And here is demo 0.18.0:Demo version: 0.18.00
File Size: 21,24 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: http://www.mediafire.com/file/1n5o4cbbr7n4r31/Horn_of_Balance_version_0_18_00.zip/26_maart_ZFGC_resources.zipDefault controls*:D - Action button (open doors / read text / grab / etc) + Confirm button (while in menus)
G - Attack button (hold and release for a full swing attack) + Cancel button (while in menus)
S - Perform run action (if you have the boots available)
P - Pauses the game (can be used to exit the game)
R - Use item A
F - Use item B
H - Brings up item menu
E - Brings up map menu
* The controls can be personalized in the options menu at the start of the game.What is different from demo 0.17?Fully converted the game over to Gamemaker StudioFully converted the game over to 60 fpsNew enemies: - Spark
- Wall lasers
- Winder
- Snapdragon
- River Zora / Ku
- Sandcrab
- Kodongo
- Wallmaster
- Stalfos head
New items: - Bombs
- Red Boomerang
New terrain:+ Tiles falling underneath your feet. Two types: timed and triggered
+ Starswitches (makes pits appear / disappear)
+ Conveyor floor
+ Blue warptile (into dark world)
+ Invisible Floor
New misc:+ Day-night cycle
+ Animated tilesets
+ Trees that can talk (and some that drop items if crashed into)
+ Wall decorations to cut up (= curtains / vines)
+ Added more items to collect: bombs (5), arrows (10), rupees (100,200,300), bombs (3), apples
+ Additional enemy projectiles
Gameplay / misc tweaks:+ Made it so ALL enemies can now potentially bounch Link back as the hero damages them with his sword
+ Redesigned Molgera boss fight (+tweaked boss 1 and subboss 1)
+ Made it so enemies can push Link back based on the position of the sprite that made contact (if so desired), rather then always the enemy control object's position
+ Added idle animations to the file select screen
+ Streamlined starting menu's
+ Fairies are no longer used if you touch them while at full health
+ Collectable arrow items now change sprites if you have the hero bow + silver arrows
+ Added “luck” states for item spawn rates (to be altered by a fairy pond in future versions)
+ Bottles now only consumed if not yet at full health/magic
+ Tweaked transition effects within dungeons
+ Lights produced by wall lights now animated
+ A ton more I'm probably forgetting
Technical stuff:+ Streamlined large sections of code to ease future development
+ Build new collission system (now only using just a few sprite resource)
+ Surfaces are now handled better (= plugging memory leaks)
+ Sounds are now handled via the new sound engine
+ Game (incl. screen effects) are now displayed using the GUI (=less resources / better performance)
+ Started using constant far more consistently
+ Set up / implemented guidelines for scripts and other resources
+ Documented all variables and depths used in the game
+ Added and optimized various tilesets
+ Build developer editors for diggrids and collisiongrids
+ Greatly cut back on the number of object types used
+ All area data is now handled through a single
+ Build more expansive debug area's
+ Started using shaders for complex screen effects
+ A ton of small things
A massive amount of bug fixesWhat's next?The first priority is to fix whatever bugs or issues you guy may find in the current demo. So feel free to report whatever things you might notice while playing, no matter how small.
After that I plan to spend januari just adding whatever I feel like. After that (in februari) I'll go back to a more directed schedule. Check the poll above to give your opinion on what that schedule should focus on.