Re: Zodiac, the Side-Quest
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Originally Posted by
C-Dawg
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... :(
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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...
Re: Zodiac, the Side-Quest
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.
Re: Zodiac, the Side-Quest
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.
Re: Zodiac, the Side-Quest
Quote:
Originally Posted by
jman2050
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.
Re: Zodiac, the Side-Quest
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
Re: Zodiac, the Side-Quest
Re: Zodiac, the Side-Quest
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.?
Re: Zodiac, the Side-Quest
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?
Re: Zodiac, the Side-Quest
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.
Re: Zodiac, the Side-Quest
Quote:
Originally Posted by
Gleeok
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.