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.
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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.
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.
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
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.
holy crap, another quest to wait for :( damn you quest authors ! i want some rest!
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?
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?
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.
Cool. Look for a private message from me sometime this weekend.
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.
How can I get beta 2b354 or later?:shakeno:
Did you get your subscreen working, C? :)
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.
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."
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.
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.
How do you jump?
I know it's probably back there somewhere but I don't wanna read, I wanna play. ;)
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.
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.
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 :)
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
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.
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
Wow, man, this one rocks.
Did you manage to find your Sabotage Dragoon demo? I'm thinking about playing it again, but its missing.
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.
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
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?
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.
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.Quote:
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!
ZQuest's "R" feature isn't really that bad though. It actually works, and not poorly either.
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
How did you script most of this stuff? It is amazing what you've done with this quest.
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.
having it unpassworded is probably the best thing you could have done for the community C-dawg. Good show!
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.
I don't understand what's so confusing about the subscreen :confused:
I found it really easy to learn how to use