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Author Topic: Horn of Balance  (Read 464184 times)

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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #980 on: September 25, 2015, 06:18:30 pm »
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Thanks. I'll try it out.

Here's my cycle in action:
https://www.mediafire.com/?6y9cbr94p6j02d2 (sorry about the large filesize)

EDIT:
Nice looking menu by the way. I really like it.

Thank you.  I wanted something that still felt like Zelda II but had the control of Link to the Past.  The borders aren't fancy, but they serve their purpose.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #981 on: September 27, 2015, 03:36:23 pm »
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Looked at the engine in more depth today, but Ill be sticking with my own coding. It's less reader-friendly but it already fits with the other systems and the results seems acceptabel. (See the link in my last post if you want to judge it). I'd have to rebuild/intergrate your concept from scratch if it'd want to use it.

Thanks anyway.
« Last Edit: September 27, 2015, 03:38:06 pm by Martijn dh »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #982 on: October 04, 2015, 12:29:44 am »
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Me and another speedrunner are trying to make a route for any% of this game, but we can't find any way to reach end credits. Is there some end credits? If yes, how can we reach it?
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #983 on: October 04, 2015, 07:31:14 am »
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Please send me a link to your footage if you're uploading anything. I really love seeing stuff like that. XD

Yes, there are end credits if you finish both dungeons (=green and yellow). I can give you directions if you're stuck, but I'll need more information about where you currently are.

Also, some people have experienced a bug on the top floor of the desert dungeon while in the left bedroom. I haven't experienced the issue myself, but my advise would be to save on the top floor of the desert palace just in case.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #984 on: October 04, 2015, 05:40:22 pm »
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Here is the speedrun.com leaderboard of this game:

http://www.speedrun.com/hob

And here is the link to my youtube playlist with the 2 runs I made:

https://www.youtube.com/playlist?list=PLCf7gguccllEiy8Qbv-ieohPAxQwvlGoW

Have fun :)


I did play with everything in the current demo, I got all pendants and even finished the Gauntlet dungeon. I didn't upload my any% run yet because we are still reconsidering the rules, seeing we don't get the end credits :P
« Last Edit: October 04, 2015, 05:44:17 pm by Wobmiar »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #985 on: October 04, 2015, 05:51:50 pm »
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Also, some people have experienced a bug on the top floor of the desert dungeon while in the left bedroom. I haven't experienced the issue myself, but my advise would be to save on the top floor of the desert palace just in case.

Yes, there is a high risk of softlock there. I'm still trying to figure out the safest way to light the torches, because in a speedrun you can't crash your game ^^
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #986 on: October 04, 2015, 06:24:27 pm »
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Those video's are frigging awesome! I didn't even know about that missing wall in the second dungeon. Well done!
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #987 on: October 04, 2015, 09:05:29 pm »
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This missing wall becomes solid if you take the dungeon map :3
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #988 on: October 11, 2015, 06:42:44 pm »
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Latest progress report:

Code: [Select]
0.17.88 Studio (26 september 2015)
* Tweaked duration of day-night cycle
* Added wolf and rooster sounds to day-night cycle

0.17.89 Studio (26 september 2015)
* Converted the walls and pillars that subboss 1 destroys

0.17.90 Studio (3 oktober 2015)
* Finished a number of area/dungeon tilesets:
   – Hera's tower
   – Swamp dungeon
   – Ice cave
* Cut 5 older obselete tilesets
* Added alternative shallow water sprites for swamp dungeon
* Tweaked the placeholder new dungeons
* Worked on the ice temple tileset

0.17.91 Studio (11 oktober 2015)
* Tweaked warp tile animation speed
* Made coding improvements to destructable walls & pillars
* Added new stuff: wall decorations to cut up (= curtains / vines)
* Fixed glitch: character collision mask of center upon sword release or victory swing

Also, here is my global convertion roadmap (not including new stuff and improvements I'll can't refrain myself from adding XD ):

Code: [Select]
== Phase A (goal: 1-1-2016)===
Convert action object: obj_Movable_Object
Convert action object: obj_Switch
Convert action object: obj_Container
Convert trees
Convert darkness engine
Convert light sources
Convert all collectable items (incl. fairies)
Convert obj_Master
Convert obj_Particle
Convert last area data & script
Convert camera / view scripting
Convert final misc objects / sprites

== Phase B (goal: 1-3-2016)===
Convert character movement engine
Convert character states
Convert character transition animations
Convert character projectiles
Convert character shield mechanics
Convert scenes
Convert obj_Character remaining scripts / resources

== Phase C (goal: 1-6-2016)===
Convert enemy collision mechanics
Convert enemy movement scripts
Convert all default enemies (AI / etc)
Convert all bosses (AI / etc)

== Phase D (goal: 1-8-2016)===
Rebuild Item menu
Rebuild Map menu
Manage fully restored old demo in time for NCFC
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #989 on: October 22, 2015, 04:05:06 pm »
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Just a quick question. I'm currently adding in the dark world trees. (See attached screenshot)
Does anybody understand why in alttp they sometimes spit out bombs at you? I'm not really sure it's worth my time to add myself. Maybe back in the day it was intended as something random to highlight the strangeness of the dark world?
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #990 on: October 22, 2015, 08:33:05 pm »
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Those are called Talking Timbers. They'd spit out a bmob as a defense mechanism, but also if you dashed into them. Sometimes they'd talk to you after you dash into them, and provide you with random information. Or spit out another bomb...
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #991 on: October 23, 2015, 08:02:15 am »
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Okay. I'll lay the groundwork for now then and come back to this after bombs have been added to the engine.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #992 on: October 23, 2015, 07:00:09 pm »
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I can't believe you have been at this for 6+ years and still going so strong, it's sick dude. Loving your enthusiasm! I sincerely hope it doesn't turn into another Shadowgazer thing
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #993 on: October 23, 2015, 08:49:38 pm »
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I can't believe you have been at this for 6+ years and still going so strong, it's sick dude. Loving your enthusiasm! I sincerely hope it doesn't turn into another Shadowgazer thing

shadowgazer was only short around... and when you love something you always come around in one way or another ;-)

ontopic: you could use the same mechanic for light world trees that they drop rupees or apples on dashing
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #994 on: October 23, 2015, 10:02:12 pm »
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I can't believe you have been at this for 6+ years and still going so strong, it's sick dude. Loving your enthusiasm! I sincerely hope it doesn't turn into another Shadowgazer thing

Thanks for the support. I like to finish what I started and it's, amongst things, comforting to think I can work on something others might enjoy... when the project is finished.... in 2023... give or take 5 years XD. That being said; the whole Gamemaker Studio conversion is a pretty big test. I'll be glad when it's done and I can actually work on things like new dungeon designs again.

ontopic: you could use the same mechanic for light world trees that they drop rupees or apples on dashing

That shouldn't be to hard. Today I made it so events can be triggered by crashing into trees. I'll just need to pondering on some details like respawning and then animate the appear arch.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #995 on: October 25, 2015, 09:19:39 pm »
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Here is the latest progress report:

Code: [Select]
0.17.92 Studio (22 oktober 2015)
* Redid obj_Particle_GUI
* Converted / simplified trees
* Also added dark world trees

0.17.93 Studio (23 oktober 2015)
* Hitswitches can be attached to trees (for adding itemdrops to trees later on)
* Some trees will look at you and can be talked with
* Fixed issue: you do not always fall if the floor falls away underneath you
* Fixed error: game not finding external digging data
* Converted obj_Particle
* Fixed error when pushing/pulling movable objects
* Fixed error in creation script of destructable sprites
* Fixed error in subboss 1 fight when walls get destroyed
* Fixed error during subboss 1 fight if Link is perfectly inside spiked ball

0.17.94 Studio (24 oktober 2015)
* Day-night cycle no longer active inside houses / caves
* Converted view positioning scripting
* Fixed a number of graphical issues within old overworld
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #996 on: October 26, 2015, 10:49:46 am »
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If you pause the game while changing screens (between 2 rooms) the game crashes. I don't know if you corrected it or not, but I think I should tell you ^^
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #997 on: October 26, 2015, 06:06:08 pm »
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Thanks for letting me know. I'll see about fixing it in my current version.

There was also an error in either your speedrun of your friends' with the first subboss fight. That one's been fixed last week (in my version).
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #998 on: October 26, 2015, 09:52:10 pm »
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You should be ashamed to work so well, took me a long time to find that glitch  :-X
« Last Edit: October 26, 2015, 11:05:35 pm by Wobmiar »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #999 on: November 01, 2015, 07:04:18 pm »
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And here is another progress report:
Code: [Select]
0.17.95 Studio (1 november 2015)
* “Fixed” error when pausing while moving downwards during a screen transition: the pause function has been disabled during screentransitions (because this is downtime for the player anyway)
* Converted / optimized action object: Movable object
* Made progress in combining the shadow objects for containers, items, enemies and the main character

With this being the roadmap I'm following:
Code: [Select]
ROADMAP

== Phase A (goal: 1-1-2016)==
(DONE) Convert action object: obj_Movable_Object
Convert action object: obj_Switch
Convert action object: obj_Container
(DONE) Convert trees
(DONE)  > OPTIONAL: Added darkworld trees
(DONE)  > OPTIONAL: Some dark world trees can be talked to
 > OPTIONAL: Some trees can be crashed into for items
 > OPTIONAL: New collectable item: apple (from trees)
 > OPTIONAL: New enemy: (golden) bugs (from trees)
 > OPTIONAL: New “item”: enemy bombs (from tree mouth)
Convert darkness engine
Convert light sources
Convert all collectable items (incl. fairies)
Convert obj_Master
(DONE) Convert obj_Particle
Convert last area data & scripts
(DONE) Convert camera / view scripting
Convert final misc objects / sprites

== Phase B (goal: 1-3-2016)==
Convert character movement engine
Convert character states
Convert character transition animations
 > OPTIONAL: Stairs up/down have black transition fade up/down
Convert character projectiles
Convert character shield mechanics
Convert scenes
Convert obj_Character remaining scripts / resources

== Phase C (goal: 1-6-2016)==
Convert enemy collision mechanics
Convert enemy movement scripts
Convert all default enemies (AI / etc)
Convert all bosses (AI / etc)

== Phase D (goal: 1-8-2016)==
Rebuild Item menu
Rebuild Map menu
Manage to fully restored old demo in time for NCFC
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