Read-only archive of the Armageddon Games Forums Archive (2000–2026) · About this archive

Post screenshots of your quests here. [1.0]

863 replies · 325,042 views · Started 22 October 2004

Tobias_Daboi wrote:Okay, last revision. I think this helps significantly with the perspective.

User posted image

Mighty big improvement on this screen. Looks good man. 😃 Good work.
Tobias_Daboi wrote:User posted image

New Level 4 .

I think it looks better than the stacked dungeon entrance tiles.

That looks great! It fits right into the classic tileset. Nice palette also. 😊

I like the sky. I also like the NES styled Red Brinstar. I also like the bubbles.

The only thing I don't like is how I can't play it :[ The only real suggestions I have are add some more stuff to the fourth and fifth screens to break up the black.

I was thinking about preparing a demo and putting it through to AGNX but there's some work I have to do... closing off places that currently lead nowhere, fixing issues with enemies (lv. 3 stalfos are in the brinstar swamps for their 3-way capabilities and still need to be toned down to a level you can actually fight them at with just power beam and power suit. Same with Bats...

As for the shots? Maaayybe for the fifth. Makes it look slightly less like the original game. Not sure about that Norfair shot... the dark cavern feel to it is kinda sexy...

say... you know why I did it like this? Kept black as primarily the background, and had everything work off of that? That way I wouldn't have to set under combos and secret combos on everything!! XD They all show up as walkable black squares by default! XD But, I do think it looks kinda nice like this, too... And it did prompt me to make a dark sky variant of Crateria's skyline... and that awesome line of sunlight breaking the clouds, that Anthus seems to enjoy so much... (inspired by Chrono Trigger)

Wow, Old-Skool, you're really going to town on this. I understand the reasons for using a black background. It is always easier to work on stuff, and get things done if it is a self limiting art style. That is why ZTD has gone further than any other project.

I'm curious, is that Botwoon a modified Gleeok, or is it something different?

Plus, the color lends itself well to the series while still allowing some room for backgrounds that are just minimalist, which the new shots help show.

Also, that's the Crateria cave, just a few screens left of the gunship, but look at the background. As the demo implies, this planet is artificial.

More screenshots from my Zelda 2 Quest, taken in Zelda Classic. For more information on the quest in progress see: http://www.purezc.com/forums/index.php?showtopic=39651

Parapa temple entrance:
User posted image

Parapa palace, one of the enemies is acting wacky still (scripted Z2 enemies):
User posted image

Reading a sign in town, note that the text is done using scripts.
User posted image

Various interiors, the last one showing a conversation with an NPC.
User posted image User posted image User posted image

User posted image

Not so much a quest, but just something I've been working on for no real reason in particular. Not sure about what will become of it, if anything, but it's fun

Also yes, the hillsides are incomplete. However, they are stylized like Minish Cap's (With a perspective fix on the back-facing sides. They're not finished in the fact that I don't have caves or ladders for them, and because I plan to make diagonal faces as well

Anthus wrote:I'm curious, is that Botwoon a modified Gleeok, or is it something different?

sorry I didn't notice this question before...

User posted image

Botwoon is actually a modified Moldorm. Misc Attribute #1 controls the number of body segments for both Lanmolas and Moldorms. From here, I boosted his stats a little and made him move much faster.

Oh wow, that's pretty cool.

I like the look of what you're doing with this metroid quest.
Obviously I'm all for scripting, but it's nice to see what people can do without it awell.

I thought that boss was a Gleeok too actually.

I'm not totally against scripting, but I haven't found much need for it yet. It's still very much "Hey look what I can do just by screwing around in Zquest!" And I think that has a novelty to it.

I've also created a Lanmola enemy inspired by the charge beam guardian in Zero Mission. He sits up in Crateria, acting as the miniboss for that area and guarding the elevator to Brinstar's subterranean jungle. What's more, I've been able to pull off Metroid style boss rooms using some screen flags, room state carryovers, and timed warps. What this means is, the first time you enter a "boss room" (a room in which you can't continue until a boss is defeated), you will be warped to an identical room that has a boss in it and some boss music. If you defeat this boss, secret flags will produce direct warps taking you back to the first incarnation of the room, still playing the quiet "ddeeee deeeeee deeeee deeee" tune. because of room state carryovers, You will not be whisked back into the boss room, nor will you be ever again, no matter how many times you visit this room.

User posted image

Those screens are quite nicely made actually.
I can't say I'm too keen on the palettes though.