everything using parametrics.

Gleeok
08-09-2008, 10:23 PM
Got splines working using arrays and a few workarounds! :D



I'm getting a weird behavior with some items in the shmup levels, well not really weird but more like sometimes even if you're directly over the power up item it still won't allow you to get it. It looks like it goes right underneath the ship. Not sure why...



EDIT; Gah, the powerups will also move down too fast before you can get to them. I do have a suggestion: Howabout changing the border tiles to only be half-unwalkable?

Otherwise, good job on the levels. It's good that you did the background graphics it seems too, it fits in with the rest of the game much better

C-Dawg
08-11-2008, 02:46 PM
I'm getting a weird behavior with some items in the shmup levels, well not really weird but more like sometimes even if you're directly over the power up item it still won't allow you to get it. It looks like it goes right underneath the ship. Not sure why...


I've noticed this, too. I think it's a factor of Z3 movement combined with the fact that enemies drop items wherever they are killed, which is not necessarily on the normal 8x8 grid. I don't think we can control the collision detection of items, though, so I can't do much about it.



EDIT; Gah, the powerups will also move down too fast before you can get to them. I do have a suggestion: Howabout changing the border tiles to only be half-unwalkable?


Remember, there are speed upgrades. As you get quicker, it's easier to pick up items.

This gives me an idea for another upgrade, though. Perhaps an item magnet that yanks items to the player when the player is close enough? Trouble is, this would check every item on the screen and lead to serious slowdown with lots of items.

In other news

I'm just about done with the general game. Soon I'll start working on plot and plot-centered areas. That means I'm going to be closing the public portion of quest development. I'd rather the plot was kept under wraps until it's totally done. I'll probably start working on this in September. At that point, I'll need some beta testers to work with me on debugging portions of the game as it's meant to be played. I particularly want Gleeok and other scripters to help out, but anyone else is welcome. If anyone is interested, let me know so I can get an e-mail list going by mid September.

jman2050
08-11-2008, 03:09 PM
I don't really have to post that I'm interested, do I? :P

Din
08-11-2008, 06:05 PM
Well, I've been interested in this game since last winter, and have enjoyed it. I'd be glad to help you beta test it.

Elmensajero
08-13-2008, 05:22 PM
I would definitely be interested in testing this. I am not sure how much time I will have once school starts back, but I will help out as much as I can.

Joe123
08-16-2008, 06:36 AM
If the game's likely to become less difficult then I'm willing to help out bug-testing.

C-Dawg
08-19-2008, 12:13 PM
Like I say, the eventual goal is that it will be hard but you can grind for awhile to make it easy if you need to. Sort of like leveling up in a role-playing game.

Shazza Dani
08-19-2008, 05:57 PM
Like I say, the eventual goal is that it will be hard but you can grind for awhile to make it easy if you need to. Sort of like leveling up in a role-playing game.

That's cool, but it would be nice if the opening level wasn't so difficult.

C-Dawg
08-19-2008, 06:57 PM
What makes you think I dont plan on having grindables BEFORE that opening level?

Probably the fact I didn't tell you, I guess.

Shazza Dani
08-19-2008, 07:00 PM
Probably the fact I didn't tell you, I guess.

Yeah, I think that was it. >.>

Gleeok
08-20-2008, 12:54 AM
September you say? Judging from the size of this thing I'm reading that as October or later. ;) At least that's when I'll have some free time to test. Also what about build specific bugs? It could get somewhat annoying going through the newest alpha each time and having a possibility of having to refix stuff that worked fine before. Or do you plan on settling on a beta that seems to be particularly non-buggy and sticking with that?


Any rate, I hate grinding. In rpgs I'm always under leveled because I refuse to walk in circles and mash buttons for an hour. :rolleyes: If It makes the game harder but not absolutely Impossible, that's no problemo. :) As long as testing time doesn't get exhausted by some kind of aimless wandering or powerleveling....and I'm babbling now....that's my queue to get some sleep.
Look forward to it.

C-Dawg
12-04-2008, 12:32 PM
Right you are, Gleeok sir. I'm having a son next month, so things have taken a turn against having time to work. I'll have a month of pregancy leave though (paternaty leave FTW!) and I'll be continuing work on Zodiac then. The artwork should be pretty easy to hammer out while taking care of baby.

Din
12-04-2008, 04:07 PM
Congratulations C-Dawg! I'm glad to hear you'll be having a son!

DarkFlameWolf
12-04-2008, 04:07 PM
keep procreating man! :D

Gleeok
12-05-2008, 04:03 AM
Congrats C-. Awesome news! That's some good work right there. :P

Thought of any names for the baby?

jman2050
12-06-2008, 01:50 PM
I was thinking that C-Dawg probably had a good reason to not be around. That is a pretty good reason.

Congratulations!

Din
02-12-2009, 07:41 PM
Huh, did you just edit an hour ago? Could that mean that there are new features? Hope so, I really want to see this quest finished... even if there's not any features, though, how are you doing on it?

C-Dawg
02-13-2009, 11:53 AM
Huh, did you just edit an hour ago? Could that mean that there are new features? Hope so, I really want to see this quest finished... even if there's not any features, though, how are you doing on it?

I just cleaned up a few things about features that are now completed, thats all.

As far as progress, well, it's slow. I'm still full of spit and verve, but I'm low on time and sleep. Once baby starts sleeping through the night, that should help.

C-Dawg
05-20-2014, 01:55 AM
Hi there.

Guess what I did today? I updated the scripts for this thing so it runs in latest beta. I don't have easy hosting at the moment, but if anyone wants a working file, I can provide it.

Who knows? Maybe I'll be motivated to continue working on this thing.

Gleeok
05-26-2014, 07:38 PM
Hey waddayuno, it's C-Dawg back from the abyss of real life. How's it hanging?

If you still need hosting you can just throw up the most recent version on here for now: http://filesmelt.com/simple/basic_upload (that's usually what I do.Just don't expect it will be there for an indefinite length of time.) It'd be interesting to see how the newbies fare against this vertical/side scroller, heh. Because of the *completion* of ZC 2.5 nobody does the "use beta version xxx" anymore, and rightfully so. I'm not even sure how many of them are still available for download.

C-Dawg
05-27-2014, 12:25 PM
Well, like I said, it now works fine in the latest public version of 2.5. I'm working on it again, and I'm logging my progress over at PureZC for the most part. I might take you up on your idea for hosting. On a short term basis it at least lets people offer suggestions, check bugs, and take scripts if they want.

Also, have you updated that Ikaruga clone you were working on for 2.5? It wasn't as hard as I thought to do Zodiac. The only big changes were to DrawTile and Step. Each DrawTile command needed an additional variable added, since they broke scale into xscale and yscale, and each Step (you know, how fast a projectile is moving) needed to be increased by 100. I don't know why Step changed so much. Maybe to give people finer control over the speed of things? Your shooter was far superior to my shooting levels, so I'd hate to see that just fade away.

EDIT:
I took Gleeok's advice, and now there's a download link.

http://filesmelt.com...date5-26-14.qst

I'll update OP too.

SUCCESSOR
05-29-2014, 01:45 AM
Well, like I said, it now works fine in the latest public version of 2.5. I'm working on it again, and I'm logging my progress over at PureZC for the most part. I might take you up on your idea for hosting. On a short term basis it at least lets people offer suggestions, check bugs, and take scripts if they want.

Also, have you updated that Ikaruga clone you were working on for 2.5? It wasn't as hard as I thought to do Zodiac. The only big changes were to DrawTile and Step. Each DrawTile command needed an additional variable added, since they broke scale into xscale and yscale, and each Step (you know, how fast a projectile is moving) needed to be increased by 100. I don't know why Step changed so much. Maybe to give people finer control over the speed of things? Your shooter was far superior to my shooting levels, so I'd hate to see that just fade away.

EDIT:
I took Gleeok's advice, and now there's a download link.

http://filesmelt.com...date5-26-14.qst

I'll update OP too.

Hey! Look who's not dead! I'll have to check out what you've got here. I missed a lot of ZC gold between a century ago and yesterday.

Here you go: http://armageddongames.net/showthread.php?88524-GRIKARUGUN-*Insert-coin%28s%29-to-continue*&p=898386&viewfull=1#post898386

EDIT: Well I tried but... Protip: the ... in the url should only go in the link name not the actual link. ;D

C-Dawg
05-29-2014, 02:47 AM
EDIT: Well I tried but... Protip: the ... in the url should only go in the link name not the actual link. ;D

Fair enough. Here you go.

http://filesmelt.com/dl/ZodiacUpdate5-29-14.qst

Gleeok
05-29-2014, 06:17 PM
I always loved the artwork in this quest. SNES-esque Lifeforce meets Earthworm Jim meets Metroid.

There's also been a lot of improvements to scripting. Not so much the base engine or AST, but the exposed functionality and the utility libraries and functions. I wouldn't say you won't need workarounds for new behaviors anymore, but it's much easier now, in general, than it was way back then.



Also, have you updated that Ikaruga clone you were working on for 2.5? It wasn't as hard as I thought to do Zodiac. The only big changes were to DrawTile and Step. Each DrawTile command needed an additional variable added, since they broke scale into xscale and yscale, and each Step (you know, how fast a projectile is moving) needed to be increased by 100. I don't know why Step changed so much. Maybe to give people finer control over the speed of things? Your shooter was far superior to my shooting levels, so I'd hate to see that just fade away.


Last year I actually got around to doing just that. The quest can be found here: http://www.purezc.net/index.php?page=quests&id=429 It really needs another update though, since there is a pretty bad bug in it. What happens is if you die on the 1st Crystal Boss (After level 3) You continue at the last boss and skip Lv.4-5. I doubt anyone is good enough to beat it on the first try. :P So if you play it you'd need the password to see the later stuff.

C-Dawg
06-01-2014, 11:32 PM
File updated again. Using a different host, because Filesmelt is crapping out on me.

http://www.solidfiles.com/d/992f059acf/ZodiacUpdate(6-1-14).qst

EDIT: New update.

http://www.solidfile...b8/ZodiacUpdate(6-4-14).qst

EDIT: New update.

http://www.solidfiles.com/d/17c79d62c1/ZodiacUpdate_(6-8-14).qst

EDIT: New update.

http://www.solidfiles.com/d/4c6a26797f/ZodiacUpdate_(6-21-14).qst

Also, at my current rate of progress, I should have a finished version of this quest by August. Probably will be a bit of a rough draft, but it's nice to see the end of the tunnel.

(Note: Distractions associated with my eldest child dealing with public school slammed the breaks on as I entered the final stretch. Will get back around to it eventually)

C-Dawg
01-11-2015, 06:54 PM
For anyone still watching this thread, the Quest Project (and newer downloads) are now available here:

http://www.purezc.net/index.php?page=projects&id=224

I didn't quite make the August deadline -- real life interfered -- but we're getting very close to complete now. Depending on schedule, a first draft could realistically be done in a few weeks.

C-Dawg
01-20-2015, 11:50 AM
Another update: the game is now playable from start to finish. There are still lots of bug testing to do, and I have to do the ending cinematic. Otherwise, though, its complete. Basically it's in the same shape Dreams of Yesterday was when I left it behind. This time, however, I'm going to stamp out the bugs and tweak the game myself before calling it quits.

On another note... Shockingly little activity on these forums anymore, huh? I wonder if anyone is still around.

CJC
01-20-2015, 06:02 PM
Wow, you finished it! This was the quest that made me want to learn how to script, so this is really exciting.

Yeah, AGN is still recovering from its crash; we were overrun with spambots for a while and it's been difficult to regain the confidence of the community. But we're trying and that's all we can do.

C-Dawg
01-21-2015, 10:13 AM
Wow, you finished it! This was the quest that made me want to learn how to script, so this is really exciting.

It's only "finished" in the gameplay sense. You'll keep seeing updates over at my project site on PureZC until the ending is done and the bugs are gone.




Yeah, AGN is still recovering from its crash; we were overrun with spambots for a while and it's been difficult to regain the confidence of the community. But we're trying and that's all we can do.

Well, keep doing your best. I can say that PureZC's system for allowing users to store and update quest projects is amazing, and really adds to the appeal of using that site. AGN is a little broader than just ZC, I can see, but it would be a great feature.

C-Dawg
03-26-2015, 01:08 PM
Those who have not checked out Zodiac in awhile should go examine the latest downloads. I've replaced just about every LOZ enemy the game with a completely scripted new enemy. I need people to play the game and give me feedback on them; are they too easy, too hard, too durable, etc. Check it out!

SUCCESSOR
03-26-2015, 05:04 PM
It has been quite a while since I tried this out. I really admire your dedication. Scripting that many enemies really shows your drive. I don't play quests often but this has now jumped to the top of my list.

C-Dawg
03-26-2015, 05:17 PM
It has been quite a while since I tried this out. I really admire your dedication. Scripting that many enemies really shows your drive. I don't play quests often but this has now jumped to the top of my list.

Thanks! Yeah, I really want to make sure this game stands on its own and is not a glorified tech demo the way Dreams of Yesterday ended up. I don't want to have to call in ShadowTiger to revamp the quest to fix every bug in it. Plus, I'm using this as a kind of training grounds, as I want to move into Allegro after I'm done and make my own projects from scratch.

Before you play: READ THE INSTRUCTIONS. Some people don't understand they need to configure the A, B, L and R buttons correctly and they have a bad time right away.

As far as the custom enemy scripting goes, it's actually a pretty tame part of the whole project. Once I got the generic outline done, many of the enemies are formulaic:

1. Fire up MSPaint and draw some enemy sprites.
2. Import sprites.
3. Do some math to set up the draw_creature function to display the sprites correctly. It's virtually a copy-paste job if it's the same size and has the same amount of animation as a pre-existing enemy.
4. Script a few states of behavior for the enemy and plug that into the existing shell.

This sounds like a lot, but for simple enemies without complex behavior I can crank one out in twenty minutes. Palette swaps that are stronger/faster/better/harder versions of existing enemies can be done in like five minutes.

No, the enemies are just one tiny fraction of the massive work going into this. We're at about 95,000 lines of script at the moment, and we'll break 100,000 before being done. That's not much as far as games go, but it's hella big for Zelda Classic. At this point, the ZClassic engine itself is being used almost only as a data structure, the secret flag system, and FFCs as game sprite objects. Very little else remains, and that which does is often more of a limitation than a benefit.

It's been a big learning experience, however, and without ZClassic's pre-existing structure, it would have been impossible to keep interest going. The ability to see results instantly and make playable games even before all of the code is written is huge.

C-Dawg
07-07-2015, 12:21 PM
I don't know if anyone still reads these forums who does not also read PureZC, but just in case...

I'm in the final stages of bugfixes and polishing for a final beta. I'm doing my own playthrough and taking notes, and after that, I plan on maybe one more beta release before I add some additional content and call the game complete. So, if people want to offer feedback, now is the best time to do it!

C-Dawg
08-05-2015, 04:07 PM
Polished beta is out, and I'm busy at work adding the additional/optional content. Go forth and prosper:

http://www.purezc.net/index.php?page=projects&section=downloads&id=557

C-Dawg
08-27-2015, 11:15 AM
For those who would rather watch the game than play it yourself, MeleeWizard is working on a Let's Play of the final beta of Zodiac. Check 'er out:

https://www.youtube.com/watch?v=V-R12t5BTYk&list=PLsHIJXapvOc5Gb4bzj4VM6oYn6aW4YALT