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Projects => Zelda Projects => Topic started by: Martijn dh on March 21, 2009, 12:14:36 pm

Title: Alttp - Horn of Balance [UPDATE ON DEMO 19 RELEASED]
Post by: Martijn dh on March 21, 2009, 12:14:36 pm
A legend of Zelda - Horn of Balance


(http://sl.uploads.im/t/wlRxX.png)  Index  (http://sl.uploads.im/t/wlRxX.png)



(http://sl.uploads.im/t/wlRxX.png)  Demo  (http://sl.uploads.im/t/wlRxX.png)

Demo version: 0.19.00
File Size: 19,04 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: https://www.mediafire.com/file/3iihlfw332f2bn5/Horn%20of%20Balance%20version%200.19.0%20Public.zip (https://www.mediafire.com/file/3iihlfw332f2bn5/Horn%20of%20Balance%20version%200.19.0%20Public.zip)

Notes:
- The goal is to reach the end of both major dungeons
- An gauntlet mini-dungeon is included as a hard mode and to display additional enemies and items

Default 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)
R - Use item A
F - Use item B
Space - Brings up item menu
Enter - Brings up map menu
Escape - Pauses the game (can be used to exit the game)

* The controls can be personalized in the options menu at the start of the game.

Differences compared to the last version:
Show content
* Added new intro cave (found right of starting area)
* Added new area: Mansion Dungeon (found south of starting area)
* Added new item: Magic Powder (https://s5.postimg.org/rv9p78rlz/Magic_Powder.png)
* Expanded functionality of Red Boomerang
* Added swimming + diving
* Added new mechanics like: keyblocks, celldoors, (on-off) blocks (=like in Tower of Hera in the original) and a magical maze.

* Converted over to Gamemaker Studio 2
(including: implementing new inherentance system, redoing all tiling, reordering all objectdepths, creating all new tilesets, rewriting all scripting, cleaning up (now) obselete scripting and other resources, documenting all variables used)

* Plus a ton of smaller stuff




(http://sl.uploads.im/t/wlRxX.png)  Story  (http://sl.uploads.im/t/wlRxX.png)

http://www.youtube.com/watch?v=R52YwD-rvmo

The tale starts off with Link as he is living with his uncle deep in the vast western forest of Hyrule. His uncle, a well-known blacksmith, took him in as his apprentice a long time ago. They spent weeks crafting a beautiful ceremonial blade. Elegant and perfectly balanced, it was truly their best work to date.

It was announced that princess Zelda would soon be of age and wed, so a festival was at hand in her honor. They packed all their belongings and set out for the city with the intent of presenting their blade as a gift.

Upon arriving at the borders of the city of Hyrule, Link and his uncle encountered soldiers everywhere. By decree of the king anyone coming to the festival looking the least bit suspicious was to be arrested. Carrying his blade, Link's uncle was apprehended. Link, being left behind, followed the soldiers into the city.

Link started asking around if there was a way to help his uncle out, but found that no one was willing to help. Everybody was reluctant to even speak with him. It was as if they were all scared of being arrested themselves.

Several soldiers passed, escorting princess Zelda. Link recognized her and attempted to get her attention. The guards took note and stopped him from getting closer, but the princess stepped in and quietly spoke to Link: "I do not know you, but you should not ask my help. I am but a mere prisoner, waiting for her arranged marriage..."

Little options were left to Link. Something had to be done...



(http://sl.uploads.im/t/wlRxX.png)  Enemies  (http://sl.uploads.im/t/wlRxX.png)

(https://s5.postimg.org/hf6ob4daf/Popo.png) - Popo
(http://sj.uploads.im/t/bLoFG.png) - Ropa
(http://sl.uploads.im/t/9Zd7y.png) - Anti-Faerie
(https://s5.postimg.org/ui2aue3if/Pols_Voice.png) - Pol's Voice
(https://s5.postimg.org/gs7rllgef/Yellow_slime.png) - Yellow Slime
(http://sj.uploads.im/t/apXQj.png) (http://sj.uploads.im/t/kJjcU.png) - Wall Cannon
(http://sl.uploads.im/t/h6ELO.png) - Turtle
(http://sm.uploads.im/t/siq0W.png) - Stall
(http://sl.uploads.im/t/KG7EA.png) - Gibo
(http://sj.uploads.im/t/lpR2e.png) - Medusa block
(http://sm.uploads.im/t/dyKVu.png) - Spiked block
(http://sm.uploads.im/t/tRQh2.png) - Trickbox
(http://sl.uploads.im/t/TCYPU.png) - Deadrock
(http://sk.uploads.im/t/MwV2m.png) - Beamos
(http://sl.uploads.im/t/omrjG.png) (http://sj.uploads.im/t/rVd3D.png) - Armos
(http://sk.uploads.im/t/h8Iqy.png) - Vulture
(https://s5.postimg.org/4rqwylydj/Rope.png) (https://s5.postimg.org/ryb9e15c7/Stalrope.png) - Rope / Stalrope
(http://sl.uploads.im/t/I2xZ3.png) (http://sm.uploads.im/t/ahPnj.png) - Leever
(http://sj.uploads.im/t/1N7lU.png) (http://sm.uploads.im/t/uSUN0.png) - Buzz Blob / Cukeman
(http://sj.uploads.im/t/LxEDi.png) (http://sk.uploads.im/t/3LO2e.png) - Hardhat Beetle
(http://sj.uploads.im/t/bvs64.png) - Sandman
(http://sk.uploads.im/t/hiDTc.png) (http://sl.uploads.im/t/zma0u.png) - Wizzrobe / Undead wizzrobe
(http://sm.uploads.im/t/Xq7h8.png) (http://sm.uploads.im/t/rlFoW.png) - Cannonball
(http://sl.uploads.im/t/Eaqp2.png) (http://sl.uploads.im/t/uR3W8.png) (http://sj.uploads.im/t/NGbXt.png) - Flying Tile
(https://s5.postimg.org/t84hfc9qf/Zol_A.png) (https://s5.postimg.org/b6lchjfpj/Zol_B.png) (https://s5.postimg.org/ib35qkmyv/Zol_C.png) (https://s5.postimg.org/a6v1lu0jr/Zol_D.png) - Zol
(https://s5.postimg.org/puw8smg5j/Eyegore_A.png) (https://s5.postimg.org/gbr5cwi13/Eyegore_B.png) (https://s5.postimg.org/ovajanqdj/Eyegore_C.png) - Eyegore
(https://s5.postimg.org/5nrzrsxfr/Stalfos_A.png) (https://s5.postimg.org/st6zrjryf/Stalfos_C.png) (https://s5.postimg.org/wbiznxsuf/Stalfos_B.png) (https://s5.postimg.org/e7fz3av5z/Stalfos_Archer.png) - Stalfos
(http://sk.uploads.im/t/OoxAN.png) (http://sl.uploads.im/t/sEPG7.png) (http://sk.uploads.im/t/yv5zw.png) - Deibadora
(http://sk.uploads.im/t/eTaFm.png) (http://sj.uploads.im/t/IKZL4.png) (http://sk.uploads.im/t/cNBuJ.png) - Bari
(http://sm.uploads.im/t/wUIWc.png) (http://sl.uploads.im/t/V6A0Z.png) - Goriya
(http://sk.uploads.im/t/DhUNw.png) (http://sk.uploads.im/t/ZKFg5.png) - Large spiked block
(http://sj.uploads.im/t/D7q31.png) (http://sl.uploads.im/t/5cKnO.png) - Octorok / Slarok
(http://sj.uploads.im/t/UZHLK.png) (http://sj.uploads.im/t/3aSPs.png) - Spiked roll
(https://s5.postimg.org/ydaaapc1z/Tektite_A.png) (https://s5.postimg.org/vklo4f13b/Tektite_B.png) (https://s5.postimg.org/oinqi7xhj/Tektite_C.png) - Tektite
(https://s5.postimg.org/f1xxbldmv/Soldier_A.png) (https://s5.postimg.org/hxb0ighmv/Soldier_B.png) (https://s5.postimg.org/oca1f4ocn/Soldier_C.png) (https://s5.postimg.org/6nianiclj/Soldier_D.png) (https://s5.postimg.org/4wz9m0v2f/Soldier_E.png) (https://s5.postimg.org/8ac3mhe13/Rookie_A.png) - Soldiers
(http://sm.uploads.im/t/PGgru.png) (http://sl.uploads.im/t/w2GNP.png) - Guruguru bar
(https://s5.postimg.org/d7l2tuqmf/Lanmola.png) - Lanmola
(https://s5.postimg.org/mtena5hs7/Sanmola.png) - Sanmola
(https://s5.postimg.org/u1lolp553/Spark.png) - Spark
(http://sj.uploads.im/t/Tu2nJ.png) (http://sl.uploads.im/t/zj3rV.png) - Wall lasers
(https://s5.postimg.org/5xlq5x7wn/Winder.png) - Winder
(https://s5.postimg.org/44s0931hj/Snapdragon.png) - Snapdragon
(https://s5.postimg.org/dy97lw3lz/River_Zora.png) (https://s5.postimg.org/c56axkifb/image.png) - River Zora / Ku *NEW IN 0.19*
(https://s5.postimg.org/7n405h2dj/Sandcrab.png) - Sandcrab
(https://s5.postimg.org/k5beukklj/Kodongo_A.png) (https://s5.postimg.org/yd13j7xaf/Kodongo_B.png) - Kodongo
(https://s5.postimg.org/pyq28vlmv/Wallmaster.png) - Wallmaster
(https://s5.postimg.org/h7eg0vcxz/Stalfos_Head_A.png) - Stalfos head
(https://s5.postimg.org/ks6buamkn/Mini_Moldorm.png) - Mini Moldorm



(http://sl.uploads.im/t/wlRxX.png)  Bosses  (http://sl.uploads.im/t/wlRxX.png)

Dungeon 1: Subboss 
Show content
(https://s5.postimg.org/w4mx1vq6f/van_Mol.png)

Dungeon 1: Boss 
Show content
(https://s5.postimg.org/5shyw90lj/Armos_Knight.png) (https://s5.postimg.org/kn6kafa6f/Armos_Boss.png)

Dungeon 2: Boss 
Show content
(https://s5.postimg.org/sih3p8jt3/Molgera.png)

Dungeon 3: Boss 
Show content
(https://s5.postimg.org/xyml2c3if/Moldorm.png)




(http://sl.uploads.im/t/wlRxX.png)  Items  (http://sl.uploads.im/t/wlRxX.png)

(https://s5.postimg.org/psq5b0gnb/Boomerang_A.png)(https://s5.postimg.org/3utoh81mv/Boomerang_B.png) - Boomerang
(https://s5.postimg.org/prg7hletj/Book_of_Mudora.png) - Book of Mudora
(https://s5.postimg.org/3m0p51e87/Bug_Catching_Net.png) - Bug-Catching Net
(https://s5.postimg.org/xbdvxdxdz/Lanturns.png) - Lanterns
(https://s5.postimg.org/wojkllpvr/Magic_Mirror.png) - Magic Mirror
(https://s5.postimg.org/vr8jyzozr/Firerod.png) - Firerod
(https://s5.postimg.org/vv2df8uh3/Icerod.png) - Icerod
(https://s5.postimg.org/3pz3z193b/Rod_of_Medu.png) - Rod of Medu
(https://s5.postimg.org/htqdtoqx3/Cane_of_Byrna.png) - Cane of Byrna
(https://s5.postimg.org/fqfym0r47/Cane_of_Somaria.png) - Cane of Somaria
(https://s5.postimg.org/nkbyto9jb/Bomb.png) - Bombs
(https://s5.postimg.org/onw35mu6f/Bombos.png) - Bombos Medallion
(https://s5.postimg.org/qrb3r1jd3/Ether.png) - Ether Medallion
(https://s5.postimg.org/suq4cg8jr/Quake.png) - Quake Medallion
(https://s5.postimg.org/de7yofeiv/Hookshot.png) - Hookshot
(https://s5.postimg.org/pwok50bif/Bow_Arrows.png) - Bow and Arrows
(https://s5.postimg.org/f3lna8jlz/Shovels.png) - Shovels
(https://s5.postimg.org/scls5447b/Bottles.png) - Bottles
(https://s5.postimg.org/p9u8t8407/Pegasus_Boots.png) - Pegasus Boots
(https://s5.postimg.org/tny4rbp6v/Gloves.png) - Gloves
(https://s5.postimg.org/qmbxv41fr/Magic_Hammer.png) - Magic Hammer
(https://s5.postimg.org/rv9p78rlz/Magic_Powder.png) - Magic Powder *NEW IN 0.19*



(http://sl.uploads.im/t/wlRxX.png)  Locations  (http://sl.uploads.im/t/wlRxX.png)

Coming later on



(http://sl.uploads.im/t/wlRxX.png)  Screenshots  (http://sl.uploads.im/t/wlRxX.png)

(https://s5.postimg.org/i0vn788cn/Screenshots_varia_1.png)



(http://sl.uploads.im/t/wlRxX.png)  Videos  (http://sl.uploads.im/t/wlRxX.png)

http://www.youtube.com/watch?v=Q6bQuObwECI



(http://sl.uploads.im/t/wlRxX.png)  Creators  (http://sl.uploads.im/t/wlRxX.png)

Creator
Martijndh

(Previous) contributions
FrozenFire - Sprites: subboss 1 / Tester / Video recording / Music
BlazeBigBang - Sprites: additional character animations
Dervilacus - Sprites: additional character animations
Theforeshadower - Video recording
NotAlphaMan - Research / Tester
King Tetiro - Sprites: Murray
Gonken - Sprites: boss 2
DeathTailsz - Tester
Sahittam - Tester
Atom - Tester
Wobmiar - Tester

* The project has been going on since 2008 Q4 and I lost the teamlisting 2013 Q2-ish so it's possible that I've missed somebody. Let me know if that is the case so I can give due credit!



(http://sl.uploads.im/t/wlRxX.png)  Demo history  (http://sl.uploads.im/t/wlRxX.png)

Code: [Select]
Demo 0.10.08 - Downloads   96, Size 10 MB - <2010-11>
Demo 0.11.00 - Downloads  142, Size 10 MB - <2011-06>
Demo 0.12.02 - Downloads 1400, Size 11 MB - <2011-10>
Demo 0.13.00 - Downloads  116, Size 15 MB - <2012-08>
Demo 0.14.01 - Downloads  632, Size 19 MB - <2012-11>
Demo 0.15.00 - Downloads  251, Size 18 MB - <2013-01>
Demo 0.16.01 - Downloads  379, Size 18 MB - <2013-11>
Demo 0.17.08 - Downloads  741, Size 20 MB - <2014-07>
Demo 0.18.09 - Downloads  104, Size 21 MB - <2017-01>
Demo 0.19.00 - Downloads (ongoing), Size 19 MB - <2017-10>



(http://sl.uploads.im/t/wlRxX.png)  Received suggestions  (http://sl.uploads.im/t/wlRxX.png)

While most suggestions make their way into the game this is a listing of the ones that I'm still pondering on or have decided against implementing.

Put "timer" on bushes and grass to limit rupee farming ability
Great idea and will be looked into when game is nearing completion. For now I view the demo as a semi-sandbox so I'm okay with rupee farming.

Fire from the Firerod (and Lamp) should be able to burn bushes
Pushed back for a later demo due to time restraints

Implement purple rupees (50),  silver rupees (100), golden rupees (300) and rupoors (-10)
Takes time so will have to be planned

If you have any other suggestions then feel free to post them in this topic or contact me directly.



(http://sl.uploads.im/t/wlRxX.png)  Known issues  (http://sl.uploads.im/t/wlRxX.png)

Some keyboards are unable to register the following key combination: Left+Up+G
If this situation applies for you and it bothers you then you can alter the controls in the option screen (found on the starting screen).

If you've found more issues then please report them in this topic or contact me about it directly.

Click here to view on the site. (http://zfgc.com//index.php/projects/items/view/7)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Jeod on March 21, 2009, 01:01:35 pm
That name select background at the bottom is actually the file select background. ;)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on March 21, 2009, 01:48:23 pm
Correct. The file selection screen, name selection screen and options screen have been done in a single room with one background. That way the view can move smoothly between them without interruption.

Maybe I should have mentioned this before, but this won't be a remake. Just (much like the other games on this forum) heavily based on an existing Zelda game. For instance I'm going to be working with subbosses. And I'll definitely get creative with the dungeon theme/mechanics and dungeon items.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Zaeranos on March 21, 2009, 02:57:57 pm
It looks nice, but the transition between rooms could be done faster. At those moment the music hampers, like a recordplayer gets stuck on one track. I also noticed, Link being able to walk under the roots of the trees. But is this really version 0.7.2, because the content feels more like 0.2.2, but then again that is just me.

Oh yeah before I forget. The sound effect for walking on stairs sounds really weird. But keep up the good work and I look forward to see you finish the dungeon.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on March 21, 2009, 03:32:15 pm
Thanks for the reply.

Somebody made the same remark on the transitions on a different forum and I'm glad you did the same. It means my work to fix it is meaningfull. I'm guessing the problem occurs only on some computers. Would you mind me sending you a link to a newer demo in a couple of days? To check if my solution works on your end.

The roots of the trees are a result of my laziness with the outside area. The outside area will be completely redone when the dungeon is finished, so I didn't put a lot of time in it. I've already moved the movement borders in the next demo.

Please don't get hung up on the numbers. It's my second attempt at a first game so in the beginning a lot of stuff has been redone as I learned more. Also, when I finish the first dungeon I'll consider that version 1, since that's my immediate goal for now. That may not be accurate for the whole, but that's something for later.

Could you give me a little bit more information about the music with the stairs? I'm guessing you don't mean the stairs in between the rooms. Did it sound out of sync? Was the sound incorrect? Or was it maybe something else?
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Xfixium on March 21, 2009, 04:07:58 pm
This demo shows promise. The engine has a solid feel to it. The enemy AI is very close or spot on in it's behavior. Link's movement and collisions are done in detail. For it being your second attempt it's commendable!

As for bugs, I also experienced the same slow down when transitioning. I don't know how it was done, but maybe checking the vertical sync check box in the Global Game Settings might help if it wasn't done. When I pressed the map button, I was able to hear the dungeon map open sound but it didn't show visually, when I was outside the dungeon. I know this option is probably not done all the way, but when changing Link's suit colors to the last one, his facing gets stuck in one position.

Overall it's nicely done, and will spawn an excellent game if it continues in the direction it is currently going.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Zaeranos on March 21, 2009, 06:17:59 pm
Thanks for the reply.

Somebody made the same remark on the transitions on a different forum and I'm glad you did the same. It means my work to fix it is meaningfull. I'm guessing the problem occurs only on some computers. Would you mind me sending you a link to a newer demo in a couple of days? To check if my solution works on your end.

Off course, I'd love to.

The roots of the trees are a result of my laziness with the outside area. The outside area will be completely redone when the dungeon is finished, so I didn't put a lot of time in it. I've already moved the movement borders in the next demo.

If you draw the tree (trunks) on the background and put the tree tops on the foreground, you won't have this problem. In other words the Z depth of the trunks and the tops have to be different and Link has to be in between them.

Could you give me a little bit more information about the music with the stairs? I'm guessing you don't mean the stairs in between the rooms. Did it sound out of sync? Was the sound incorrect? Or was it maybe something else?

It is not that is out of sync, but more that it just doesn't sound like stairs. It sounds more like someone quickly trying to clean a dirt road with a straw broom.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on March 21, 2009, 06:58:52 pm
Xfixium:
Excellent response. I'm glad you liked it.
The function you found isn't really part of the game. I use that for testing.
The problems with the transitions are probably because every room in the game is an actual separate room in gamemaker. So you have the illusion that all rooms are connected and the bare minimum of objects/background is active at one time. It seemed fine, but clearly isn't so I'm now recreating the entire dungeon in a single room. So far the gamespeed isn't suffering (on my computer at least).

Niek:
In the demo I'll send you you'll see I'm already making a lot of use of depths. Still, thank you for your willingness to help. I can see if the timing of the sounds can be improved, but other than that there's little I can do.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: kremling on March 21, 2009, 09:31:49 pm
Nice job making this engine. Works really well.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Zaeranos on March 21, 2009, 10:27:56 pm
Martijn, if your worried about gamespeed and the amount of resources in CPU. There is a function in Gamemaker, that disables all the instances outside a certain boundary (most of the time the view with a margin).
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on March 21, 2009, 11:57:08 pm
Niek: Yes, I stumbled across that function some time ago.
Except during transitions only the instances in the current room are active. I thought about limiting this to the view but that has downsides. An enemy who is (just) outside of the view should still be able to act. For instance a guard shouldn't stop running after you if you don't see him. The guards movement is determined by it's interaction with the walls etc, so in the end all the instances in the room are vital.
Currently the entire dungeon room is 2560x3840 (divided in areas of 320x320 or multiples of that). The gamespeed is 30 f/s. So far this only drops during the transitions (slightly), while playing movies/music and after starting the game several times. Maybe there is still something to be won in the handling of graphics/sound/data, but that's just thinking out loud. First I want to check how the game acts normally.

Kremling: Thanks!
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Colbydude on March 22, 2009, 02:41:56 pm
Pretty good engine so far, good job. Although once I got to the room with the flying floor tiles I go this error.

Code: [Select]
___________________________________________
ERROR in
action number 1
of Collision Event with object Dummy W8 H48 - 199
for object obj_Flying_Tile:

Error in code at line 3:
   instance_create(x-6,y-6,obj_Broken);

at position 26: Unknown variable obj_Broken

Other than that everything's alright. And slow down doesn't occur when changing rooms either.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on March 22, 2009, 02:54:13 pm
Good of you to show the message. I'm assuming this is an error that occurs every time a flying tile hits a wall. That would mean the demo was incomplete and it has already been fixed for the next demo. If I am wrong in my assumption, please let me know.

Thanks for your comments.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Colbydude on March 22, 2009, 09:22:14 pm
Good of you to show the message. I'm assuming this is an error that occurs every time a flying tile hits a wall. That would mean the demo was incomplete and it has already been fixed for the next demo. If I am wrong in my assumption, please let me know.

Thanks for your comments.

Can't remember exactly, but I believe it was whenever it hit Link, but I could be wrong. I also was wearing the Blue tunic while doing this, if that matters at all.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on April 04, 2009, 05:07:10 pm
First of all some news on my progress. I found a new job, am starting another education and am looking for an new apartment. Needless to say I'm a little preoccupied with these things and free time is scarce. Expect a new demo no sooner then the end of the next month. I'm still working on it, but only after the rest has been done.

Now that that's out of the way. I have a question about your preference as a player. Should the contents of pots (and other container) be predetermined or should they (sometimes) be selected randomly? And with random I mean considering the items Link has already collected. So no arrows without a bow etc. Obviously special occasions like a boss fight requires predetermined contents. I hate to get an arrow when the boss demands bombs etc.

Think about it for a second. Predetermining means predictability but strategic placing. Random can be used to only get needed items, which may come of as unrealistic.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on April 10, 2009, 09:05:30 pm
I'm looking for one or two testers who can give me some good constructive feedback. I'm interested in comments on glitches (if you can find any), dungeon design and framerate performance. Anybody willing?

Currently I've got a demo with four rooms (that you can access). You can check the first post for an added list of things I've done since the last demo. Obviously these include the thing I am looking to get tested. PB me or post a reply and I'll send you a link and more info.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on April 17, 2009, 05:24:19 pm
Well, that didn't work. Fine. Ive posted my progress as demo 0.8 in the startingpost.

Please be so kind as to leave a comment after playing. I'd appreciate user input. Also be sure to mention any and all glitches, should you come across any. Thanks in advance.

It may not show for everybody, but A LOT has been improved. The entire dungeon has been redone to smooth out room-to-room transitions. Right now about 25% of dungeon is finished. Obviously (most) of the transitions have also been redone. I'm still working on some transitions in between floors like the dwindelstairs, of which you'll see the result in the next demo. Finally I made it so that everything present in the game has a depth_scale in order to create the illusion of multiple depths (like in the original). These three things have been a lot of work and if you can't see that....thank you. I'll take it as a compliment that everything looks just right. XD

Other things I've added in this demo:
-Made some changes to movement on the stairs
-Perfected the interaction of your sword/shield vs flying tiles etc.
-Added bubbles/balls/cannonballs/something??
-Added rupees, hearts etc to collect from containers (=pots)
-You can now jump from ledges.

Oh, and before I forget. No flying tiles (can be accessed) in this demo. Sorry, but I'm still working on the rooms you need to get to them. I'll make sure you can play with them again next time.

-----------------------------------------

Update:
There are plenty of downloads, but no replies. Too bad. I could really use some player feedback.

Anyway. This weekend I redid the 360 sword swing, worked some more on movement through grass/water and added the ability to poke walls with your sword (see screenshot).

(http://img16.imageshack.us/img16/4882/version8screen2.th.jpg) (http://img16.imageshack.us/my.php?image=version8screen2.jpg)

Also I've been trying to improve the dungeon. Check out the screenshot below. How does new situation (lower half) stand against the old situation (upper half)?
(http://img16.imageshack.us/img16/1552/version8screen1m.jpg) (http://img16.imageshack.us/my.php?image=version8screen1m.jpg)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: A Storm in the Desert on April 29, 2009, 06:05:28 am
I'll download and have a test play of this later on, but the tiling change you've shown looks a great improvement over the original.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on May 03, 2009, 11:24:42 am
And I'm done for the weekend. For like the first time in months I did everything I set out to do. Feels good.

A new demo will take a while (I want it to at least include picking stuff up and one or two more enemies before I post it) so just screenshots this time.

Guess what three things where added recently
(http://img12.imageshack.us/img12/8874/screenshot100gmi.png) (http://"http://img12.imageshack.us/my.php?image=screenshot100gmi.png")

Start of the 360 degree sword swing + some more changes visible
(http://img12.imageshack.us/img12/6005/screenshot102o.png) (http://"http://img12.imageshack.us/my.php?image=screenshot102o.png")
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Goodnight on May 05, 2009, 01:56:41 am
Wow, this demo has a lot of potential. Good to see somebody who knows how to use Game Maker a little beyond its basic built-in features. Very impressive work so far!

By the way, you may know me under a different name. ;) I don't check these boards much anymore and didn't know you were on here!

I did encounter some bugs on the name-select screen... something to do with a Link_Status variable when a button was pressed. I'll try to recreate it and give you the exact text. And I have two notes about the room transitions, which are quite well done. 1) I once got stuck in a loop that moved me back and forth between two rooms about 8 times, so you may want to have the transition end by "projecting" Link out an additional pixel. 2) I see you've taken the advice of disabling instances that are in other rooms, however if you want to keep this more true to the LTTP engine, then any hearts/rupees laying around should be destroyed once you exit the room. Pots (and enemies) tend to respawn themselves too in LTTP; I'm not sure if that happens as soon as you re-enter the room, or after you've been through a few other rooms.

As far as those tile & statue comparisons, the newer ones are very cool but I think both types have their place, all depending on the level design! Either way, the first ones could use recolouring so they don't look like live enemies, but I'd keep their type of position in places where you're about to enter a dangerous room and want to put some valuable pots at the top of the stairs.

Oh and, they're named "Cannon Balls" because that was the name found in an enemy FAQ at GameFAQs which had data ripped straight out of the game. Also, señor HelpTheWretched updated sword-spin attack sound (there are 2 sounds that play at once) and encourages users to edit sounds to their liking, ie. to alter the volume if one is difficult to hear.


PS. One more bit of advice I just remembered: perhaps you should enlarge the object mask of the pots. It seems a bit too easy to "corner-cut" around them - you almost need to be dead-centre to walk in and pick them up.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Zaeranos on May 05, 2009, 06:39:22 am
Hmm, your link to the demo seems to be broken. When I click on it I get this URL http://"http//www.savefile.com/files/2051862", which is obviously incorrect. but when I remove the http://"...." and follow the link I end up at http://en.wikipedia.org/wiki/HTTP. It seems as if wikipedia has highjacked your link.

Pots (and enemies) tend to respawn themselves too in LTTP; I'm not sure if that happens as soon as you re-enter the room, or after you've been through a few other rooms.

The pots respawn after you exit the room and reenter it. Enemies respawn once you change floors. For example: You kill all the enemies on 1F and they stay killed as long as you remain on 1F. As soon as you go to 2F or B1 and then return to 1F the enemies respawn themselves again. There are 2 exceptions:
1) Enemies dropped in a hole and not slain, will return once Link leaves the room. It won't wait until you change floors.
2) Rooms that require you to slay all the enemies to open the doors, remain slain even if you change floors. They will only return once Link leaves the dungeon and goes back to the overworld.

I hope to play the latest demo soon. I know I said to do it sooner, but I just didn't have the time for it.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Goodnight on May 05, 2009, 08:31:09 am
Good insight, Niek. I'd never taken the time to study those things about the game.

Proper link: http://www.savefile.com/files/2051862
(Just a formatting error on Martijn's part :P)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Mamoruanime on May 05, 2009, 08:45:05 am
Well; Neik's sorta right. Correct in the times they respawn, but not quite understanding of why that happens :p

When you hit a new floor in lttp, it's loading a new array of rooms. It's the same transition as if you were to go from the overworld into a cave, or something along those lines. When the game has to load a new map array, the killed enemy values reset.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on May 05, 2009, 05:59:48 pm
Very nice, coming home and seeing positive and constructive posts. There's some really interesting subjects mentioned.

By the way, you may know me under a different name. ;) I don't check these boards much anymore and didn't know you were on here!

Nickslayer? Or maybe Chris (since there's no mentioning of stuff NOT in this demo)? I don't really give yoyogames forum as much attention as this one.

Anyway. On to the posts. I'll just go through it at a pretty random order.

1) Dissappearing rupees etc. Excellent suggestion. They normally dissappear on there own (just wait a bit), but moving from room to room pauses that. I hadn't even considered that would happen, but I can fix it by not dissabling the items in the old room. This will let them dissappear in real time. Those extra active objects aren't a lot compaired to the couple of hundred others active per room. I'll put it on my to do list for this weekend.

2) Respawning enemies/containers. Like the original game I work with separate area's containing multiple rooms. This will respawn enemies and containers when you move between gamemaker rooms. So when moving outside or to another floor. This will include ALL regular enemies. It doesn't have to be exactly like the original.
Right now the containers follow the same principle. If you'll remember pots respawn but the contents do not. I would be broken otherwise anyway, giving you limitless amounts of items from a single pot near a door. It would be more realistic to just keep it as it is, so I'm not going to change it (for now). I'll consider it though.

3) The transitions are done by taking links current location and a target location. The distance is divided by the number of frames it takes and link moves accordingly. If you got caught in between two doorways my first guess would be that I made a mistake setting the target location or accidentally moved a transition object. Was this a one time occurrence for that particular doorway? The distance should be about 2 pixels longer than it absolutely has to be. At what door did this happen?

4) There were some bugs in the starting menu but I already fixed those shortly after I posted the demo. I though it was after demo 0.7.2 but I guess it was this one. I see if I can round of some things this weekend and post a bugfree demo.

5) Cannonballs it is. I'm not changing the name in the game because that's more work than it's worth. So, error messages aside, it's now cannonballs.

6) The spin attack already uses both sounds, just not very noticeable. I haven't played the game for a long time but I didn't really feel like it sounded right. Maybe the second sound should be used not at the beginning of the sword swinging but a little later? Anybody else have any comments on this subject?

7) The masking of pots is something I'll look into. I kinda like the walking around them. It shouldn't interfere with your ability to grab them, but I could be wrong. I'll make a note on my list.

Excellent feedback!
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on May 15, 2009, 08:59:16 pm
PS. One more bit of advice I just remembered: perhaps you should enlarge the object mask of the pots. It seems a bit too easy to "corner-cut" around them - you almost need to be dead-centre to walk in and pick them up.

Well, I started working on this today, but it seems there wasn't much to fix. The easy "corner-cutting" will stay but that will not effect the ability to pick containers up. Moving uses precise sprite. Using the action button only checks the bounding boxes. So there's not much for me to improve. It'll all fall into place.

The issue of dissappearing items has been fixed and I've added another room, pressure plates and conditional doors since my last post. Unless someone specificly requests it I won't release a fixed demo. At least not untill I get a little bit more additions finished. Which will hopefully be in about two or three weeks.

----------------

Update:
Scratch that last bit. I've almost finished the regular cyclops enemy, but it just doesn't feel right yet. I'll probably post a demo tonight. Maybe you've guys got some suggestions.

----------------

2nd Update:
A new demo is now uploaded. The changes aren't too mayor. I'm just looking to get some new features tested. In particular the new enemy, which you can find outside and near the giant chest inside.

If you find anything wrong within the demo or you have other suggestions then be sure to leave a comment. Even if I don't adjust things directly (like the masking of the pots) that doesn't mean I haven't made a note of it for later. ;)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on May 21, 2009, 05:34:49 pm
I took me a while but I figured out what was missing. Right before an enemy goes up in smoke you see two slashes across there body. The screenshot below shows exactly that (in my personal version, so don't mind the blue etc). It may need some more work though. Also I have yet to think up a way of inverting the enemy sprites when they get hit. Maybe it's not even possible. Oh well.

(http://img34.imageshack.us/img34/2305/screenshot103s.png) (http://img34.imageshack.us/my.php?image=screenshot103s.png)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Sahittam on May 21, 2009, 11:02:21 pm
OK, I'll comment on some things...

(http://img196.imageshack.us/img196/9233/screenshot100t.png)
This is not supposed to happen, right? It happened quite frequently to me and got pretty annoying. I'm playing on Vista, does that matter in any way?

I found this game really good, with all the sounds, the original music, and the graphic effects. I especially liked the spin attack. Good was also, that I didn't experience any gameplay bugs. The game really felt like the original LttP.

I have some suggestions though:

You should be able to close menus with the keys you use for opening them.

It would also be nice if you could pick up things like rupees with your sword.

Pots should have square collision in my opinion. If you were walking against a row of pots you could get stuck between two pots. I mean, you could still move out again, but square collision would be better I think. You couldn't pick up pots either, could you? But you probably plan to add that anyway.

Another thing was no knockback for Link, but same as above, I think.

Also I found that the 'Royal Shrine' text vanished too quickly to read, if you aren't prepared for it.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Goodnight on May 22, 2009, 02:22:45 am
Hey bro, sorry I've taken so long to reply. I'm going out of town tomorrow morning and figured you'd want the feedback.

By the way, you may know me under a different name. ;) I don't check these boards much anymore and didn't know you were on here!
Nickslayer? Or maybe Chris (since there's no mentioning of stuff NOT in this demo)? I don't really give yoyogames forum as much attention as this one.
Well my real name is Chris, but I haven't been to the YoYoGames forum in ages. There I was known as HelpTheWretched.

Quote
1) Dissappearing rupees etc. Excellent suggestion. They normally dissappear on there own (just wait a bit), but moving from room to room pauses that. I hadn't even considered that would happen, but I can fix it by not dissabling the items in the old room. This will let them dissappear in real time.
This solution would be unlike the real LTTP engine because then you could exit and reenter a room to find the items still there. But, if you ask me, that's an improvement. I mean, why not let the rupees have their due time to be picked up? I'm willing to bet that this particular "staple" of the Zelda series began as a technical limitation before it was accepted as a regular part of gameplay.

Quote
2) Respawning enemies/containers. Like the original game I work with separate area's containing multiple rooms. This will respawn enemies and containers when you move between gamemaker rooms. So when moving outside or to another floor. This will include ALL regular enemies. It doesn't have to be exactly like the original.
Right now the containers follow the same principle. If you'll remember pots respawn but the contents do not. I would be broken otherwise anyway (...)
The containers is a valid point. The only reason I'd consider having their contents respawn would be if the dungeon design required you to break it a certain number of times to obtain X items, or if there would be some kind of puzzle that involves getting their contents in the correct order. In the case of the former, it would also be important to make it somehow puzzling to get back to the container in the first place. In other words, I'd keep it as-is unless you really want to go through that trouble to make something unique.

As I recall mentioning (though maybe I didn't), I hadn't studied how/when enemies respawn. I'd suggest respawning them after traveling to a certain number of other rooms, rather than just when changing Game Maker rooms, IF the dungeons are rather large. Walking around through large floors with all the enemies beaten could get boring. A thought just occurred: it would be neat to actually SEE them respawn via some magic power, rather than just being there when you walk in.

Also consider the overworld; most if not all enemies respawn when you change areas.

Quote
3) The transitions are done by taking links current location and a target location. The distance is divided by the number of frames it takes and link moves accordingly. If you got caught in between two doorways my first guess would be that I made a mistake setting the target location or accidentally moved a transition object. Was this a one time occurrence for that particular doorway? The distance should be about 2 pixels longer than it absolutely has to be. At what door did this happen?
With "target location" transitions, yes, extending the target just a bit might be the best fix, but he already seems to hit the target location a few pixels farther than expected, so it must be some other kind of bug. It was a one time occurrence for that door, but Link went back and forth a good 8 times or so before I freed him. It was the door between the room just after the 1st key, and the room to the left that's just a horizontal bridge with 3 pots.

If you're using division by frames to control Link's movement during the transition, then perhaps it was a perpetual rounding error. I'm not sure how your walking code works, but if it allows Link to be at a non-integer (x,y) position at any given time, then I'd suggest also rounding off his position before the transition begins.

This just in: I reenacted the bug by dashing at the upper part of the doorway so that Link passes through but still makes the collision noise. Took many tries but I made it work 3 times. Perhaps since Link is supposed to bounce back, the target position ends up getting pulled back a bit.

Also, where the 9 pots are just above that door, sometime in the midst of cutting them up and pressing D (I think) repeatedly to get infinite blue rupees out of one, Link's sword somehow got moved an entire 2 blocks to the left and 1 down. It stayed that way through every movement until quitting.

Quote
4) There were some bugs in the starting menu but I already fixed those shortly after I posted the demo.
Cool.  8)

Quote
5) Cannonballs it is. I'm not changing the name in the game because that's more work than it's worth. So, error messages aside, it's now cannonballs.
They do rather look like cannonballs, don't they? Well implemented, too.

Quote
6) The spin attack already uses both sounds, just not very noticeable. I haven't played the game for a long time but I didn't really feel like it sounded right.
The two sounds are supposed to play simultaneously. If you've got an emulator, try disabling the first 6 sound channels to leave just those two. #8 is the one I mainly hear, and #7 is the one I can't. It's like a quieter version of the beam-shot from the sword.

Quote
7) The masking of pots is something I'll look into. I kinda like the walking around them. It shouldn't interfere with your ability to grab them, but I could be wrong. I'll make a note on my list.
The last responder suggested square object masks. I'd go for almost square, perhaps 14x14 with very slightly rounded corners, since making them slightly easier to walk around is a nice touch. As long as it still feels like you're playing Zelda, why not improve the formula by a little bit? But getting stuck between them (which I didn't know about) and having trouble picking them up are significant problems.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on May 22, 2009, 07:31:01 am
Okay, time for another lengthy post. :) I'll try and work on every point this weekend. Hopefully that will result in an fixed demo sunday.

This is not supposed to happen, right? It happened quite frequently to me and got pretty annoying. I'm playing on Vista, does that matter in any way?
No, it's not. Vista is pretty hard on games (I couldn't even play this game when I first got it myself) but it is Vista compatible. There is a feature called freeze when the game looses focus. I've enabled that so it may be fixed now. Beyond that, there's little I can do for you.

You should be able to close menus with the keys you use for opening them.
Why didn't I think of this. Excellent suggestion.

It would also be nice if you could pick up things like rupees with your sword.
I was a little hesitant about this. Since the engines are done I just implement it. It isn't that much trouble to remove again when I don't like it.

Pots should have square collision in my opinion. If you were walking against a row of pots you could get stuck between two pots. I mean, you could still move out again, but square collision would be better I think. You couldn't pick up pots either, could you? But you probably plan to add that anyway.
The last responder suggested square object masks. I'd go for almost square, perhaps 14x14 with very slightly rounded corners, since making them slightly easier to walk around is a nice touch. As long as it still feels like you're playing Zelda, why not improve the formula by a little bit? But getting stuck between them (which I didn't know about) and having trouble picking them up are significant problems.

I don't believe you really got stuck as in image over image. I'm that confident in my movement system. But it is true that walking in between two pots can make it feel like so, depending on which movement arrows you're pushing.

I'll go with goodnight's idea on this one. A square mask would not feel right when you walk around a stand alone container. If the current masks are too rounded, I'll try and find something in between.

On a side-note. Picking up containers can be done using different masks that walking collisions. I still haven't found usefull pick up animations for Link (the ones on spriter resource are terrible), so maybe it's time I posted a request on this forum. After I  get those I'm going to make Link able to pick stuff up.

Another thing was no knockback for Link, but same as above, I think.
I'm not really sure what you mean. Knock-back against walls, enemies or something else. I guess I should add knock-back from enemies, but I'm not really sure how it was done in the original. Did it stop your movement every single time you hit an enemy?

Also I found that the 'Royal Shrine' text vanished too quickly to read, if you aren't prepared for it.
No problem. That's an easy fix.

As I recall mentioning (though maybe I didn't), I hadn't studied how/when enemies respawn. I'd suggest respawning them after traveling to a certain number of other rooms, rather than just when changing Game Maker rooms, IF the dungeons are rather large. Walking around through large floors with all the enemies beaten could get boring. A thought just occurred: it would be neat to actually SEE them respawn via some magic power, rather than just being there when you walk in.

Also consider the overworld; most if not all enemies respawn when you change areas.
Can't argue with that. This is somewhat of an hefty order though so it may take some time to implement. As for spawning enemies; I do want to add bones on the floor that turn into skeletons, but thats for the second dungeon.

With "target location" transitions, yes, extending the target just a bit might be the best fix, but he already seems to hit the target location a few pixels farther than expected, so it must be some other kind of bug. It was a one time occurrence for that door, but Link went back and forth a good 8 times or so before I freed him. It was the door between the room just after the 1st key, and the room to the left that's just a horizontal bridge with 3 pots.

If you're using division by frames to control Link's movement during the transition, then perhaps it was a perpetual rounding error. I'm not sure how your walking code works, but if it allows Link to be at a non-integer (x,y) position at any given time, then I'd suggest also rounding off his position before the transition begins.

This just in: I reenacted the bug by dashing at the upper part of the doorway so that Link passes through but still makes the collision noise. Took many tries but I made it work 3 times. Perhaps since Link is supposed to bounce back, the target position ends up getting pulled back a bit.

Also, where the 9 pots are just above that door, sometime in the midst of cutting them up and pressing D (I think) repeatedly to get infinite blue rupees out of one, Link's sword somehow got moved an entire 2 blocks to the left and 1 down. It stayed that way through every movement until quitting.
I haven't been able to recreate this bug but I did find some other really messed up things. For example, releasing your sword while doing a transition gets you stuck. That makes me wander what else I've missed so far.

Anyway. The story about rounding won't work. This routine is a stand alone from normal movement, making it easier to fix. It's just the Link objects moving from A to B with walking animation. The starting location isn't rounded but the speed isn't either. So moving left for A to B should make that in the and B is speed*pixels left of A, because speed/number_of_frames*number_of_frames = speed. If there is a rounding error it's so small it won't matter since movement is at least two pixels farther than needed.

The collision bit might be a reason but I have no idea how you managed to get it. :huh: When falling back through the air Link doesn't react with transition objects. :huh: I'll add in a line negating it, regardless. Let's hope that's the solution. You're a good glitch finder it seems.

The continues rupees is something I already found and fixed myself. At least that's what I thought. What demo where you playing when you got that? I don't suppose you could put something up on youtube or something?

The two sounds are supposed to play simultaneously. If you've got an emulator, try disabling the first 6 sound channels to leave just those two. #8 is the one I mainly hear, and #7 is the one I can't. It's like a quieter version of the beam-shot from the sword.
Sorry, no emulator. I'm using memory and youtube.


Now for some new info:
I'm working on customizable controls, but I'm pretty sure not everybody is going to like the menu. The point was that I wanted one screen to change all your controls, since scrolling looked dreadfull. As you move next to an action the title mentions the button associated to that action. It then switches back and forth to explain which button needs to be pressed to if you want to change the button. It's still in progress but I'm curious for your input.

ENTER, SPACE and ESC are standard buttons for confirm, confirm and cancel. These can't be changed. I'll also an automatic save feature for the controls.

(http://img132.imageshack.us/img132/4539/screenshot103t.png) (http://img132.imageshack.us/my.php?image=screenshot103t.png)

(http://img132.imageshack.us/img132/9286/screenshot104.png) (http://img132.imageshack.us/my.php?image=screenshot104.png)


Update:
Nope, didn't finish enough to justify a corrected demo by today (found a new appartment this weekend). I still need to add the "respawning" enemies. The rest is done, including the customizable controls. While I'm at it I'll also work on a global saving system which is completly new for me. And, if someone helps me with my sprite request, I should also be able to do the "pick up and throw" mechanism in about two or three weeks depending on free time. That should be enough for the next demo.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 02, 2009, 06:48:23 am
Even though I'm still busy moving, I did manage to work on the controls some more this weekend. There is one new noteworthy change I've made (the rest is just tweaks here and there). Esc only closes the program when you're at the starting screen. In every other situation it acts as the cancel button. The reason for this is the customizable controls. When you're in the procces of changing them the regular cancel button is no longer valid. With this change you can now also cancel in that situation since everything other than numbers, arrows or letters is not usable as a control button.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 02, 2009, 08:27:40 am
Hey, this is pretty nice!
I'm guessing this is the game that you needed those lifting sprites for?

Well, good luck with moving and with the game as well! :)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 02, 2009, 05:15:38 pm
Jup. And thanks again. Since this is a solo project, I really appreciate it when people are able to help like that.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 06, 2009, 04:44:26 pm
I'm currently working on respawning enemies/containers, but man ... that's a deceptively large amount of work. Anyway. I'll try and post a new demo tomorrow and I'd appreciate it if some of you could test the demo when it's out to see if I missed any obvious glitches.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 06, 2009, 09:20:31 pm
I'm currently working on respawning enemies/containers, but man ... that's a deceptively large amount of work. Anyway. I'll try and post a new demo tomorrow and I'd appreciate it if some of you could test the demo when it's out to see if I missed any obvious glitches.

I have plenty of patience to REALLY test it hardcore. Also, I'm a perfectionist, which helps. XD

Btw, I will be testing it on WinXP. That said because there are some cases where games only have glitches on a certain OS. When it comes to testing, you can't really overdo it. Seriously though, I've found glitches in about half of the "professional" games (games that are sold) that I've played over the years. I always make it a point to test the heck out of any of my games before I consider them to be completed.

Anyway, this is a great project and I'd love to help out with it any way I can. :)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 06, 2009, 09:57:22 pm
That sounds really good! I'm also a bit of an perfectionist so we'll get along nicely by the sound of things. ;)

You said you wanted to help in any way. Does that maybe also more like spritework and/or level design?
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 07, 2009, 02:58:23 am
You said you wanted to help in any way. Does that maybe also more like spritework and/or level design?

Sure! I won't be able to do much this week because of finals, but after the 12th I will be on summer break and I will have much more free time. :)

I'm actually working on my own Zelda game this summer, but I'm sure I can find time to help with yours as well.

I'd be happy to help out with sprites. Just tell me what you're needing and I'll see what I can do. :)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 07, 2009, 06:47:58 am
So I was just doing a little testing and I already found quite a few glitches. Here are 5 that I've found so far:

[1] Pressing the menu button while Link is walking up or down automatically on the stairs:
Problem: Two stair sounds will play instead of one. Also, Link will sometimes reverse his direction. The menu will also shift up or down after the second sound plays, which seems to only happen when you press the menu button at the very bottom or top of the stairs.
Fix: The easiest fix would be to disable the menu while walking on stairs. The original game does this anyway. Actually, it pauses EVERYTHING in ALL auto transitions, even enemies, and it locks ALL buttons.

[2] Pressing the sword button while Link is walking up or down automatically on the stairs:
Problem: Two stair sounds will play, Link's sword sound will play but he does not slash his sword and Link will also freeze in place for a short time. After Link freezes, he will either continue walking upward or he will reverse direction.
There may be other keys that have a similar effect as in these first two glitches.
Fix: Obvious. Make sure Link can't do anything in the middle of auto-walking.

[3] Poking wall:
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.

[4] Spin attack sparks:
Problem: When doing a spin attack underneath a layer (i.e. floor above you) you will see the sword sparks above that layer.
Fix: Should be just a simple depth problem. On an interesting note, I found that the original game actually had a problem with depth in certain areas as well, but usually when swimming in the water. I just seem to stumble upon these minor things for some reason. ^_^

[5] Room scrolling:
Problem: If you press the sword or menu key when scrolling/transitioning into another room, BAD BAD things happen.
Fix: Don't let any key work during any auto scroll or walk.



Hope that helps! Even with all those glitches, I actually found your tech demo surprisingly solid. A lot of people don't realize just how complex something like this can be. Seriously, this demo is great. I'll continue testing and I'll let you know if I find more glitches. :)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 07, 2009, 07:06:21 pm
[1] Pressing the menu button while Link is walking up or down automatically on the stairs:
Problem: Two stair sounds will play instead of one. Also, Link will sometimes reverse his direction. The menu will also shift up or down after the second sound plays, which seems to only happen when you press the menu button at the very bottom or top of the stairs.
Fix: The easiest fix would be to disable the menu while walking on stairs. The original game does this anyway. Actually, it pauses EVERYTHING in ALL auto transitions, even enemies, and it locks ALL buttons.
Oops, that one slipped through. I already fixed the sword vs stairs.
At first I made it like in the original, locking everything while you were moving on the stairs. After thinking about it for a while I felt that it was unnecessarily unrealistic, so I made it so that enemies etc. continues in realtime. The same also goes for jumping from ledges and during room transitions. For these events I'm using a variable called Link_Status_Special. Glitches like this appear when I forget to lock functions if Link_Status_Special does not have it's default value.

[2] Pressing the sword button while Link is walking up or down automatically on the stairs:
Problem: Two stair sounds will play, Link's sword sound will play but he does not slash his sword and Link will also freeze in place for a short time. After Link freezes, he will either continue walking upward or he will reverse direction.
There may be other keys that have a similar effect as in these first two glitches.
Fix: Obvious. Make sure Link can't do anything in the middle of auto-walking.
Found and fixed. See above.

[3] Poking wall:
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.
Hhmm. Interesting. I'll have to look into it, but it doesn't look to complicated to fix. My guess is that releasing the sword button negates charging, but not (yet) poking. I'm using a single variable called Link_Status for all of link's actions. It should be just a matter of adding a new condition to releasing the sword button. "If released while poking do the same as when released while charging", or something similar.
Continuing to charge while poking would cause some small problems I'd need to overcome so I'll leave it as it is.

[4] Spin attack sparks:
Problem: When doing a spin attack underneath a layer (i.e. floor above you) you will see the sword sparks above that layer.
Fix: Should be just a simple depth problem. On an interesting note, I found that the original game actually had a problem with depth in certain areas as well, but usually when swimming in the water. I just seem to stumble upon these minor things for some reason. ^_^
Okay, that shouldn't be too much trouble to fix. This is something left over from creating two walking depths. This is just the kind of stuff I wouldn't find on my own.

[5] Room scrolling:
Problem: If you press the sword or menu key when scrolling/transitioning into another room, BAD BAD things happen.
Fix: Don't let any key work during any auto scroll or walk.
Check point 1 and 2. The sword button has already been fixed. The menu button will be fixed shortly.

Hope that helps! Even with all those glitches, I actually found your tech demo surprisingly solid. A lot of people don't realize just how complex something like this can be. Seriously, this demo is great. I'll continue testing and I'll let you know if I find more glitches. :)
XD


I'll get on these glitches before I release the next demo. This will means some delay, but oh well. At least the next one will be glitch-free (*fingers crossed*)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 07, 2009, 07:20:27 pm
PS: It seems like the map menu also causes problems when use during a transition etc. That's also been fixed now.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 07, 2009, 07:52:33 pm
glad to help. btw, I just sent you two messages. I was in a hurry, so that's why I made mistakes... in both of them. lol
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Zaeranos on June 07, 2009, 09:38:04 pm
[3] Poking wall:
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.
Hhmm. Interesting. I'll have to look into it, but it doesn't look to complicated to fix. My guess is that releasing the sword button negates charging, but not (yet) poking. I'm using a single variable called Link_Status for all of link's actions. It should be just a matter of adding a new condition to releasing the sword button. "If released while poking do the same as when released while charging", or something similar.
Continuing to charge while poking would cause some small problems I'd need to overcome so I'll leave it as it is.


I don't really know anymore what the SNES version of ALttP did with sword poking, but the GBA version cancels the sword charge when the sword is poked against the wall.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 07, 2009, 09:58:51 pm
[3] Poking wall:
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.
Hhmm. Interesting. I'll have to look into it, but it doesn't look to complicated to fix. My guess is that releasing the sword button negates charging, but not (yet) poking. I'm using a single variable called Link_Status for all of link's actions. It should be just a matter of adding a new condition to releasing the sword button. "If released while poking do the same as when released while charging", or something similar.
Continuing to charge while poking would cause some small problems I'd need to overcome so I'll leave it as it is.


I don't really know anymore what the SNES version of ALttP did with sword poking, but the GBA version cancels the sword charge when the sword is poked against the wall.

The SNES version is the one I was referring to, and it does not cancel the sword charge, it merely pauses it. I didn't know they changed it in the GBA version. Interesting.
I actually like the GBA version better and Martijn dh has already already told me that he's going to keep it so that it cancels the sword charge when you poke a wall, like the GBA one does, which I think makes more sense anyway. That's probably why they changed it in the GBA version. I didn't know if he wanted to make it exactly like the original ALttP or not, but I found that he is keeping it VERY close while improving on a few things as well.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: rhalifax on June 08, 2009, 07:21:48 pm
pretty good build, the stair sounds were weird like mentioned and it bugged me i couldnt pick up a bottle and throw it =P very good so far keep it up!
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 08, 2009, 07:45:57 pm
The throwing bit is something I've been putting off for ages. It's a lot of work and I want to do it right in one go when I release it. To give some more insight: So far I've got all sprites I need (just need to change the color for the different tunics), the walking with hands up is mostly finished, I've implemented two types of solids (to be able to throw stuff over small ledges but not through walls etc.) and there is a ton of notes with ideas for implementing the rest. I'll probably replace the containers (and other such items) with a dummy object so it can't break while held. All I need to figure out is how to work with different sized containers and different weights (=> gloves) and contain it neatly within one script.

The sounds on the stairs are the same as in the original. If you, or anybody else on the site, can get me some "better" sounds feel free to post them. If I like them I'll add them. Since I know nothing of creating my own sounds, that's the best I can do for you.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: rhalifax on June 08, 2009, 07:55:29 pm
the sound seems slower sounding than normal
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 08, 2009, 10:52:06 pm
the sound seems slower sounding than normal

I didn't really notice. Though some of Link's actions did seem a tad bit slower than normal (mostly feels perfect though). And the breaking animation for the pots is faster than in the original. I really should play the GBA version instead of just the SNES and see how that one works as well. And the dashing doesn't feel right upon hitting the wall, probably because you haven't implemented the screen shaking yet. It also seems like Link shouldn't be able to recover so fast after hitting the wall, but I need to play the original to see how that one feels.

Just some thoughts. Like I said, I'm a perfectionist. XD

I understand that this is a tech demo, so you'll probably fix all those minor things when you get around to it.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 09, 2009, 05:54:26 am
It's alright. If you find more be sure to let me know. Just keep in mind that it doesn't have to be exactly the same as the original.

The screen shaking is already on my list. I could give it some more priority if you want.
The breaking animation is now 1,5 times as long.
I'll have to give some thought to the sound on the stairs and an additional recovery time after crashing.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 09, 2009, 06:41:38 am
Just keep in mind that it doesn't have to be exactly the same as the original.
I'll keep that in mind. I just want to help you make this into a masterpiece. :)

You don't have to make screen shaking a priority, just as long as it gets done some time.
And thanks for fixing the breaking animation.

A few other things I noticed:
[1] When you're charging your sword and you touch a pot with it, it'll shatter the pot. It just feels weird that a simple touch would shatter a pot. Can't you just make it like the grass where only slashes cut it? The way you have it makes the pots feel like they aren't really pots. It almost feels like the pots are so fragile that you should be able to walk into them to break them.
[2] The speed of the slash animation while facing down is perfect, but left, up and right all feel a little slow. Is this just me?
[3] ALttP has it so you don't have to wait for the sword animation to finish completely before slashing again, but yours makes Link wait for the swing to be complete before he can swing again. It kind of makes the player feel like they have less control over Link. I found myself wanting to swing the sword more rapidly at times. Fixing this might help with problem 2 above.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 09, 2009, 07:27:52 pm
I had the day off today so I worked on the game a little. Luckely most of these suggestions aren't that hard to look into.

1) Pots can now only be destroy by the slash, the 360 slash, poking and/or running into them with the sword. However, when you poke a container to shreds it uses the normal poking sound and effect. This doesn't appear to be an easy fix so I'll leave like this for now. See for yourself when the next demo is out. If anybody finds it bothersome I'll look at it again.

2+3) The difference in swinging speeds has to do with the lengths of the animations. One is 6 frames, the others 9. I'm looking into it.

FrozenFire: I'll see if I can't take a look at the screen anyway. We'll need it for the boss fights anyway.

UPDATE: All swing animations have now been changed to 7 frames. It's a small difference but I believe it will be enough. I tested the alternatives but setting everything at 6 frames didn't feel right and cancelling an attack midway for a new attack didn't look realistic either.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 09, 2009, 09:08:47 pm
FrozenFire: I'll see if I can't take a look at the screen anyway. We'll need it for the boss fights anyway.

True. btw, I hope you don't need those sprites soon. I've barely had a chance to get started. Though I have figured out what enemies to use as references. I was lucky to find an enemy that uses the exact armor, so I can use that for the sideways and upward directions. The head and feet will be the hardest, but still not too very hard.

UPDATE: All swing animations have now been changed to 7 frames. It's a small difference but I believe it will be enough. I tested the alternatives but setting everything at 6 frames didn't feel right and cancelling an attack midway for a new attack didn't look realistic either.

Sounds much better. When are you planning on releasing a new demo with all of these fixes?
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 10, 2009, 05:51:53 pm
FrozenFire: I'll see if I can't take a look at the screen anyway. We'll need it for the boss fights anyway.

True. btw, I hope you don't need those sprites soon. I've barely had a chance to get started. Though I have figured out what enemies to use as references. I was lucky to find an enemy that uses the exact armor, so I can use that for the sideways and upward directions. The head and feet will be the hardest, but still not too very hard.

UPDATE: All swing animations have now been changed to 7 frames. It's a small difference but I believe it will be enough. I tested the alternatives but setting everything at 6 frames didn't feel right and cancelling an attack midway for a new attack didn't look realistic either.

Sounds much better. When are you planning on releasing a new demo with all of these fixes?

No, I don't need the sprites anytime soon. The dungeon isn't even half finished yet. I can start programming the boss anytime I want but it'll be a while before he can be implemented anyway.

The next demo was planned for this weekend. The inbetween fixes took some time, but I may still make it. There are just a couple of problems left with the respawning enemies / containers that need fixing. Nothing too mayor.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 13, 2009, 12:33:22 pm
As requested the new demo. I'm still working on some small fixes but I figured I'm always working on some small fixes. XD

The largest changes/additions in this in this demo include:
- Another new enemy (the plant thingy)
- Customizable controls
- The game now closes by pressing esc on the game select screen.
- Respawning enemies and pots
- Added a random item generator (only actually used for the grass and the enemies)
- Lot's of other small fixes and changes.

Known issues:
- Walking outside will respawn keys.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Raen on June 13, 2009, 06:59:48 pm
Well, I just downloaded the demo. This is some really good stuff! I'm really glad to be working on it with you.

However, I did notice some things. First of all, there is some weird sprite distortion with Link's walking animations. Occasionally Link gets all blurred and messed up, I don't know why. Also, there is some weirdness with collision, specifically with how far away some enemies can hit you from (for example, the tentacle guys would hit me when I could have sworn I wasn't that close), and Link's sword doesn't seem to hit quite far enough. There are also some things that just feel a little off, like the default controls, and some of the animations (go play LttP and watch the speeds of animations and such in that game, it'll help you get the feel right here).

Also, is the dungeon completable (well, somewhat at least, I know you don't have some rooms done)? Maybe it's because I was trying to just blaze through, but I got to a room with a torch that I could have sworn I was supposed to light, but I didn't have a lamp.

Anyway, this is really, really good, one of the best fan games/engine's I've seen, and it's further along and more polish that most fan games get.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 15, 2009, 06:06:55 pm
Thanks for the compliments.

I don't own the original game anymore. I'll get it for the Wii again eventually but I find it best to not play and compare for two reasons. One: my self motivation would plummet. So much to do in so little time. XD Not to mention the complexity of the things not yet done. Secondly because I'm not trying to copy the game completly. That's impossible. The goal is to create a game that has solid gameplay on it's own. It'll always be considered a clone, but I look at it as a tribute.

PS: I know about the controls. That's why I moved customizable controls up on the list. Please, feel free to experiment with it and tell me what you feel are better controls. I might also do saving pretty soon to make it so you don't have to reset the controls every time.

Anyway. On to those issues you mentioned.
I can't fix the blurring or the collisions. The blurring is probably computer related and I can't help with that. The collisions are pixel perfect. It just feels inaccurate. I have noticed this before and I might look into it some more when the first dungeon is nearing completion. The same goes for the sword swinging. I noticed it and will look deeper into it when the dungeon is nearly done.

As for now. I'll be glitch hunting these comming days. After that I hope to include some more features again. Here are the glitches I found, have fixed or am working on:
- Respawning keys by exiting the dungeon (fixed)
- Not resetting of conditional doors and pressure plates when exiting the dungeon (fixed)
- Items dissappear but leave shadows behind (fixed)
- Map menu shows incorrect data (fixed)
- The Master Control Tile dissappears because dissappearing items (fixed)
- Items dissappear while in pauze mode (fixed)
- Reviving from death does not yet reset the image of a bottle very if you have that one equipped (fixed)
- Poking a container results in the poking visual and sound (???)

UPDATE: There is no end to the game right now. That room with the torch is as far as you can get. I haven't programmed the lantern yet so there isn't much to do. After we've finished those 4 rooms (one excluded) you'll be able to open the master chest and see a early credits screen which has already been made. Demo's after that will probably have the same goal but each time with slightly more stuff you have to do to get there. The final demo will feature the boss in the final rooms beyond.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 15, 2009, 11:57:01 pm
...this is really, really good, one of the best fan games/engine's I've seen, and it's further along and more polish that most fan games get.

I totally agree, and that's why I decided to pitch in and help in any way I could. I think this project has tons of potential.

Also, Martijn dh, I have just finished my final exam and I'm officially on summer break! Yay! XD So I'm actually working on those sprites right now. I just wanted to let you know.

Also, I'm downloading the newest demo. I will see if I can find any other bugs in the game that you haven't already listed.

EDIT:

I just found a glitch. If you dash at a wall, hit it and bounce back then slash your sword right before you touch the ground, Link will remain levitated above his shadow. The more you do this the more levitated Link gets. I attached a pic of what happens when its repeated. You'll notice that Link is really high above his shadow. I'm guessing that you could probably press the menu button and have the same effect? Or possibly another button.
You just need to make sure Link lands back in place of his shadow before he can do anything else because it's stopping him from landing fully.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 16, 2009, 06:15:19 pm
Okay, that should be easy enough to fix. I'll get right on it. I've fixed the last problem with the sword poking on containers so you already consider all listed glitches fixed.

Btw, you can all call me Martijn if you want. The letters dh just stand for my last name.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 22, 2009, 04:43:13 pm
Just a small updating post this time. I'll post pics when I'm off this temperary datalimit.

I've now added a workable "sword beam" to the master sword (when you're at full health). I had to make some concessions on the visuals and the masking so I'm really eager to hear how you guys like it (when I release another demo). Just a question in between though. In the original game: what happened when you used the "beam" into the distance? I've now made it so that it keeps going till it hits something tall enough, but that might be a while in the larger area's. It's more realistic this way but maybe less fun probably. So does anybody know how they compensated it in the original?

Beyond that I'm working on implementing some of Raen's rooms and the surrounding area. So you'll definatly have more to explore next time.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Raen on June 24, 2009, 04:50:41 pm
In LttP I think the sword beam disappeared when it went off-screen. I'm not sure on that one, though, I don't have access to a copy right at this moment.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 24, 2009, 05:33:43 pm
Great. You're back. Time to formulate some more requests XD Well, I've got an exam tomorrow so it'll probably become tomorrow afternoon.

I figured as much with the beams. A beam now appears when you have the correct sword, full health and when no other beam object is active. I guess I'll change that last condition to "when there is no beam active within the visible screen". Or something along those lines if the sound still sounds okay with multiple beams.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Raen on June 24, 2009, 05:41:43 pm
I'm not back, per se. I'm still away from home, but with some access to a computer. I won't actually be home until the 27th.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 24, 2009, 06:16:56 pm
Okay, just send me a PB when you're back and ready.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 29, 2009, 07:34:05 am
Martijn,

I just sent you a message. Have you figured out the sword beam thing? I own the original, so I can check on that, except I'd have to play pretty far in to the game to get the sword that shoots the beam. I guess I shouldn't delete all of my completed profiles, oops.

Anyway, like I said in the message, I should be getting more done on those sprites tonight, but I kind of need to know more about the movement and attacks for the boss.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on June 29, 2009, 08:02:00 pm
I've finished programming the sword beam thing. I could post a new demo of it when I finish the mechanisms for pick stuff up and throwing it. I'm guessing it'll be a good two weeks before that's done though. Picking up and walking with a container is practicly done for a couple of regular objects. Throwing, breaking, hurting enemies and using different weights and sizes will take more time.

Check your mailbox for more info on the subboss.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on June 29, 2009, 08:48:15 pm
Check your mailbox for more info on the subboss.

Got it, and also the message with the sprite sheet. That will help out tons!  XD
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on July 03, 2009, 06:41:06 pm
FrozenFire: Today I stumbled across some new errors I've missed, namely objects not stopping when you pauze the game (= press esc). When walking on stairs, jumping from ledges, having items appear and grass break up the pauze mode is not integrated yet. Could you check (this demo or the next) wether or not I missed other objects/actions not pauzing?

As for the general progress so far:
- I'm changing the pick up actions so that you have to grab and pull an object before you pick it up. I'm not really sure how the original played, but I'll continue on this road and let you guys decide how it plays when the next demo's out. The only bother is that it requires me to redo the sprites and timelines. Oh well. Other than that, I'm just making small tweaks and fixes.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on July 03, 2009, 11:45:18 pm
FrozenFire: Today I stumbled across some new errors I've missed, namely objects not stopping when you pauze the game (= press esc). When walking on stairs, jumping from ledges, having items appear and grass break up the pauze mode is not integrated yet. Could you check (this demo or the next) wether or not I missed other objects/actions not pauzing?

Sure. How about you post a new demo and I'll test that? Right now though, I'd like to finish up those sprites for you because they're taking me a while, ha ha.

As for the general progress so far:
- I'm changing the pick up actions so that you have to grab and pull an object before you pick it up. I'm not really sure how the original played, but I'll continue on this road and let you guys decide how it plays when the next demo's out. The only bother is that it requires me to redo the sprites and timelines. Oh well. Other than that, I'm just making small tweaks and fixes.

I will be sure to give you feedback when the new demo comes out!  XD


EDIT:

Martijn, I finally finished those sprites. I sent them to you in a message.  :)

Title: What's been happening with the ALttP game? Did it die? Nope. ^_^
Post by: FrozenFire on July 29, 2009, 11:20:32 am
I apologize for the double post, but I just wanted to let everyone know that this project is in no way dead!

We (Martijn, Raen and I) have decided to work on the project at The Daily Click.

As far as I know, Martijn plans on posting a new demo here and maybe some screenies every now and then, but updates here will probably be rare.

The project is coming along pretty slow, but very nicely!  XD
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on July 31, 2009, 05:11:20 pm
Jup, we've moved production there since I felt we needed some place where we could freely post idea's, dungeon maps and boss sprites without ruining the surprise. I'll post some screenshots when I get my router so I'm not bound by this stupid datalimit anymore.

Anyway, progress has always been slow since I'm the soul programmer (with a fulltime job).

So we are recruiting!

If anyone wants to join the team as an added programmer or as a spriter please send me a message. I'll make a topic in the recruitment area right after this.

Update:
Here are two images of some shading I´m experimenting with. What do you guys think?

(http://img220.imageshack.us/img220/3905/screenshot101b.png)

(http://img98.imageshack.us/img98/9286/screenshot104.png)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Wasabi on August 01, 2009, 11:01:05 am
If you do use that sort of shadowing, it needs to be be above link with alpha blending.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on August 01, 2009, 11:36:16 am
It's already above Link. It's just a little hard to see on those screenshots.

I'm currently using:
draw_set_blend_mode(bm_subtract);
draw_set_color(c_dkgray);

There is one glitch with this I haven't figured out yet. At the start off the pause-state I use screen_redraw() directed at a surface. When I display that surface on the screen the shadow area is gone. Everything below the surface is gone as well. So if Link's head is under the shadow, then the surface shows him without a head. Similar things happen with enemy sprites. The tiles get displayed normally.

So, if you have suggestions then I'm listening.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: DJvenom on August 01, 2009, 02:05:22 pm
hey I like that shadow casting deal you got there!
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on August 08, 2009, 06:09:28 pm
I'm going on vacation soon so here's the latest demo to round of the last weeks of work. Some things are still under construction but then again .. they always are. I'll list the changes since the last demo since most aren't visual. Only for those interested.

Ooh and before I forget. The shading I already showed a screenshot of is not in the demo. It needs some more work (= glitch hunting and altered placement). The anti-fairy at the beginning is also gone. Instead the flying tiles have made a comeback. I improved the collisions between the tiles and solids but I also need to redo some work to get the shield collisions back up to the earlier standard. Finally basic throwing has also been included. You won't believe how long it took me to get it all the way I liked it.

Here is the list of changes:
- Keys no longer respawn if collected
- Doors and switches get reset when exiting a dungeon
- The shadow of items now dissappears along with the item when in another room
- Poking containers is no longer the same as poking a wall
- Death resets the sprite of an equipped bottled fairy
- Added a sword beam
- Redid the pause mode
- Improved the routine of enemies being getting back
- Added 3 more rooms to visit (and some more you can't visit >:D)
- Updated the collisions between flying tiles and solids
- Cannonballs continue to move from room to room
- Made some alterations to the Link walking through doors
- There are now conditional doors that only open when all enemies are defeated
- You can pick up / walk with / run with / throw containers and bushes
- Altered the way paths, rooms and timelines are referenced in the coding
- When link is hurt he turns transparent instead of invisible
- Enemies turn negative when hit
- Some lettering in the starting menu is now yellow
- Rupees etc now turn transparent before dissappearing
- Fix a whole lot of glitches and what not

For those wanting to help: I'm looking for some feedback on the cannonball puzzle room.
Also I'm still looking for a spriter and a programmer to join the team.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on August 08, 2009, 08:27:28 pm
Oh, Martijn, I'm still getting around to checking out that cannon ball room. I just kept getting stopped by all of those glitches I kept accidentally finding (I was born to test video games XD). But with those fixed in the demo, I should be able to make it to the room and get right on that sound effect you want and I can also tell you what I think about the room.

Anyway, have a great vacation!  8)
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Martijn dh on August 31, 2009, 08:35:50 pm
Just to show I'm still working on it. The mechanics I'm working on still need more work before I can show them, but here are some other images for in the meantime.


(http://img27.imageshack.us/img27/1153/screenshot101v.png)

A room Raen designed. I'm still in the progress of implementing it, but it should be done by the next demo.


(http://img116.imageshack.us/img116/9018/screenshot102.png)

The dungeon map (2 out of the 3 floors). The light blue rooms are the ones that you should be able to enter during the next demo. The white one wil be furthest new room you are able to enter.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: Raen on September 02, 2009, 03:24:30 am
I just want to say: This game is going to really be something awesome, I think everyone here will enjoy it. I recognize my bias, since I'm working on it, but it really is one of the most polished, professional Zelda fan games around.
Title: Re: [Demo] Alttp-style game / tech demo -- No name yet
Post by: FrozenFire on September 02, 2009, 03:56:36 am
I just want to say: This game is going to really be something awesome, I think everyone here will enjoy it. I recognize my bias, since I'm working on it, but it really is one of the most polished, professional Zelda fan games around.

Ditto. ^_^

And this is why I joined the project.

Seriously, Martijn is doing an amazing job on programming this game.

 XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 05, 2009, 05:57:06 pm
I'm currently working on implementing the shovel. Believe it or not, but the shovel was actually kinda tricky at first because I had to decide how to handle the dirtholes it can create. It's almost done, but I have some questions about how this worked in the original Alttp to finish it.

So. On to the questions. What happens when ..

.. you try to dig in an area where you can't dig?
You some kind of rejection effect, right? If so, I don't suppose anybody can find me a screenshot or sprite.

.. when dig normally?
Does Link throw some dirt over his shoulder? I'm not really sure that was the case. If so, I'd appreciate a screenshot.

.. when you dig, while standing in the grass?
Does the digging get negated like when you are standing on a solid floor? This one is pretty interesting, since I can't recall ever having tried it.

.. when you cut down a bush and try to dig where the stump is?
I'm guessing the digging get's negated, but I'm not 100% sure.

.. when you dig while in shallow water?
Any different sounds? Maybe Link's action get's negated. Or does he scoop up some water and over his shoulder? Again, can't remember ever having tried stuff like this, since the shovel never was that big of an item.

--------------------

Also we've decided a working title might be in order, so the project will now be know as Horn of Balance.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Theforeshadower on September 05, 2009, 07:42:25 pm
I'm currently working on implementing the shovel. Believe it or not, but the shovel was actually kinda tricky at first because I had to decide how to handle the dirtholes it can create. It's almost done, but I have some questions about how this worked in the original Alttp to finish it.

So. On to the questions. What happens when ..

.. you try to dig in an area where you can't dig?
You some kind of rejection effect, right? If so, I don't suppose anybody can find me a screenshot or sprite.

.. when dig normally?
Does Link throw some dirt over his shoulder? I'm not really sure that was the case. If so, I'd appreciate a screenshot.

.. when you dig, while standing in the grass?
Does the digging get negated like when you are standing on a solid floor? This one is pretty interesting, since I can't recall ever having tried it.

.. when you cut down a bush and try to dig where the stump is?
I'm guessing the digging get's negated, but I'm not 100% sure.

.. when you dig while in shallow water?
Any different sounds? Maybe Link's action get's negated. Or does he scoop up some water and over his shoulder? Again, can't remember ever having tried stuff like this, since the shovel never was that big of an item.

--------------------

Also we've decided a working title might be in order, so the project will now be know as Horn of Balance.
As far as not being able to dig, you here a "tink" noise,kinda like when you hold down the sword button against the wall and I think two "sparks" come off the shovel.  That's if I remember right.  Hold on.  Let me see if I can get some pics.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 06, 2009, 08:23:05 am
If you can get me a screenshot of the spaks, then that would indeed be great.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on September 06, 2009, 08:40:17 pm
I have put the gba cartridge in my NDS, so no screenshots. Also I recommend you get a ROM of ALttP for the gba and use VBA to check these things.

.. you try to dig in an area where you can't dig?
You some kind of rejection effect, right? If so, I don't suppose anybody can find me a screenshot or sprite.
Link sprite plays normally, but there are sparks on the floor. You also hear a ting sound.

.. when dig normally?
Does Link throw some dirt over his shoulder? I'm not really sure that was the case. If so, I'd appreciate a screenshot.
It is hard to see, but there seems to be some dirt going over his shoulder.

.. when you dig, while standing in the grass?
Does the digging get negated like when you are standing on a solid floor? This one is pretty interesting, since I can't recall ever having tried it.
Grass and cut grass produce a rejection effect. No digging possible.

.. when you cut down a bush and try to dig where the stump is?
I'm guessing the digging get's negated, but I'm not 100% sure.
Rejection effect. When digging a plant, you dig the spot you are standing on.

.. when you dig while in shallow water?
Any different sounds? Maybe Link's action get's negated. Or does he scoop up some water and over his shoulder? Again, can't remember ever having tried stuff like this, since the shovel never was that big of an item.
Normal rejection effect, nothing special.

Also we've decided a working title might be in order, so the project will now be know as Horn of Balance.
Horn of Balance, huh. Sounds like a Zelda Title. I'm a bit curious to the story.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on September 08, 2009, 04:13:50 am
I've attached the some screen shots to show how the sparks and dirt look.

I messed up while I was playing through the game and got the ocarina. So I lost my shovel and all I could do was play the shovel game for these shots. Anyway, hope it helps a little.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 08, 2009, 05:44:45 am
Okay, excellent. I can work with that.

Niek: If I remember then I'll post the intro story along with the next demo. I can't say when that will be though.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 20, 2009, 07:10:48 pm
Here is a new demo, since the previous one is no longer usefull.

I mentioned that I would post some story along with the demo, but I sadly don't have the time right now. I've been working on the game all day and I'm kinda beat. I'll have to see when I'll have the time.

So, what's new:
- Digging engine + 2 shovels. The difference is in the randomizing of items.
- Respawning after falling in a pit.
- Bridge shadows (I'd like some feedback on those svp)
- 7 additional rooms to visit
- Some secret action you can do with the boots (post if you actually find this one)
- You can now walk under containers  (= glitch in the previous demo)
- Tweaked the cannonball room / puzzle
- Fixed the credits glitch
- A lot resources are now placed externally (background sounds / character sprites / etc)
- Added the bug catching net
- Fixed a bunch of errors / glitches

I'd appreciate some feedback on the shadows, digging engine and tthe pick-up & throw engine.

PS: I also hid some rupees somewhere in one of the new rooms. Just something I wanted to try to program.

Woops. Wrong demo. I've just corrected the link.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 21, 2009, 05:59:57 pm
The opening story (as promised). This is just a very tiny part of the entire story, which I won't get into that for obvious reasons.

Story beginning (titelscreen intro):

The story starts with Link living with his uncle in the secluded the south west forest bordering Hyrule. The two usualy spend their days doing hard work like chopping wood and forging metal. It's a peacefull existence.

The sky is clear and the two are sitting about on a tree, enjoying nature and talking. Uncle starts on one of his stories. He has a million of them. Most of them about young hero's, princesses, fools, justice and exploring the world. "Today's story is about a young boy who accidentaly stepped onto a portal, taking him into the sacred world of the goddesses. The boy had heard of this world. About it's green lands and clear skies. What he found however was nothing but darkness and death. As he explored the world, he found that it had the strangest creatures walking about. Unnatural and evil. The water corrupted, the buildings destroyed, the ground almost dead. In the end he arrived at the source of the darkness. An enormous monster hellbend on the power of the world safely in his grasp. He started out human, just like the boy, but the power had corrupted and changed him. Now stronger then ever he had no intention of giving up his hold for the boy. The two fought, and the boy slew down the beast. Claiming his prize, the boy used it to transformed the world back to it's original state. Living happily ever after."

The fables and myths Uncle tells change from day to day but Link likes listening to them all the same. The parent in the villages tell them to their children all the time. It helps the little ones grow just and strong. Helping them distinguish right from wrong and teaching things like bravery and balance. Uncle usualy picks them up when they deliver goods. And sometimes he has his own stories.

After the story both Link and his uncle get back up, ready to return to work. There will be a royal festival coming up soon and they will need to work extra hard if they want to prepare there gift for the king's daugther, Zelda.


Story beginning (ingame):
Link wakes up, grabs his trusted boomerang and meets his uncle outside. Today is the day they will set out for Hyrule Castle. They've worked hard this last week. All in order to forge a masterpiece sword to present to princess Zelda on her 16e birthday. Rumor has it the princess will be considered of age during the festival and that she shall be wed off. Link has never seen this princess, much less set foot far beyond the forest borders. So he is eager to see the castle and help present the gift he too helped craft.

The two leave in the early morning and travel direct for Hyrule Castle. Nearing it's borders they are stopped by some soldiers. Appearently commoners visiting the festival are no longer allowed to carry swords or other weapons by order of the king. Gift or no, the rules are absolute and Uncle can not pursued the soldiers. Feeling there should be more to it he requests to be let by, hoping an adiance with the king will get everything sorted out. Instead he is forcefully taken arrested for his persistance as a suspicous character. The previous sword gets confiscated. The only reason Link is ignored is due to some good words from him Uncle and his young age. The boomerang he is carrying adds to soldiers feeling some pity. Before Uncle get's taken away he is able to tell Link that he should make is own way to the castle town. He still believes all will be right when he speaks with King and thus suggests they will meet again soon.

Uncle and Link had previously decided to meet in the town's square and now Link now takes the longer way around to get to this location hoping everything will already be alright when he arrives.

[Around this point, maybe sooner, will be when you take control of Link and thus this is where my story ends. There is plenty more, but I don't want to spoil anything more]
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 07, 2009, 05:47:55 pm
Here's a video I made out of boredom today (been sick this week so I've got far too much time on my hands right now). It doesn't show too much more then the last demo but it might be fun to watch if downloading the demo is to much of a hassle.

http://www.youtube.com/watch?v=xX1QwfxvDwk

Note that this is done in my developers version. The demo doesn't have those colored backgrounds.

Sorry about the lag. My laptop somehow can't seem to handle the game at 30 fps when the recorder is on and it's at fullscreen mode. How is the performance on other computers?

Also sorry about the couple of small glitches you'll see. They took like 5 sec to fix afterwards but yeah.. some always slip through somehow.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: TomPel on October 07, 2009, 06:24:06 pm
Ahh, loved the video! Looks very professional, although the lagging was kinda annoying.
Keep up the good work!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 09, 2009, 05:33:55 pm
Yeah, the lagging is pretty terrible. :-\

Thanks for the kind words. It's always nice to get a response once in a while.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 28, 2009, 06:17:35 pm
Just wanted to let you guys know progress will stop to a grinding halt for a while. I met a girl I'm starting to like more and more.... so yeah. Priorities right? Ooh well, it'll make waiting for GMare a lot more bareable.

For those who have been following my progress. Don't worry. I've been working on this for a year now. I finish what I start so do expect to hear more from me again after a while.

In the meantime. Here is a picture of one of the latest rooms I was designing. It's part of the waterworks / sewers below Hyrule castle. This area will be placed before the first dungeon from the demo and will hold some rather straightforward design and obstacles. Nothing too complex as it will be the first (sub)dungeon in the game. (It's still being developed as you can see by the colors here and there)
(http://img18.imageshack.us/img18/6532/underneathhyrulecastlep.jpg)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Raen on October 28, 2009, 06:24:08 pm
Lookin' good as always, Martijin!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on October 28, 2009, 07:00:42 pm
Just wanted to let you guys know progress will stop to a grinding halt for a while. I met a girl I'm starting to like more and more.... so yeah. Priorities right?

Yes yes, most definitely right. I was starting to feel bad that I was barely doing anything (meaning nothing) to help you with your project. Work and college take up most of my time, but I have used my free time to finish my CD cover and logo for the music album I'm making and I'm also in the middle of making the first song for it. On top of that, I've also been working on some custom Link sprites for my game, also finished planning what old and new items I will have in my game, stuff like that. As well as reworking my story and what little of the walkthrough I have.

So, with what free time I've had, I have used it mostly to work on my music and my Zelda game, but I haven't done anything with the project. When I have a break after this quarter of college is over, I will have more free time, so I'm pretty sure your game will get on my priority list again, but for now, it's off of it.

Anyway, when I'm ready to help test again, I'll let you know.

And good luck with your new special girl! ^_^  XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 28, 2009, 07:27:23 pm
Thanks guys. I already had the sewers pretty much worked out (= placements of the rooms and their approximate contents). Like the 1st dungeon floors. I could post that with the 3 others rooms in it on our forum if you're interested.

I also have the plans ready for the actual pushing and pulling of objects and switches. Along with some minor visual additions. So I can always just jump right back in.

You've been busy Frozenfire. If I can help you out for a chance, let me know.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on December 14, 2009, 02:09:21 am
Hey guys, just an update on the link for the demo.
I KNOW THE LINK FOR THE DEMO IS DEAD.

I have sent Martijn a message, so hopefully he will get it soon and will be able to upload another demo for ya's! ^_^

(And maybe it'll have more content?? Martijn has been a bit busy, so we'll see what happens. :))
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 14, 2009, 06:22:26 pm
We'll, we just broke up so I might put more time into this hobby again. We'll have to see how things work out this month (with work and all) but I'll definatly continue this.

In the meantime: it's nice to see some interest in the game again. XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on December 14, 2009, 11:30:30 pm
I'm really sorry you guys didn't work out Martijn. :(

I do hope you'll have a chance to get another public release soon, but don't kill yourself to do it or anything. :P
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 25, 2009, 12:15:44 pm
Just wanted to let you guys know that I'm still alive. I'm pretty confident that I'll be able to release another demo at the end of the weekend (v 0.9).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on December 25, 2009, 06:38:28 pm
Just wanted to let you guys know that I'm still alive. I'm pretty confident that I'll be able to release another demo at the end of the weekend (v 0.9).

Will this demo be in GM8 now?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 25, 2009, 06:52:14 pm
Yes.
Any errors or glitches with the previous demo so far?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on December 25, 2009, 07:18:26 pm
None so far. It seems pretty solid. However, I haven't done a whole lot of testing because of Christmas stuff, work, life in general, and some family things (my grandpa died almost a week ago). It's been a little crazy to say to say the least.

And now it's Christmas time for me. So I won't be doing any testing for a few days. Actually, I should be getting off of ZFGC to get ready for all of the stuff with the family. :P

Good luck on v 0.9!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Ethelon on December 25, 2009, 07:29:52 pm
eh, can someone upload to something other than whff since it's down?

Thanks
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 25, 2009, 07:30:14 pm
My condolences.
No worries about the demo and such. I'm sure we'll talk again afterwards.

Ethelon: That's why I'm working on finishing the next demo this weekend. Because the previous demo is lost. I'll make it more clear in the starting post.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 27, 2009, 09:28:01 pm
So, after a week of hard week I'm still not happy with the demo, but whatever. I said I'd post a new link and so I have. Man, I'm tired right now :-\

Now then. I am expecting several glitches and such. Since I have been changing a lot of things lately. So expect a fixed up demo in a couple of weeks for all the stuff you are able to find.

I DO APPRECIATE FEEDBACK!! All the feedback. XD

The latest changes for this demo are:
- Renamed and ordened all the ingame sounds
- You can now grab the large chest
- Added and tested multible dungeon(floor)s
- Finished (dwindel)staircase transitions
- Added more rooms (and a secundairy "dungeon")
- Chest appears through floorbutton
- Staircase appears through trigger
- Localised moving backgrounds
- Converted game to gamemaker 8
- Map menu can now handle single floored dungeons (+ now has a variable background)
- Converted all external sprites to .gmspr
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Ethelon on December 27, 2009, 09:56:53 pm
Whenever I load a file (or when I tried to make one), I got this:
___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 2
for object obj_Master_Control_Tile:

File is not opened for reading.

Nice menu though =P, I don't like how enter is select however.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 27, 2009, 10:13:38 pm
Did you take out all the files? You will get that error if the program can not find the external resources like the sprites or music.

By select you mean the ok button? What is wrong with enter being select? Maybe I can fix it if it's a particular moment somewhere.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Ethelon on December 27, 2009, 10:40:30 pm
Take out the files? Like put every file you have in the resource folder and subfolders in there and put it in the same place as the exe?

I opened your exe and extracted, and ran it, and got the error when I pressed end after choosing my name, or trying to open one of your existing files.

And yeah, I mean the ok button, I'm not sure what your normal game control are, but I'd have preferred sometihng like Z or X, so I could select faster. Else I'm doing it all with my right hand.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 27, 2009, 10:55:18 pm
The folder next to the exe needs to be next to the exe after you extract it. It's really simple. The program looks for the needed resources based on it's own position. If you still have the problem after having done that, then I'll have to check myself. The principle worked fine the last 3 demo's so I see no reason why it should not work this time.

The enter button is not the only button for ok. You can use G since Enter is the extra. This is mentioned in the first post, the option menu and the in game info screen. Esc is an extra for the cancel button.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Ethelon on December 27, 2009, 11:14:53 pm
It is next to the exe, I never moved anything.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 27, 2009, 11:17:01 pm
Then I'll check it out tomorrow. Anybody else have this problem?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Xfixium on December 27, 2009, 11:34:10 pm
I didn't have the problem Ethelon is talking about. Could it possibly be a file permissions problem? I have played the first demo you brought out. It was very promising, and it looks like you've really built upon that. It does capture the alttp feel. In my attempt to debug, I did find some issues. I also attached images of them.

+ Link does get distorted at times.
+ Some surface artifacts appear at certain times. Maybe the surface not getting cleared out before using.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Sahittam on December 27, 2009, 11:41:39 pm
Anybody else have this problem?

No, it works just fine for me.

Now some feedback:

In door in the first attached Screenshot looks like it is open, but it's closed (collision works). I remember it is closed from previous demos.

When you stand right in front of a door to another room and swing your sword the sword beam doesn't "break", but continues flying in the other room.

In screenshot 2 I could walk while the textbox was there. When I opened another chest the textbox did stop me from walking, so it's the problem is only for this chest.

Once, when I shot a swordbeam at two pots standing in a line the swordbeam ignored the first pot and broke the second pot, but a second swordbeam then broke the first pot.

When you walk north with a wall to your right and then additionally press Right, you move north faster than if you had pressed only Up. This of course works in all other directions too. Or at least it seams faster to me.

OK, that's all I could find for now.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on December 28, 2009, 01:25:02 am
Anybody else have this problem?

No, it works just fine for me.

Works great for me.

Besides what was already said by others, I have found no new errors.
However, I do think it feels weird that I can keep my sword charged even when I get hurt by an enemy. Because of this, I can back up with a charged sword straight through the enemies and kill them (attached pic is an example). I wouldn't consider it a glitch really, but it just doesn't seem right somehow. I think it's the way Link gets hurt; there isn't any "hurt reaction" from Link besides flashing. Link needs to bounce back a little or something, right?

Still, it looks like you've gotten a lot of glitches out. Nice work Martijn!



Ah! Just found a glitch. If you release a charged sword attack, you seem to be invincible(?). I was able to let those cannon balls pass right through me without taking damage, simply by releasing a charged spin attack (2nd pic attachment).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 28, 2009, 06:10:29 am
Great. That's some valuable feedback guys. I'll take a look at them after work.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 28, 2009, 08:56:01 pm
Time for some answers.

Ethelon: I can't replicate the problems so I don't know what's wrong. I'll leave it at that till more people have trouble.

Xfixium:
- Ah yes. The distorted character. I remembered somebody (=Sahittam) making a comment about the same thing way back when. I just forgot about it along the way. NotAlphaMan from another forum was quick to help me out. It's fixed now, but the same thing might still occure with other moving sprites I've missed. Instead of going through the entire game checking all objects, I'll fix it as it pops up.

- The other two images are the same problem. It's fixed but I can't check the result since I do not have these problems. Could you please check again sometime when the next demo is out?

Sahittam:
- The door has been fixed. I've been redoing all the doors so that I don't have to use a sprite per direction, but only one sprite angled. I made a typo on that one.

-The swordbeam vs doorways took me a minute. XD This actually doesn't sound like a problem. The doors do not stop the swordbeam. It's the invisible transition below that stops it. So we are probably talking about a door that does not yet have an actually connection to the next room. Could you describe the location so I can be sure?

-The swordbeam vs containers is a choice of mine. I am using two sprites for the beam. One is a rectangle for hitting walls etc. Vs other things like pots it uses the actual sprite. So there can be freak instances where an object or small enemy is missed by the beam. It wasn't the original plan, but I kinda like it. Makes it a little more realistic and challenging.
Is this what happened in your situation, or am I way of?

------

I'll have to see about the rest of the issues tomorrow.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Sahittam on December 28, 2009, 10:23:49 pm
-The swordbeam vs doorways took me a minute. XD This actually doesn't sound like a problem. The doors do not stop the swordbeam. It's the invisible transition below that stops it. So we are probably talking about a door that does not yet have an actually connection to the next room. Could you describe the location so I can be sure?

No, it's a door between two existing rooms. I've attached pictures. To recreate this, walk through a door, then turn around and shoot a swordbeam, and as soon you can move, go through the doorway again. Then you'll see the swordbeam at the edge of the screen.

-The swordbeam vs containers is a choice of mine. I am using two sprites for the beam. One is a rectangle for hitting walls etc. Vs other things like pots it uses the actual sprite. So there can be freak instances where an object or small enemy is missed by the beam. It wasn't the original plan, but I kinda like it. Makes it a little more realistic and challenging.
Is this what happened in your situation, or am I way of?

Yes, I believe that's what happened.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 29, 2009, 06:30:48 am
In that case the two issues are probably the same. There is a tiny opening between a wall and an transition object. I did not believe it was possible, but I guess the beam sneaked past that.

I should have now solved it by using the rectangular mask for collision vs transition objects. Seeing as how that is broader.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 31, 2009, 10:11:30 am
Time for more fixing.

Sahittam:
-Being able to walk away from the large chest has now been fixed.
-Walking along slopes have now been altered (= you now walk slightly slower instead of faster, which would make more sense). It was indeed true that it would speed up the character. That's because walking diagonaly has a greater speed than walking straight and the coding did not compensate.

Frozenfire:
I'll take a look at your comments next. I agree but I also want to test the effects a little before implementing since it might make the game a lot harder. Being able to get hurt while spinning I mean. Not that that's a bad thing though. It's a choice between playability and realism I guess. Anybody have any comments on that?

Did you get a chance to read my idea on the other forum btw?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: ZFG on December 31, 2009, 01:22:48 pm
You mind telling me how you got the room transition?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 31, 2009, 01:49:38 pm
Sure, no problem. I'll just go over the basics.

For it to work you start with creating both rooms in the same (gamemaker) room. Make sure the path in between is placed above the character so you move under it and it feels like you're walking through the door.

So far it's just cosmetic. Next create an (in)visible object that has a collision effect with (the mask of) your character. When they collide you start a timeline that makes the character walk for a predetermined distance. Do not try to use a path. I personally use a function to pause the game while doing this and a variable to indicate the character is out of your control. Otherwise you would still be able to move him around and such and that is not good.

Now the tricky part. The view. In my game I have a object per dungeon. In that object I store coordinates and roomnumber per room. These are used to determine the upper left and lower right corner of the room. The view is centered on the character but every step I check wether or not the upper left corner of the view is past the upper left corner of the current room. If so then I reset the view. Think along the lines of view_xview[view_current] = room_topleft_x. That is how you only see the current room.

When you collide with the transition object simple turn this function of. Switch the number indicating the current room to that of the next room. And then turn it back on after the movement is done.

That's the most of it. Feel free to ask more details if it's unclear. I'm sure there are other (possible better) ways of doing this, but I kinda like this one.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 01, 2010, 12:46:53 pm
Okay. I've worked on the last of the comments and a fixed demo is now up.

Frozenfire: I've made it so you can now be hurt while swinging your sword, doing a full swing and sword charging. It does indeed feel a lot more natural this way. The effect of getting pushed back by the enemy is not yet included. That will require me to work on (or interrupt) the movement engine. If I'm going to do that then I want to do it right and also add sliding, swimming and pull so I'll do it at a later date. When I've figured out how to accomplice that.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on January 02, 2010, 12:59:41 am
Frozenfire: I've made it so you can now be hurt while swinging your sword, doing a full swing and sword charging. It does indeed feel a lot more natural this way. The effect of getting pushed back by the enemy is not yet included. That will require me to work on (or interrupt) the movement engine. If I'm going to do that then I want to do it right and also add sliding, swimming and pull so I'll do it at a later date.

Sounds great Martijn. Btw, I'm going to do some major testing tonight (on version 0.9.1). If I find any errors, I'll post them on TDC.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 19, 2010, 09:34:18 pm
Just to show I'm still working on it.

There are three rooms I am currently working on, this being the first.
(http://img233.imageshack.us/img233/6081/screenshot103l.png)

Design isn't my strongest point (= still looking for a level designer), but I kinda like it. The green chest is a secret within the dungeon. One of two actually, but neither one will be needed for the completion of the dungeon. So don't feel bad if you can't find it. Think more along the lines of a heart container / trading sequence item.

A little hint for when the next demo is done: it'll become clearer with a map and boots.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 23, 2010, 06:50:21 pm
Just another screenshot to show progress. Three rooms turned to seven eight so now there are only seven six dungeonrooms left unfinished. Meaning the dungeon is slowly but surely getting finished from a design point of view.

(http://img689.imageshack.us/img689/7621/screenshot105c.png)

Frozenfire: There is some more stuff posted on our forum (2 topics).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Wasabi on January 24, 2010, 01:08:55 am
wow... why so many doors?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Dark-Hylian on January 24, 2010, 04:05:19 am
Most likely for the rolling black balls, lots and lots of em apparently. DJ, looks great, can't wait to see this finished.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on January 24, 2010, 08:41:50 am
I have to agree with DL, why the many holes in the walls. They do not line up for cannonballs to shoot through. Do they serve any practical reason or are they for decoration.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 24, 2010, 10:09:47 am
Yup, they do have a purpose.

I was thinking of adding a trap room where you get flooded by enemies. And since enemies need to come from I've added so many holes. That's the underlying idea anyway.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on January 24, 2010, 10:28:39 am
Yup, they do have a purpose.

I was thinking of adding a trap room where you get flooded by enemies. And since enemies need to come from I've added so many holes. That's the underlying idea anyway.

how about making them come from crumbling walls? like in FSA
then one enemy group coming after another opening those holes
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 24, 2010, 10:36:55 am
I was thinking about small enemies like those plant things and maybe snakes (for there attack patterns). It is meant as a brainless flooding trap so the enemies will not do anything outside of their normal routines. I like the idea of waves, but that is best kept for another time. I've put it on my "idea-list".

Using crumbling wall? I assume you mean like the holes you can walk through yourself (it has been a long time since I played four swords). That would also be an option but you can't go through them yourself. With these holes it is clear that they are oneway. It fits the theme a little better too I think. And this is intented to come off as an designed continues trap. Like it is doing exactly what it was build to do. Namely trap and kill off intruders.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on January 24, 2010, 11:34:18 am
I was thinking about small enemies like those plant things and maybe snakes (for there attack patterns). It is meant as a brainless flooding trap so the enemies will not do anything outside of their normal routines.

With these holes it is clear that they are oneway. It fits the theme a little better too I think. And this is intented to come off as an designed continues trap. Like it is doing exactly what it was build to do. Namely trap and kill off intruders.

i don't think its clear one-way
some tile suggestions for "small enemies trap"

because it just looks like you'll have to run from a big black ball an not like something is inside these holes trapped until it's going to be set free i suggest a smaller entrance for enemies falling through or a cage which is opening

(http://img145.imageshack.us/img145/6082/hob.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 24, 2010, 11:52:20 am
Okay. I misunderstood.
These are great suggestions.

The first two look great. I'll definitely try those. The next two are a little iffy. Those probably only look right from above. The last are already used in the second area (=blue dungeon) so they are already associated with the water. The blue area will be positioned before the green dungeon. I do really like the idea of them opening like that so I'll save those for a later date. I already had somewhat simular planned, but these will add brilliantly.
...
I'll try it out. Thanks for the input!

Btw: There is a secundairy area with random holes in the wall. I might as well post it below since people are interested. The red indicates how the blocks need to be moved, but that will be removed later on. It's just there for me as reminder of how to program it later on. Any comments on these rooms. These holes are purely for decoration. They had a function but that got scrapped. These two rooms are connected.


(http://img168.imageshack.us/img168/5500/screenshot104k.png)
(http://img689.imageshack.us/img689/1541/screenshot103r.png)

------------------

Edit: Here is the revised room.
(http://img36.imageshack.us/img36/6389/screenshot107e.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on January 24, 2010, 03:17:15 pm
Hmm, letting enemies come out of it is also a nice idea.

(http://img689.imageshack.us/img689/7621/screenshot105c.png)

With this room I was think about that you need to go through one hole and you come out of another and thus need to do the correct sequence to open the doors.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 24, 2010, 04:00:05 pm
Interesting idea. I'll write it down for later.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Dark-Hylian on January 24, 2010, 04:47:59 pm
Maybe a series of "I shoot the arrow in here and it comes out over there" type things to hit a switch. Just an idea. Anyways, looks pretty nice.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 24, 2010, 04:57:22 pm
Yes. That would make for some interesting constructions. The same could be done with light (reflection) etc. Interesting.
I'm writing it down as well. There are also a lot of idea's I have myself that do not fit in the first dungeon. So I write down everything that comes to mind and save it for later. It'll be a while (read: somewhere between 2011 - 2015  XD) but everything will eventually make it's way into the game.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 01, 2010, 08:22:59 pm
Just another screenshot to show I'm still making progress:
(http://img237.imageshack.us/img237/3701/screenshot100z.png)

I've also got a question this time around:
Should Link be able to move blocks (etc) in a sidestepping motion?
Or will pushing ahead and pulling backwards be enough?


It's a little tricky to build, seeing as how the needed sprites of link don't exist yet.
I'm also not really sure if it's needed from a gameplay and/or nostalgic point of view. :huh:
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on February 01, 2010, 08:43:30 pm
I've also got a question this time around:
Should Link be able to move blocks (etc) in a sidestepping motion?
Or will pushing ahead and pulling backwards be enough?

I wouldn't do it, unless it is necessary for a lot of puzzles. But I think it can make puzzels to easy.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 02, 2010, 06:54:26 pm
Yeah, that's true. I'll just leave it out then. There is always time to add it in at a later date anyway.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on February 03, 2010, 08:19:59 am
I've also got a question this time around:
Should Link be able to move blocks (etc) in a sidestepping motion?
Or will pushing ahead and pulling backwards be enough?


It's a little tricky to build, seeing as how the needed sprites of link don't exist yet.
I'm also not really sure if it's needed from a gameplay and/or nostalgic point of view. :huh:

I thought about it a little and I don't see any real point or much of a use for it. It just seems a bit unnecessary game play wise. I'm all for adding new things for a new experience and for fresh game play, but this is just one of those things that I don't see as being much of a contribution to the game as it would be a hindrance, if you get what I mean.

... I'll just leave it out then. There is always time to add it in at a later date anyway.

I often file away ideas when I think of something neat that just doesn't fit with what I'm doing at the moment. Who knows, it could later fit in just fine.

It's like video editing (how my brother and I do it anyway). Sometimes you get great footage that you want to keep, but it just doesn't contribute to the overall goal of the film. It gets cut out and set aside (but not deleted). Sometimes you go back to the scrapped footage and put it back in the film (or just part of it) because, after further editing, it seems to work with the film.
I'm basically saying, don't force it in if it isn't going to make the game better, but don't just scrap the idea because, as the game is further developed, it might become useful. Anyway, that looks like what you're doing and that's what I do too.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Ventlo on February 04, 2010, 12:00:41 am
 :)~Great game you made~:)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 06, 2010, 06:43:52 pm
Progress update:

>Adding the ability to pushing and pulling movable objects is basically done, except for the sound and a minor detail in the animations. Sound really isn't my thing so I'll leave that for now. The animation is something to look into. In the original game there is no animation for pulling apparently, so I have to make it myself. Only pulling left and right requires an edit so it shouldn't be TOO much work.

>Since I was working on movable object, I decided to implement them right away. Most notable is that movable objects now interact with floor switches. Meaning the next demo will have more rooms to explore since this was needed to advance.

>I've added in a warp tile. It's not exactly like in the original since I'm not really sure how it was done EXACTLY. But it close enough (for now :)). I'm not too confident about the sound though. I seem to recall sounds can get distorted when used while switching rooms. That'll need testing on computers other then my own.

I've attached some sequential screenshots to show how the warping goes right now.

FrozenFire: if you're reading this. I'll post a demo tomorrow. If you could warp around once or twice I'd appreciate it. Testing it fully can wait for later.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on February 06, 2010, 07:04:11 pm
look at this: http://www.youtube.com/watch?v=ORJJWJCtQ0M in that glitch video are both kinds of warp the first at the beginning and the second is in the middle of the video inside the swirl... both show now already a failure in your variant ;) the hud and links sprite isn't affected from the warp effects
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 06, 2010, 07:05:59 pm
Already fixed the HUD after posting. I'm not too sure about the character through. It works if the character stays in the center, but not in the other situations, so I'm still pondering on that.

-------------

Edit:
Tried it out, just to see, and it's okay. The character does however jump if the view is not identical in both locations. I'd have to redesign some rooms to make that happen and that's not really what I'm going for. Maybe I could add in a darkening effect as well making the transition less sudden. Not sure though so I'll try to leave it alone for a bit and ponder on it.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 14, 2010, 03:50:37 pm
Here is the weekly update:
(http://img11.imageshack.us/img11/3466/screenshot113o.png)

I've finished the key you need to ram of a pillar. For now anyway.
And as you can see more enemies have been added. It's just modest for now. I'm redoing all creation coding of the enemies in order to implement enemy weaknesses and immunities. Like these cyclopes being weak towards running into them and obviously arrows.

BTW. These enemies will not stay there. It's just for testing. This room will be a puzzle room just to get into the dungeon. I do hope to implement a lot more enemies in the next demo.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on February 15, 2010, 03:59:15 am
Martijn, I just noticed the screenshots of warping, showing that it works perfectly fine for you. I wonder why mine messes up so bad with it?! Anyway, I pm'd you with screenshots of the problem and another glitch I found.

Also, the project is looking amazing, both here and on TDC. Great work Martijn! XD


Unrelated to the topic, 500th post, WHOOOO!!! Working toward 1000 now. :P
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 21, 2010, 07:04:30 pm
Just a little weekly update.
I've redone 3 out of the 5 enemies from the ground up so that we can now do this:

(http://img213.imageshack.us/img213/7960/screenshot100b.png)

Well. There are more benefits but as it stands right now the colors have become variable. The gray is just a placeholder till NotAlphaMan finishes mapping out all the needed colors.

Redoing the enemies also has the benefit of more uniform (= less complex) object relations. And I'll be implementing a new system to determine the damage Link and enemies do to each other. It'll be pretty much like it was in the original except maybe for the actual stats, but that's up to FrozenFire.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 28, 2010, 08:07:36 pm
Nothing much to report this week in the way of new features. I'm still working on grouping together the enemy objects and scripts (just one enemy left to do). It's a lot more work then you'd think but it's getting there. All enemies, hazards, projectiles and bosses should (more or less) use only one set of objects when I'm done. Beyond that is the damage system I'm working on as well. So all in all not progress that can be shown. Maybe next week.

Btw. There are two things that would help right now. I'm still looking for a sound effect for Link walking on metal. And I'm still looking for someone who is willing to done a couple of customized skeleton sprites (I've done some by now, but my spriting skills suck XD). Just thought I'd mention it again. I'll bump the respective request topics in a week or so.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on March 01, 2010, 07:26:03 pm
Congrats with the PotM.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 01, 2010, 07:51:16 pm
Thank you.
And now it's back to work to show some new content this month.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Aero88 on March 04, 2010, 05:47:49 pm
Okay I tried to demo and overall am very impressed.  It deffinatly feels like zelda.  Just a few suggestions.

-Link should walk faster
-Enemies seem kind of slow as well
-When you have the master sword and shoot the magical swirl it spins the wrong way when you are facing up or down.

Keep up the good work and congrates on Potm!  I look forward to seeing more.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 04, 2010, 06:12:32 pm
I see what you mean with the swirl. I'll put it on my list. It shouldn't be too much of an hazzle to edit. I need to do some revisions to the character attack means soon anyway.

As for walking speed and enemy speed. Gameplay tweaking is for later. I'm not too worried about that. Besides. You can only see the slowest cyclops gaurd and some weak plants in this demo. It'll become more challenging as I add more.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on March 04, 2010, 11:10:57 pm
...
As for walking speed and enemy speed. Gameplay tweaking is for later. I'm not too worried about that. Besides. You can only see the slowest cyclops gaurd and some weak plants in this demo. It'll become more challenging as I add more.

And this is actually partly what I'm in charge of now, so thanks Aero88, I have noted those things. Luckily, I own Zelda 3, so I can play both the original and Martijn's simultaneously and get a better feel for what needs changing. This does not mean we're trying to mimic ALttP exactly, but I actually hope we can improve on a few things (after all, LttP was made a while back) and I think Martijn has already been doing a great job at making some things feel even better than in the original LttP. That is, imho.

Also, after Martijn gives me a new beta to fool around with, it is planned that I will record amazing gameplay footage for you all to see (good fps with non-choppiness, yay!). So, we're working on that ("we're" meaning Martijn XD).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on March 04, 2010, 11:20:47 pm
It looks highly faithful to LttP, almost like the SNES sequel that never was using the same engine. So that's frickin' awesome! Looks great; should've voted for this instead of Surface this month (no offense Mammy). I really need to check out threads before voting.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 06, 2010, 04:31:49 pm
:huh: I missed this post appearantly. Thanks for the comment. That is what I'm going for so I'm glad you like it so.

As for progress this week. I'm still working on it but the shield mechanic has now at least been redone. As well as the last of the enemies from the current demo. Man, that look a lot more work then I thought it would. With that done I can more one to finishing a new enemy and then the new damage system. I'll see about putting up a new screenshot of things by the end of tomorrow.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: kremling on March 07, 2010, 04:40:18 am
I found an error!
When you press control alt and delete an error will come up and can't be ignored. : (
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 07, 2010, 06:10:48 am
Yes, that is correct. Somehow surfaces get missing when that happens. The same thing also happens when your computer goes to standby while the game is running.

I do not yet know how to fix this.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 07, 2010, 10:34:10 am
Just a quick question. What looks beter? (I'm not talking about the colors).

(http://img268.imageshack.us/img268/1878/screenshot100n.png)

vs

(http://img116.imageshack.us/img116/9018/screenshot102.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on March 07, 2010, 11:07:32 am
Just a quick question. What looks beter? (I'm not talking about the colors).

(http://img268.imageshack.us/img268/1878/screenshot100n.png)

vs

(http://img116.imageshack.us/img116/9018/screenshot102.png)

and "what" are you talking about?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 07, 2010, 11:08:31 am
Room shapes.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on March 07, 2010, 11:12:01 am
I'd say go with the second one, simply because it'd probably be a lot less work for you in the long run.


Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 07, 2010, 12:20:23 pm
That's true. But aside from that.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on March 07, 2010, 12:21:32 pm
I have to agree. Rounded rooms and oddly shaped rooms just do not fit ALttP style. And it probably is more easier to make a generic tile set for the second one.

I do have to say that it was far more difficult to see the shapes on the first one than the second one.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Wasabi on March 07, 2010, 12:23:44 pm
second room shapes looks better. No need to have have it so detailed anyway. And if I remember lttp didn't have oddly shaped/rounded rooms.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 07, 2010, 12:28:32 pm
second room shapes looks better. No need to have have it so detailed anyway. And if I remember lttp didn't have oddly shaped/rounded rooms.

It did. I only noticed a while back otherwise I would have made it like that before.
I'll post a clearer image of the first image just to make a more fair comparission. (I keep running into tiny faults to fix while walking through the dungeon, so it might take a little while ::)). The comments so far seem pretty clear though.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on March 07, 2010, 12:36:52 pm
The only rounded room on a map was the boss room for the third pendant. But at least that one was large enough to warant it. Making rounded and oddly shaped rooms in such small size and with that lot next to one another kind of hurt the eyes a makes it somewhat more difficult to navigate.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 07, 2010, 12:45:24 pm
There were more situations, like in the dark world's swamp level if I recall correctly.
What you're saying however is true. I'll post a clearer image later on. And if noby changes there mind after that, then I'll go back to the previous style.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 07, 2010, 06:15:55 pm
These are all the rooms currently finished (with the excepting of the lower floor).

(http://img408.imageshack.us/img408/6132/screenshot101.png)

Everybody still likes the old situation better? With the square rooms?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on March 07, 2010, 06:35:55 pm
Everybody still likes the old situation better? With the square rooms?
Yup.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on March 07, 2010, 08:10:40 pm
Everybody still likes the old situation better? With the square rooms?
Yup.
I also like the square rooms better.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 07, 2010, 08:13:45 pm
Thankfully. :) I'm already halfway in disassembling it again.
I am however planning on keeping the more detailed pathways between the rooms. I'll post another image once it's done to clarify.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on March 07, 2010, 08:35:44 pm
Yeah I'm pretty sure lttp's rooms weren't too jagged. I say this because the actual room data structure is set up to handle generic screen sized blocks of tiles that typically don't vary much outside of slightly angled room boundaries. Every now and again there's an odd angled wall somewhere, but it was never anything too disfiguring to the square shape.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 07, 2010, 09:08:42 pm
(http://img94.imageshack.us/img94/4025/screenshot100u.png)

Well, it's hardly any effort adding new roomsprites so if anybody feels a room somewhere could use editing just let me know. I'm not using a tileset btw since I'd have to store more data to retrieve a room's sprite.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on March 07, 2010, 09:50:13 pm
Much better, but the pathways need to be about 3 pixels instead of just one; one is too small too see without straining the eyes. Check out this pic I found:

(http://www.flyingomelette.com/ezboard/pap/linkglitch_13.gif)

Hope that helps.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 07, 2010, 10:01:42 pm
We'll have to chat about that some time. Right now though it's late and you know already what kind of a week I'll have. I'll just leave it till next weekend.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on March 08, 2010, 04:10:45 pm
There's another inconsistency I should probably mention that only applies if you're going for true LTTP style design--

In the attached picture, the green colored rooms break the "room laws" of lttp; that is to say that the only way those rooms are possible is if the middle part of the room according to the map is a boundary to transition to the other side.

Each of the gray squares in the grid represent a 4 room quad; that's also the maximum amount that lttp can free roam the camera before you actually have a room transition. Crossing that gray boundary means a room transition has to ensue, since free roaming can only occur inside of the gray grid block. Ultimately the entire map would have to be shifted by one room size either to the left or to the right for it to work.

This all (of course) is only if you're going for that true-to-lttp sort of programming along with the gameplay feel.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 08, 2010, 05:47:50 pm
I'm not quite THAT hardcore. My engine does not have such a limitation, so it'd be more of a restriction then a gain. I'll just take what I feel are improvements on what I already have right now and leave the rest.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 14, 2010, 12:34:40 pm
Update report:
(http://img60.imageshack.us/img60/9789/screenshot105o.png)

It's still under construction but I thought it would be better if I posted now so I can still easily change stuff if people have usefull comments. You'll notice the lack of chests and arrows and such. That's next. I'm thinking of also making the light blue room color lighter and the gray gridlines darker.

Anyway. Does anybody have any input?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on March 17, 2010, 09:42:18 pm
Looks like a very labyrinthine dungeon. I kinda like! Great work!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on March 18, 2010, 05:03:09 am
It looks great Martijn! As you suggested, making the gray lines darker might make it look even better, and it might help even more with making the passageways pop out more.

The light room color seems a bit more purple-ish than the dark blue, or something. Maybe I just stared at it too long. Really though, it's fine the way it is, but you can change it to a lighter color if you want to. It's not really a big deal.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 02, 2010, 02:23:58 pm
Just a little post to show I've haven't forgotten about you guys and to get some input.
I've been very busy lately and will be for some time to come, so sorry if I don't update very often. I did however manage to get some work done today. On the status ailments for enemies (since it's easter and banks consider that a holiday XD). Along the way while building that I got this idea of adding in an item to turn enemies to stone (and/or visaversa). I've been adding a stone status and it'd be a shame not to use it more then with just one type of enemy (=the cyclops guards). Anybody have any thoughts on this subject. And what I'm also very interested in: What kind of item would you want to use for this functionality? I was considering a rod/cane, but there are two of each already.

Just some gameplay idea's that come to mind:
-Turn a large enemy into a statue and push/pull it over a switch etc.
-Turn a small enemy into a statue and pick up / put down the statue. Or throw it for more damage, like with various frozen enemies.
-Turn NPC to life to get information, advancement or items.
-Remove the stone status from objects so their original function can be used. For example a tree can be crashed into against if you want to gain some apples items from it. A switch will be unstuck or a geyser will start flowing again.
-Stop / continue a time trigger event. For instance a pull switch that slowly reverts to it's original position. Stone it and the advance will stop, letting you progress.

Do keep in mind that this is all very much just in the planning stages and will not appear in any demo for a long time. So don't get you're hopes up too much.

Edit: Just a question in between. What happens when you run up against a frozen and/or stone enemy in alttp?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Dark-Hylian on April 02, 2010, 06:16:23 pm
Personally, what I think of, for stone transformation, I think shield. Perhaps, if you're doing a mirror shield, when you reflect light on them... they change. This would be effective against some types of enemies, npcs, and doors, like in MM / OOT. Persay, we have an eyegore. *now this doesn't have to be any old normal light.* There's a well of light, and you sit there with your shield, and you have to lure it near the light, and use either your mirror shield or other item of light magnifying ability.

Or it could be something like in MC, but controlled by being in, around or near some amplifying effect, where you charge up with the surrounding energy, and let loose a beam. This gives you many versatile options, such as, a firey torch for light, make it a fire beam. Plain light, affects stone beasties. Icy Torches, like in MM and OOT, shoot icy beams.

It could be an item or a sword, such as the shield in OOT, against the Twinrova sisters.

I don't know, it's just a though.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on April 03, 2010, 04:15:20 am
(Oh dang, I came back from work and realized that I left myself logged on to ZFGC again! D:)

My ideas on stone stuff:

Like WW, you could have "dark" enemies that you could reflect light at from the mirror shield to turn them to stone (wait.. do you have the mirror shield?.. I forget). Personally, I think it should be a staff. I had a ton of ideas, but I had to leave for work and now that I'm back I forget...

Let's see:

As for your question on the frozen/stone lttp enemies. I believe that running into the has the same effect as any solid. If you dash into them, you bounce back. If you just run/walk into the stone ones then it's like a normal wall, but I think Link should get frozen if he touches a frozen enemy, whether LttP does it this way or not (I'm too lazy to check right now, lol).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 03, 2010, 07:01:23 am
Interesting, on all accounts actually.

Dark-Hylian:
Having the shield's reflected light turn some specific enemies to stone is an interesting thought. Having it change people back to normal also seems logical. I'd be an additional function for the shield. It would be like the light is filtered/amplified by the shield and now has a cleansing effect. Mirror shield v2.0 :). Come to think of it. If I want to add in a reflection mechanic at all, I will probably need to make it so the shield can be used while moving, at your command and with angles (= 8 angles). That means giving the shield it's own button (like the boots) or turning it into an equipable item. Having it equipable would make it seem more realistic in the sense that he isn't carrying it in front of himself all the time.

I'm rambling on again, aren't I. XD

(Oh dang, I came back from work and realized that I left myself logged on to ZFGC again! D:)

My ideas on stone stuff:

Like WW, you could have "dark" enemies that you could reflect light at from the mirror shield to turn them to stone (wait.. do you have the mirror shield?.. I forget). Personally, I think it should be a staff. I had a ton of ideas, but I had to leave for work and now that I'm back I forget...

Let's see:
  • Small stone enemies can be picked up and carried like a pot, and they should press normal buttons.
  • Large stone enemies cannot be picked up and carried without an item that gives Link major strength but they can be pushed. These should be able to press down rusty buttons and can be used to block up waterways or lava flows or something.
  • There's got to be a boss that you turn to stone! You'd have to have an item that gives Link amazing strength so that he can pick up the boss and toss him into spikes or lava (something like that). Just an idea.
  • Turn lilies to stone so that Link can cross over water.. or something.. (I admit that I have no more ideas.. work and programming have used up my brain power for the day)

As for your question on the frozen/stone lttp enemies. I believe that running into the has the same effect as any solid. If you dash into them, you bounce back. If you just run/walk into the stone ones then it's like a normal wall, but I think Link should get frozen if he touches a frozen enemy, whether LttP does it this way or not (I'm too lazy to check right now, lol).

FrozenFire:
- I agree on the way we should handle large and small statues. However, picking up the large statues should be a choice, meaning you should not lose the ability to push / pull the statues after you collect bracelet number 2 or something. That might cause problems when people do the game out of order for instance. This can be done by making the bracelet also equipable of course. Hmm, there won't be many continues items left like this.
- A boss that turns to stone is a good idea. It could be a joke (sub)boss (one hit win after boasting it's strength, which might be funny), or as a way to temporarily stop it's advance. I'll put this up on our own forum as well to remember it.
- A rod is functional. I am planning to add some lore around the item, regardless of what type of item it will become. How it once belonged to a mage who used it to turn a kingdom to stone and hid it away at his final resting place. Something along those lines.


Edit: I nearly missed the freezing comment. Frozenfire. You want me to add in a freeze status for Link as well? Finishing the damage system requires me to redo large parts of the character system anyway so it's very much do-able (and fun to build), given enough time. Personally I was also thinking running against frozen enemies should break them. And that running and crashing against small stone enemies should push the statue back as well. No idea yet how I'm going to programm in that last bit though :).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 04, 2010, 03:09:13 pm
It has been a while since I added something new (because of lots of time spend on coding revision) so here are some screenshots of an new addition. I just spawned a bunch of them after each other, which obviously will not be like in the endresult.


1. "It's raining men."
(http://img22.imageshack.us/img22/338/screenshot127l.png)

2. "Is he stretching or something? I don't care what he tells me. That does not look healthy."
(http://img12.imageshack.us/img12/2634/screenshot131t.png)

3. "Haha. Martijn hasn't allowing you to cross walls yet. Can't get to me can you?"
(http://img138.imageshack.us/img138/5808/screenshot132.png)

4. "Darn that Martijn."
(http://img213.imageshack.us/img213/3139/screenshot133.png)

5. "And that takes care of them. Now what's that guy doing?"
(http://img189.imageshack.us/img189/1545/screenshot135a.png)

6. "Hahahahaha. Not a very bright bunch are they?"
(http://img682.imageshack.us/img682/5662/screenshot134t.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on April 04, 2010, 04:34:32 pm
Hmm, it looks nice. Also reverse of what stalfosses usually do. First you kill the body then the skull. It is actually a refreshing use of that enemy.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 04, 2010, 05:56:55 pm
Oops. I was unaware you originally couldn't hurt the head before the body was destroyed. The way I've programmed it is that you can either kill the head or the body first. If you kill the head first then you get the sequence above. Otherwise the head speeds up after you. I'll make the head very hard to kill as opposed to the body to still get a somewhat simular effect like in the original.

Edit: Once the body is gone, the head's current health halves. That should make it even more like the original.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on April 04, 2010, 07:15:21 pm
Actually you could kill the head before the body, but that would destroy the entire stalfos. I actually liked your solution.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 12, 2010, 12:23:22 pm
I'm still in the middle of my studies for an exam this friday ( :-\ ), but I need a break so I decided to put up a new screenshot of what's been added last week. Namely the blue stalfos.

(http://img694.imageshack.us/img694/3471/screenshot114r.png) (http://img694.imageshack.us/i/screenshot114r.png/)

This blue guys walks around for a short distance turns his head and walks in the new direction. I've been tinkering with his walking routines so he doesn't continuesly try to walk up against walls and such. Maybe he'll need some more AI after that, but it feels right for now. Nothing too complex so far.

When you swing your sword near him he will jump up away from you before continuing to walk on like nothing has happened. The same happens if you run near him, hold out your sword in proximity or try to do a fully sword swing. I considered making him smarter then that, but it's a skeleton so it's credible that's he's lacking a brain.

Now that I'm posting this, I realise the skeleton does not get affected by the grass like Link does (by having grass appear over the feet). :-\ I'll fix stuff like that up if the situation actually happens in the next demo.

Anyway. I'm still planning what to do next (aside from further brushing up some of the latest new features). Chances are that I'll continue on this path and add some more enemies before continuing on with the damage system and redoing the character structure. That last bit needs some more planning anyway.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on April 12, 2010, 04:35:37 pm
Silly Martin, skeletons walk on top of grass! Actually, it looks great! Nice work! You can still kill them with quick, rapid, successive slashes, right? I love killing Stalfos' with my sword...
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 12, 2010, 05:34:17 pm
Ooh right. Skeletons have 0% fat. I completely overlooked that fact.

Btw. I forgot to mention it earlier. IF FrozenFire has the time next week or so (and that's a big if since he's got his own game to work on) then we might have a new video for you guys some time after that. It's been more than a half year since the last one so it's a nice occassion. I can also do it myself, but then there'd be that terrible lag again :'(
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on April 12, 2010, 05:39:35 pm
Just ask his evil twin BurntIce.

Also, I would love to see a new gameplay video. I am really looking forward to this. And it would be a fan game my brother would actually play! He loves the original LttP (yet hates the 3D Zeldas... hmmm)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on April 12, 2010, 09:36:15 pm
Btw. I forgot to mention it earlier. IF FrozenFire has the time next week or so (and that's a big if since he's got his own game to work on) then we might have a new video for you guys some time after that. It's been more than a half year since the last one so it's a nice occassion. I can also do it myself, but then there'd be that terrible lag again :'(

Don't worry, I can do it easily and pretty quickly. A video doesn't take too much time to make, and I have some great video capturing tools and editing stuff to keep the quality good. So, no lag, yay!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Random on April 13, 2010, 05:05:38 am
Awsome! Are you going to enter this into Z3?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 13, 2010, 05:31:36 am
Nope. Hadn't planned on it. I don't really get the whole set up of z3. I'm assuming it's something you have to physically attend and that's kinda hard to do if you're living on another continent.

FrozenFire: Great! There is a list of the added features in the starting post if you want suggestions. We'll talk some more in the weekend.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on April 13, 2010, 06:21:02 am
Nope. Hadn't planned on it. I don't really get the whole set up of z3. I'm assuming it's something you have to physically attend and that's kinda hard to do if you're living on another continent.
As far as I know you make a great webpage, that is your booth and show off a lot of stuff about your game.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Random on April 13, 2010, 06:25:42 am
Nope. Hadn't planned on it. I don't really get the whole set up of z3. I'm assuming it's something you have to physically attend and that's kinda hard to do if you're living on another continent.
As far as I know you make a great webpage, that is your booth and show off a lot of stuff about your game.
What happens if you win? Were do you submit?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 13, 2010, 11:12:23 am
Random: There is a topic in the updates section. Try there if you're interested in the z3.

I still won't be participating. Life's pretty busy (from time to time) and what time I do have for myself I'd rather spend on the actual game rather then building a website. I'd have to really put some effort into building a site since I know very little on the matter right now. Maybe next year.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on April 13, 2010, 06:46:05 pm
I think that's a wise decision. Now you won't have to worry about rushing to get a suitable demo ready by then, and you can take the time required to make this truly awesome. Which shouldn't be too hard; it's already awesome.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 18, 2010, 10:25:33 am
Just another screenshot with a little bit of progress:
(http://img43.imageshack.us/img43/3395/screenshot102s.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on April 18, 2010, 07:24:14 pm
YAY! PROGRESS! ^_^

Still looks sweet!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 23, 2010, 04:38:23 pm
No progress report just yet (maybe a video one of these days but that's besides the point). No, today I've got a question.

What happens in the original alttp if you do a full sword swing but get hit while doing so? Or do you get hurt with the special effects still continuing? Or is Link invincible while doing that? Maybe it's the enemy that (at that time) gets hurt colliding?

I'm finaly breaking down and rebuilding the character structure so these question come to mind.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on April 23, 2010, 05:49:21 pm
I don't know if Link is invincible or not and enemies can actually reach Link during a swing. What I do know is that the spin special effect will continue to finish once started.

I often like to call the duck to fly away, quickly charge the sword and release right before Link gets picked up. The swirl effect will rotate in mid air while Link flies away with the duck.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 23, 2010, 08:29:15 pm
Thanks. Then I should make that an independant object (= controled seperatly from the character's control object).

Who knows what happens when Link's body collides with an enemy while doing his full sword swing?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Xfixium on April 23, 2010, 10:02:19 pm
I believe it cancels the sword swing and he goes into his hurt state.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 24, 2010, 07:08:36 am
Okay, thanks.

Also: here is the new gameplay video as made by FrozenFire. I've also put on the first post.

http://www.youtube.com/watch?v=o9zNPr7te28
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 02, 2010, 05:32:07 pm
Weekly update:
I WAS finishing Link's animations for the firerod/icerod when I noticed a small glitch in some collisions. It seems rotating and mirroring sprites does not go together with the standard collision event. So...guess all the rotations and mirroring need to be taken out again. Ooh well. There was no mentioning of this issue in the help or on the gmwiki so I figured it wasn't a problem. Right now I'm more then halfway done. Just about a half day worth of work left. After that it's back to working on the rods.

Btw. Here is an old screenshot I came across on the development forum. This room is available in the current demo but you have to use your key on the door in the upper left corner of the dungeon. You can also pass this room in case you where wondering. Is there anybody who figured that all out already?
(http://img35.imageshack.us/img35/4052/screenshot104e.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on May 03, 2010, 05:52:30 am
Nope I did not figure that one out already. But you do seem to love canonballs in this dungeon  :P
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 03, 2010, 07:33:58 am
That's the last (couple) rooms. I swear. XD

Edit: The thing is that cannonballs can cross multiple rooms. It gives you more of a feeling that the dungeon is more then just a bunch of random rooms thrown together. Like the moat as well. That's at least what I've been going for with this. Plus, I wanted to add in a puzzle. Just to try it out.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Xiphirx on May 04, 2010, 01:38:37 am
This engine looks really solid D:
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 04, 2010, 04:42:47 am
Thanks. And that is also why it is taking so long for a new demo to come out. I'm not adding all THAT much. I just want to make sure the engine stays solid.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 09, 2010, 06:43:36 pm
Weekly update:
Redid the sword charging using the new character structure and I just started on the sword swinging. I'm making it so the character actually keeps the sword in hand, so that's a little of a hazzle. But then again, I don't plan on redoing it a third so I might as well.
Also spend some time trying to recreate the icerod's magic, but... well... I'll try my again next week. XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 23, 2010, 02:55:16 pm
Weekly update:
Well, I skipped last week due to more pressing matters, but I'm aiming for weekly.
I finished redoing the character's regular sword attacks, making several small tweaks to his positioning and sword handling. I believe them to be improvements but I'll leave that up to my testers. FrozenFire: there is a new demo up on the other forum if you want to check it out some time.
I'm still working on the full sword swing. It's presentable, but I'm not fully happy with it yet, so I'll be coming back to it at a later date.
And finally the dashing with sword in hand has been redone. I'm currently finishing up the details like the dust below his feet, the running sounds, ordening the coding and removing obsolete resources.

All in all nice progress, but none of it presentable. Maybe I'll work on the fire and/or icerod next. NotAlphaMan got me the needed sprites so it's possible. I'll have to see what I feel like tackling first. Since it's also quite gradifying to remove newly obsolete resources, knowing you've build something more solid.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 29, 2010, 02:10:20 pm
Weekly update:
This weekend I'll be working on the pick-up mechanism some more. It needs to be recoded like all of Link's other actions, but I'm also going to expand it so more/any items can be picked up and carried.

(http://img72.imageshack.us/img72/7867/containers.png) (http://img72.imageshack.us/i/containers.png/)

Here are the items that I found that you could pick up, I feel you should have been able to pick up and a crate I don't remember where I found. These will be the things I plan on adding as throwable items. Did I miss anything essential or interesting?

Also, I am looking for a sprite for the crates as they shatter upon impact. Using the leaves from the bushes or rocks from the vases just doesn't fit. I don't believe alttp has any suitable sprites I can use. Is there perhaps a MC or FSA sprite that might fit? I'll cross that bridge when I get there, but if anybody could help me out right now then I'd appreciate it. XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on May 29, 2010, 02:41:49 pm
picking up chests allows for an interesting puzzle element you could add :P

The requirement to carry a chest to a certain location in order for it to be opened... Could be somewhat like that damned temple in lttp where you have to have that one !@#$% follow you around to the end :P
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Wasabi on May 29, 2010, 02:56:16 pm
picking up chests allows for an interesting puzzle element you could add :P

The requirement to carry a chest to a certain location in order for it to be opened... Could be somewhat like that damned temple in lttp where you have to have that one !@#$% follow you around to the end :P
only thing is having him follow you round didn't render you unable to attack, you'd have to account for that too. Could be interesting though.
Mind you any kind of escort mission whether it be a person or carrying a chest are tedious and generally frustrating, I've never enjoyed a single escort mission in any game.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 29, 2010, 03:05:27 pm
That is indeed an interesting concept. I was personally thinking you'd be able to pick up a chest after it's empty. For fun (just because  XD) or to reveal something underneath.

Being able to pick up a chest while the content is still in it is quit interesting. Though I'd probably use a different colored chest for playability. Instead of an regular escort you'd be able to attack with the object. (Somehow that makes me think a chest with Navi trapped in it >:D). Maybe you need to bring it somewhere but I can also imagine you'd need to break the chest by throwing it against something. Like a specific type of enemy maybe.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on May 29, 2010, 03:42:43 pm
Did I miss anything essential or interesting?

picking up fallen enemies
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 30, 2010, 09:10:20 pm
Did I miss anything essential or interesting?

picking up fallen enemies

Interesting. What are you thinking? Some special enemies maybe?

I will make it that enemies can be frozen or turned to stone. One or both of these can be picked up and thrown. So that's another thing.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on May 31, 2010, 03:55:51 am
Did I miss anything essential or interesting?

picking up fallen enemies

Interesting. What are you thinking? Some special enemies maybe?

I will make it that enemies can be frozen or turned to stone. One or both of these can be picked up and thrown. So that's another thing.

i think there was such a thing in lttp too but i mean something like in fsa here (5:52) http://www.youtube.com/watch?v=LJZZ0khYCVs

couldn't find the one of lttp but it was an enemy type of the lost village too i think
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 06, 2010, 05:30:39 pm
Weekly update:
Spend some time on the finer details this weekend. Mainly because I need to spend more and more time studying and this makes it easier to switch in and out.

*Landing in water after crashing into a wall (etc) now produces a splash of water near Link's feet. Finally found a sprite I could use. The same will need to be programmed for jumping from a ledge or falling from the floor above, but that is for another day.

*Crashing up against a wall has now been tweaked to be different based on the container you are carrying. Heavier containers shorten the distance flying backwards.

*Redid the animation/sprites for grabbing, pushing and pulling objects. This one is by far the most timeconsuming of the bunch.

*Ooh, and I've now well passed the 100th unique body sprite for Link (and still counting)

Dotyue: I liked the youtube video. I'll see if I can add picking up stunned enemies and trees.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on June 06, 2010, 06:34:47 pm
Dotyue: I liked the youtube video. I'll see if I can add picking up stunned enemies and trees.

well, trees were fsa only... i only showed the vid because of the enemies...

but its your decision if you want to have an original lttp engine or not ;)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 06, 2010, 08:50:21 pm
Here's one more for the road:
Just finished redoing the delay before you pick up an container. Previously the delay variable would diminish every time you pulled on the object. So it would be possible to pick something up with only a series of small pulls instead off one normal pull. That's no more. You now either pick it up in one go or not at all. I now also take the three weight classes into consideration. The lightest class is picked up almost instantly. The second class has a subtle delay to it before it is picked up. The last class has a very noticable delay.

Dotyue: I don't believe you could pick up enemies in altp either. Except for the chickens maybe and frozen enemies. No matter though. I'll see if I can build it in. Can't say that I'll use it, but at least I will know that I have the option to do so with this engine. Much like with the trees.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 13, 2010, 08:25:30 pm
Weekly update:
- Redid walking on stairs. Both with and without a container either running or walking.
- Added the rod of medu (= yellow rod) to the item menu, shuffling the existing item order somewhat to do so and implemented it's swing animation.
- I'm about 70% into redoing the walking animations (both with and without a container).
- Worked a little on the area outside of dungeon 1 (= did some concept work). Currently I'm waiting on a mountain tileset to use

Work is progressing nicely. About half of the character's actions are now redone.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 17, 2010, 09:47:39 pm
I won't be working on the game this coming weekend. So, instead, I thought I'd try to explain a little why it is that I am taking all this time to work on the engine rather then add all kinds of new things. I also felt like writing my mind for a change XD

There are three mayor changes I'm trying to realise.

1. Implement a new damage system.

Previously all enemies did a fixed amount of damage to Link (which would diminish based on Link's tunic), a hp value and variables per possible hit against it (like a damage multiplier for fire or to turn arrows ineffective etc). This was the earlier situation.

Now the enemies are build of three prime components: Creator, Control, Sprite (with death sprite and shadow as support). These main objects are uniform for all enemies. When the enemy sprite and hero sprite connect the hero gets hurt, but no longer by a set amount of damage. Damage from the enemy to the hero is set in classes. A class holds a value of damage per tunic and a distance the hero gets pushed back. The enemy only stores the index to the damageclass for this. Special damage features (like fire/ice/stone/lightning/stun) will be dealt with through an additional variable. All of this has been been programmed a while back, except for the special damage. There are now enemies/sources to deal special damage yet, so there is no need to build already.

The character structure also needed to be redone. I'm in the middle of that right now. There is a control tile and there is the sprite. Sprites work with a parent tree. There is an object for sprites "attached" to the control tile and sprites with unattached locations. Under these is an object for the body and shield because they have unique features. The way the character hurts an enemy is if a character sprite collides with an enemy's. If the character has character sprites has it's variable turn on to interact with enemy sprites then that takes precedence over the enemy hurting the hero.

All of Link's attack types are also grouped into classes. The icerod is a class with only one weapon, because an iceattack is unique. Using the first sword in a default swing and throwing a bush share a class because there damage has the same nature and the damage value is comparable. Each enemy possesses a damage variable per class. So if you hit an enemy with a boomerang then that would be damage class 1. The enemy's damage value in that class is 1 so he takes 1 damage (and is thrown back a distance also in relation to the class). And if I want the enemy stunned then, instead of a damage value like 1, I could have the enemy variable hold a value like 101. 101 could be stunning, 102 getting frozen etc.

The damage mechanic is finished. There are 20 classes in total. 9 classes are being worked on or (almost) finished. The character structure is about halfway done, but it's still a lot of work. Special status attacks are not yet in effect, but will be added sometime after the character structure is finished. All enemy stats are default, meaning all weapons deal equal damage and all enemies have equal health. Tweaking the stats will be done at a later date, but if anybody is interested in stuff like that feel free to send me a message.


2. Restructure the enemy / hero build up

As stated in point 1 and especially 3, the enemy and character structures needed to be changed. The enemies needed to become more uniform to make it more manageable to add new enemies with more ease. Enemies can now share AI segments slightly easier (like movement scripts), and can be part of an class (projectile / non-projectile). All enemies now use one single sprite which is immensely valuable because you can now manipulate those with one piece of coding. I'm talking about the flickering colorschemes you see when an enemy gets hurt. That is now for all enemies the same. Finally (almost) all enemy sprites are broken down into layers (one per color in there original sprite). In other words, I've implemented the use of colorpallets for the enemy sprites. This makes the just mentioned  possible, but also frozen or stone enemies. The before mentioned has all be finished. Who knows. I might one day even use all of this to implement my crazy idea of making the tint of the enemy dependant on the shading he is standing in etc.

The character structure needed to be changes for roughly the same reasons as the enemies. It elimated a whole lot of objects, adds more uniform coding and makes damage and sprite manipulation a whole lot easier. Not to mention adding new items/actions. The hero sprite will also be using a colorpallet. The advantage of this is obviously an easier way of changing Link's tunic, but also to let Link be frozen or turned to stone. And I can do small details like color the gloves based on the gloves you've actually collected. Finally I separated the head sprites from the body sprites to help clear overlap. Most of what is mentioned here is still being implemented. To give you an idea of the work: I've just added my 40th head and 155th body sprite, and still counting. That comes done to about 300-400 subimages of previous sprites replaced by this new method not mentioning swords and shield.


3. Restructure depth system

And finally the change I won't be finishing before the next demo, but which I'm preparing for all the same. Namely a new visual depth system. I encourage programmers to read this bit as advise, because it'll save you time in the long run if you haven't come to a similar conclusion already.

In my game currently all enemies have depth x1 or x2 (based on lower floor or upper floor). This is the simple version. So if you create two bats then one will always be drawn in front of another. I could have handled that pretty easily, but there is another problem. In my game there are statues. They have a base of 16x16 pixels and you can walk either in front or around back. Naturally you expect to stand behind it when behind and in front when you are standing in front right. Doing so in normal circumstances is also easy. However, when you give the character the ability to pick stuff up his height increases. Now comes the question of depth for the container above his head. Simple trickery won't cut it anymore. When you are standing in front you really to do need to give the container/character a depth that is lower then that of the statue. Otherwise you will get ugly depth issues. (BTW: the original also has these problems. If you hold a container below and next to some specific pillars the top of the container will be draw under the top of the pillar).

So what I plan on doing is have the depth be variable based on the y coordinate of an object's sprite's lowest border. It's simple really. Just took me a long to realise it XD There are some small issues left, like what if you objects (enemy/character/statue/etc) share an y value. In that case you first need to add priority like Character > Statue. Secondly you can use creation order.

This last point has not been programmed yet, nor will it be before the next demo. It's too much work and I really do want to show some result for a while now. I'm also afraid that means you'll see some depth issues in the next demo :-\  What I am doing however is a bridging. Each character and enemy can have sprite components that already have a depth relation to one another. Like a sword being in front of a shield. Previously these depths where constant, now I'm basing all depths on the control object's depth. So each control tile gets a personal range of +5 and -5 to manipulate it's personal sprites in. When I want to implement this new depth system I can manipulate all the character sprites as well as every single enemy with just a single piece of code.

-------------------

Sorry for the spelling and possible ranting. It's really late right now. I hope someone amongst you has found it interesting enough to read it till to the end. XD Even better would be if someone found it usefull.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on June 17, 2010, 11:55:27 pm
This sounds great! Glad to see all the progress made on it. Look forward to more!

Now to check the first post.. :D
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 28, 2010, 09:20:48 pm
Weekly update:
Wasn't really planning on posting anything this week cause of an exam in two days. After plenty of studying I'm unfortunately have come to the conclusion that I'm lacking the willpower to study for hours on end and I must confess I should have spend more time on it here and there in the last couple of months :-\ So I've decided to stop studying, not go to the exam and try again on the next occasion.

Anyway, since I had free time again I worked on this project again. Here are the results:
- walking animations has been done both with and without the containers above your head. Just needs some little tweaks based on container weight some other time.
- jumping of a ledge now has the character facing the direction he is about to jump in. I know this is unlike the original or my previous demo but with the new character setup this is easier.And I feel it makes more sense.
- I decided to skip working on trees, enemies, chests and swords to pick up and throw for the reason of progress. (I really want to bring a demo out, but it's just seems to take longer and longer so I'm looking for things to scratch of my list). I'll work on these things at a later date.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 04, 2010, 05:28:16 pm
Weekly update:
+ You can now jump off a ledge while facing a direction other then your jumping direction. (I know, nostalgia beat logic)
+ Walking on stairs now has a slightly different animation speed then walking normally.
+ Ledge jumping has now been fully recoded for the new character set-up
+ Landing in water after a ledge jump now results in splashing water.
+ Ledgejumping is now possible over extended distances.
+ Getting rupees / arrows / bombs from chests no longer generates a pop-up text.
+ When getting something from a small chest the player no longer raises his hands. And the item's location is based on the chest instead of the player. This should make things more like the original and should make the action more streamlined.
+ Getting an item from a chest has now been fully redone / moved too the character control object.
+ Grouped together the chest objects into a single new object.
+ The text you see when you enter a new area has been improved (I had been working on it
before for glitches on specific computers but the complexity is no longer needed anymore).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 18, 2010, 09:11:25 pm
(Bi?)weekly update:
+ The character will sweat if he tries to run around with a heavy container above his head.
+ Grouped most earlier container related objects into one creation object and one container.
+ Both walking and running with a heavy container above your head results in a (slight) decrease in speed.
+ Replaced the character’s shadow object.
+ Redid getting hurt while carrying a container
+ Fixed glitch while stabbing walls
+ Fixed glitch for grabbing a round container while moving
+ The pick up sequence has been fully redone.
+ If shadows (character / item / container / enemy) are in contact with water and on the same depth_scale then the shadow turns from black to blue

Sorry about missing out last weekend. I've been really busy. The same goes for this week aswell actually, but at least I got some more work done.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 25, 2010, 07:54:32 pm
+ Fixed the glitch where you could grab items while looking in another direction.
+ You can now also ledgejump diagonally.
+ Added variable sized container shadow (during pick-up/carrying/etc)
+ Redid the throwing of containers
+ Redid drawing the digging/terrain surface (more flexible then the old system)
+ Added Pols Voice enemy (just cause I can 8) - still not finished though)

(http://img713.imageshack.us/img713/3357/screenshot106z.png) (http://img713.imageshack.us/i/screenshot106z.png/)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 01, 2010, 08:14:41 pm
Almost forgot the weekly update.
Not much progress this week. I just finished the new digging mechanic. The interaction with tall grass, pots/rock/etc and movable objects still needed to be added after last week. And I've started work on seriously simplifying the respawn mechanics. It's mostly glitch hunting with these things. Rhe further you get the more things are interconnected. Which is fun.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 12, 2010, 08:17:17 pm
Well, it's no weekend yet but I was in the mood to post something. I finally bought a decent desktop after some issues recently with the last computer. So I tried running gamemaker and what do you know? I can finally play the game like you all can. At the full 30 fps! Joy!!! Hahaha. I'm not completely happy with how the game plays at 30 fps but maybe it just needs to grow on me.

Anyway. Here's a new gameplay video to show off some of the progress I've been mentioning over the last couple of weeks/months even. I needed to find and install a new screen recorder anyway. It's no editing masterpiece or anything, but at least there's no noticable lag like in my last video. XD

http://www.youtube.com/watch?v=k6Jv9ZkdzD4
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on August 12, 2010, 09:27:01 pm
Wow, Link has one hell of a throwing arm if I look at the first thing being thrown.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Xiphirx on August 12, 2010, 09:37:07 pm
This has to be the most complete and legitimate looking engine ever made D:
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 13, 2010, 05:36:34 am
Wow, Link has one hell of a throwing arm if I look at the first thing being thrown.

If you're throwing something while walking/running then the throwing distance increases. During that first throw I moved Link slightly before throwing. I'm open for alternative suggestions but this seems to work alright/intuitive once you're actually playing it for a bit.


This has to be the most complete and legitimate looking engine ever made D:

I can't ask for nicer feedback. XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on August 13, 2010, 06:30:03 am
Wow, Link has one hell of a throwing arm if I look at the first thing being thrown.

If you're throwing something while walking/running then the throwing distance increases. During that first throw I moved Link slightly before throwing. I'm open for alternative suggestions but this seems to work alright/intuitive once you're actually playing it for a bit.

Oh yeah let me play  XD Please  :P Like Xiphirx said, this is easy one of the best looking engines yet.  But about the throwing distance I know that the distance increases when throwing while walking, I just don't seem to remember that the speed increased as well. Then again it has been a while since I played ALttP, thus I could be wrong.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on August 13, 2010, 08:00:32 am
Zelda alttp lifting and falling:
http://www.youtube.com/watch?v=xo2DOgg35ZA

Imitate them.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 13, 2010, 01:01:10 pm
Neither jumping or throwing are exactly the same as in the original as they are pretty hard to get just right (as the video from gedosemo illustrates). I'm just aiming to improve them in there own right. Edits can also always be made later. The throwing distance however might be something I'll pick up right now. I'll take a look if it's easy to edit.

Sorry Niek, but there are some horrible looking parts to Link right now. It's not finished enough to release it for people. Maybe I can polished some thing up a little in the coming weeks so it's somewhat presentable again for testers (for those interested).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on August 13, 2010, 03:08:15 pm
I needed to find and install a new screen recorder anyway.

BB FlashBack:
http://www.bbsoftware.co.uk/bbflashback/home.aspx

A good screen recorder.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 13, 2010, 03:41:21 pm
I'm good thanks. The program I used to make that youtube video worked well enough.

EDIT: Please ignore what was written here before. I mixed up the months :-\
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on August 14, 2010, 09:02:15 am
Your:
(http://img116.imageshack.us/img116/9018/screenshot102.png)


Original background only:
(http://a.imageshack.us/img291/6598/mapsu.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 14, 2010, 09:51:19 am
I don't get it. Both are my creations with the exception of the background in the second image. I've made several distinct differences when compared to the original alttp so it's very easy to spot.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on August 14, 2010, 04:59:11 pm
Train and switch in overworld:

http://www.youtube.com/watch?v=6Su1Zb6qFy0

Just watch it.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on August 14, 2010, 05:32:15 pm
Train and switch in overworld:

http://www.youtube.com/watch?v=6Su1Zb6qFy0

... Why are you spamming images and videos with little to no explanation? People would probably understand what you're trying to convey in your posts a bit more if you'd say why you're posting what you're posting :P
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on August 14, 2010, 06:06:43 pm

... Why are you spamming images and videos with little to no explanation? People would probably understand what you're trying to convey in your posts a bit more if you'd say why you're posting what you're posting :P

The video says it all.

Just look at the additional overworld objects in action.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Diminish on August 14, 2010, 06:15:10 pm
Your post content is not being made contextually relevant; by giving little explanation in your posts, you are either failing to give an explanation or there is no explanation to be given. Just because Martijn dh is working on a LTTP-style game doesn't mean it is sufficient to post anything LTTP-related. You need to explain what you are saying better or otherwise you will be put onto post moderation.

Essentially what you are doing is saying something and then leaving the burden of figuring out what has been said ambiguously to someone else.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 14, 2010, 08:50:58 pm
Gedosemo: Please don't spam up the place. Just create a new topic if you have some of your own work you wish to show off (since it is obvious that it's a video you yourself uploaded today). It's rude to do so in someone else's topic without cause.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on August 15, 2010, 06:32:20 am
I don't mean to spam like being rude.
Nice progress on your project anyways.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 15, 2010, 07:52:17 pm
This (and last) weekend's progress:
+ Finished reconstructing the digging mechanic
+ Fixed glitch: player can no longer use items while holding something about their head
+ Fixed glitch: items now appear in the correct location after destroying pots
+ Redid animation falling to the next floor
+ Redid animation falling into an endless pit
+ Simplified the current respawn mechanic significantly
+ Fixed a whole bunch of other recent glitches
+ Redid walking on straight stairs
+ Redid walking on standalone stairs
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 22, 2010, 04:46:16 pm
Current weekend's progress:
+ Redid walking on dwindelstairs
+ Fixed issues with container shadows during getting hurt
+ Redid “screen push” room transitions
+ Fixed sound issues common stairs
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 28, 2010, 03:02:03 pm
I'd like some feedback on the warping effect. It's not meant to be exactly like in alttp but I'm not really happy with it yet. I just can't put my finger on it.
No use looking for the video btw (if you don't have the link) 'cause it's just uploaded for some quick feedback.

http://www.youtube.com/watch?v=HyGkBFkn20I
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on August 28, 2010, 03:50:26 pm
If I have to give a personal oppinion then I would say the black fade effect / period half way the teleportation. I like it best when Link and the HUD would be visible from beginning to the end of the teleportation. But I don't know if that works or is even possible in Gamemaker.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 28, 2010, 03:55:24 pm
You mean the transition between fade in/out. I can try to work with that.
As for Link staying visible. It's easy to do, but you'd see him jump from location to location and that's nasty. The HUD always stays on top because it's position is nicely fixed.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on August 28, 2010, 07:01:59 pm
that's just a thing of leveldesign

if your level1 and level2 for warping is simliar then you can put link into the same place... thats what they did in the original and if there is a wall he stucks into the "portal" and jumps right back
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 28, 2010, 07:09:49 pm
that's just a thing of leveldesign

if your level1 and level2 for warping is simliar then you can put link into the same place... thats what they did in the original and if there is a wall he stucks into the "portal" and jumps right back

I've edited it so you can also warp to another room on the same floor. And warptile A does not have to be positioned at the same location as warptile B. It is not like in the original but it does make things a whole lot simpler to design. So it's a tradeoff. You'll get used to it. If you're talking about warping between worlds then I'll probably just copy the original. There is a more direct link between origin and target there.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 29, 2010, 07:27:30 pm
Here is this weekend's progress:
+ Walking from room to room with the fade out/in effect has been fully redone
+ The sword beam is now enabled to fly over warp tiles
+ Warping has been fully redone (and now with a subtle fade-effect)
+ Removed all of the old transition objects and previous references
+ Warping does not reload the room if that is your target.
+ Removed the last of character’s old visual objects
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Freki on August 31, 2010, 12:16:58 am
I tried to play the demo today but since my pc have a overheating problem, it shutdown before I could finish to play. Could you check the option "Freeze the game when the form loses focus" in your next demo?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 31, 2010, 07:05:57 am
I apparently already decided to enable that function somewhere along the way, since it's on in my latest version. No problems there then.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Alejo_89 on September 03, 2010, 01:26:48 pm

We ARE looking to recruit. If you wish to help with spiting, level design, programming or testing then let me know. No help is needed with the story. Any comments on the game will obviously also be greatly appreciated

Do you need help? I can help you designing the levels or creating sprites for your game (enemies, objects or tiles map).
I wanted to create one zelda's fan game but as not to be programmed very much, finish annulling it.
It looks like to me a good engine (Link’s to the past engine), always I liked the engine of this game of snes. I see that you take it very seriously, with the reports of bugs of every demo.


If you are interested, put in contact with me and say to me the help that you need, my address is:       alejo_martinez88@hotmail.com


One example of my work:

http://www.subirimagenes.com/otros-ejem-5107368.html (http://www.subirimagenes.com/otros-ejem-5107368.html)


Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 08, 2010, 06:48:58 pm
Sadly, my vacation is at an end again :'( So progress will drop a little in favor of work and studying. No worries though, progress has been good lately so there shouldn't be a problem to post a demo before the end of the month (it'll just be a matter of how much I can polish it before then).

Here is last week's progress:
+ There are now no more movement sounds or moving visuals if you are on special terrain (like grass) while getting hurt and pushing a directional button
+ Redid the death animation
+ Split up all of the character’s sprites to be able to use colorpallets
+ Added more tunics / changed the present tunics
+ The color of Link’s hands now changes depending on what gloves he is wearing
+ Added a pallet for being frozen and being turned to stone
+ Fixed up character head on the dungeon map (it now changes colors along with Link)
+ Redid the continue screen
+ Integrated the older terrain effects over Link’s feet into the new character structure.
+ Changed the sounds and visuals a little while pushing/pulling a movable object around in high grass.
+ Implemented constants for item recognition
+ Grouped together all the collectable items
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 12, 2010, 06:08:36 pm
Just added some small tweaks today:
+ Items after digging now move along a little arch instead of appearing just up and down . This change excludes the hearts.
+ Further tweaked the AI for the Pol’s Voice enemy
+ Added digging in shallow water
+ Further tweaked the implementation of sounds while walking through grass or water

Also: two post above this one is a reply from someone willing to help. I do respond to these kind of offers since I welcome help. Sadly though they hardly ever lead anywhere. Actually helping is often a bridge too far I suppose.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 25, 2010, 06:04:43 pm
Just a quick post to get some feedback. Which of the following two rooms is better looking?

(http://img837.imageshack.us/img837/4388/torchroomedit.png) (http://img837.imageshack.us/i/torchroomedit.png/)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on September 25, 2010, 06:07:08 pm
neither... the first has some ruins feeling... but its to random and the statues which are not broken are too clean for the feeling

look at the ?skeleton temple? in the lost woods of the dark world
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 25, 2010, 06:20:32 pm
Sadly I have to work with what's in front of me (since I'm no good spriting). Any advice on how to make these better with the sprites present?

Edit: How about option nr 3. This one is a middle ground without that one totally smashed pedastal.

(http://img709.imageshack.us/img709/4840/torchroomedit2.png) (http://img709.imageshack.us/i/torchroomedit2.png/)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on September 25, 2010, 08:07:45 pm
It sadly feels made. As if the broken statues are force in the room. I would say that if you have a broken pedestal, than the statue next to it should have things broken of. Not to mention that the pedestals lack the debris of the statues themselves. At the moment it looks like housecleaning has cleaned up the broken part but forgot to ring the repair man.

I also think you should put less statues in the room. It is as if there is nothing else but statues there. If you want to fill the room use more than just statues.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 26, 2010, 04:41:08 pm
Okay then. There is FINALLY a new demo out (v0.10). Like promised. Hope you guys/girls like it. Honestly I forgot what was in the last one so I hope nobody's dissappointed with the progress. Feel free to point out any glitches that need changing. I don't expect it to be perfect XD.

And here is a list of the mayor changes/additions since the last demo:
-Added more rooms
-Added breakable wall (hint: it's near the dungeon map)
-Added alternative chests + Edited the "Opening chest" sequence
-Finished renaming all the scripts
-Redid the overhead display (= less objects used, but the same visuals)
-Added keys from above and in pots
-Changed the jump down sequences
-Added stand alone stairs + accompanied transitions
-Added pushing and pulling objects (v.2)
-Added and implemented push / pull switches (15x)
-Added interaction movable objects and pressure plates
-Added teleportation tile
-Added key on pedestal
-Redid the coding for the cyclops gaurds (+ added a blue / red variant)
-Turned enemy colors variable
-Implemented new system of damaging enemies (+ damage from enemies)
-Changed the underlying health / magic values
-Redid all the existing enemies using a new structure
-Redid the old shielding mechanic
-Updated the dungeon map system
-The fade out screen effect is now draw as part of the HUD
-Added different hurt visuals for enemies
-Added in new blue, red and yellow Stalfos enemies
-Redid the entire character structure
-Added in ice rod, fire rod and rod of medu (no magic attack yet, but you can club enemies with them XD)
-Changed large portions of the pick up + throw mechanics
-Further refined the AI of flying tiles (and other projectile enemies)
-Landing in water will now result in a splash effect
-Added a series of new containers
-Container weight now has small effects on some actions (walking/running/picking up/throwing)
-Added the option for longer and diagonal ledgejumps
-Adjusted/improved getting items from chests
-Created a new digging system
-Added new Pols Voice Enemy
-Recoded/improved all the transitions between rooms
-Recoded large sections of the death sequence
-Added visuals for more tunics and a frozen + stone state
-Redid/simplified the respawn mechanic
-Fixed up a large (!) number of glitches/error/smaller issues
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Atom on September 26, 2010, 05:01:14 pm
Indeed there is to many statues in there.
I'm not really good at spriting, but perhaps your more looking for something like:

(http://img.photobucket.com/albums/v668/atomicd1/example.png)

(still needs some work though)

Checked the demo:

first run got stuck at the statue right across then entrance of the dungeon.

controls feel a bit strange, though that may just be because I'm using a different layout for them myself.

Found one other thing that might need some work: I just left a room going through the southern door, but appear in the room below as walking through a locked door. Shouldn't that lock be in both rooms?

The graphics look likes its an official game.
I definitely like it
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 26, 2010, 08:15:14 pm
Thanks for the image.

About your comments. It's a little difficult to determine the problems.

Could you post an image of you getting stuck with the statue across the entrance. Does this refer to the movable statue outside? And if so, what did you do to get stuck? Did you pull it or push? I need to be able to recreate it to fully understand the problem.

Could you also post a screenshot with the southern door and it's locked door? I need more information to determine what door you are talking about and wether or not it is glitch/oversight.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Atom on September 27, 2010, 05:18:13 pm
Ofcourse I will make some screenshots for you if that makes it easier to see what I mean ( and to fix it ):

The place where I get stuck:

(http://img.photobucket.com/albums/v668/atomicd1/room3.jpg)

when you walk up the ladder and then walk till you hit the statue and turn around you will find yourself to be unable to walk away.

Found another error:

(http://img.photobucket.com/albums/v668/atomicd1/naamloos.jpg)

Same place as the previous one, using the D key just before you reach the statue.

Image of the non locked door:

(http://img.photobucket.com/albums/v668/atomicd1/4.jpg)

Location and image of me entering the room through the locked door: ( top of the white room )

(http://img.photobucket.com/albums/v668/atomicd1/5.jpg)

(http://img.photobucket.com/albums/v668/atomicd1/2.jpg)



Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 27, 2010, 05:52:05 pm
Yes! If only every comment was as nice XD

Fixed the first issue by moving the birdstatue up by 4 pixels.
Fixed the second issue by not allowing a grabbing motion while on the stairs.

I'm not going to edit the third situation. You are correct. It is an oversight on my part. But not in the long run. The dungeon is designed around the player having to first find 4 torches to light. That will move the bird statue with the stairs leading down. Once down you find the master key and that will allow you to open the big lock you used to get to this particular room. It looks sloppy right now, seeing a closed door when you walked through an open door. In the end you will not come across this situation though, as the small lock will have to be opened before opening the big lock.


I'll update the demo once more issues have accumulated.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: TC Gamer on September 30, 2010, 09:58:38 pm
It looks fantastic I might say, however there are 3 things that stopped me from playing very fast (mainly the controls).

First, controls are horrible (really really horrible), might want to consider something like A and S for action buttons, Q and W for items and map, E for switching items and D for running. The way you have it now is everything is in unlogical positions and spaced out all over the keyboard (I have to place my hand in a really awkward position to play).

Second, the way the view moves isn't right, it looks kind of wobbly.

And third I got stuck in the first room of the dungeon, but another member already posted some screenshots about that.

This seems really promising and I'd be sad to see such a great game still be shitty because of the controls.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Dark-Hylian on October 01, 2010, 12:51:29 am
Having not downloaded it myself, I would assume that your first and largest point is invalid. In the first post, it says you can press F1 and change the controls, though I havn't tested this out. Again, I havn't downloaded the demo, so I can't say for sure, but the wobbling might just be you. The latest video looks fine... Not to be all negative, this looks fantastic so far. I only wish I had enough time on my hands to even attempt to make something this great. Keep it up =)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 01, 2010, 06:15:12 am
Just a quick response before I head of to work:
1. Controls can be changed. The lay-out works great for me but obviously there are different keyboard settings out there and different preferences. So I added the option to be able to customize the keys. It's a temporary fixs for now till I add in an option to be able to save your custom settings.
2. Never had this problem and never had anybody else give me simular feedback. My first guess would be that it has to do with your machine's performance.
3. Already fixed it in my own version, so you won't have the problem anymore in demo 0.10.1 when that's finished.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: TC Gamer on October 03, 2010, 09:57:02 am
Just a quick response before I head of to work:
1. Controls can be changed. The lay-out works great for me but obviously there are different keyboard settings out there and different preferences. So I added the option to be able to customize the keys. It's a temporary fixs for now till I add in an option to be able to save your custom settings.
2. Never had this problem and never had anybody else give me simular feedback. My first guess would be that it has to do with your machine's performance.
3. Already fixed it in my own version, so you won't have the problem anymore in demo 0.10.1 when that's finished.
My apologies for not noticing controls can be changed. Having changed them I was able to play some more and weirdly enough the view wobbling wasn't there. It kinda sucked though that the controls don't get saved so when I died I lost them. One more thing I noticed is that some of the music fades out and then starts over again, it should be a continuous loop.

Overall it looks really solid. Too bad you are using aLttP graphics which are the ugliest of them all :(
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 03, 2010, 10:02:49 am
If you wish, then I can see about making the controls saveable in version 0.10.1. Do you really intent to play the demo multiple times?

Could you specify where the music fades unexpectedly?

It's probably cause I'm older then you (=childhood memories etc), but I like the feel of the Attlp graphics better then Minish Cap. They're not bad. The GameBoy styled graphics are far worse in that department.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on October 03, 2010, 10:06:17 am
aLttP graphics are the best IMO.

MC appeared almost prerendery at times, and it was pretty annoying. It doesn't capture the feel of Zelda as I remember it; only Zelda as TWW presented it.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on October 03, 2010, 10:18:24 am
I like LttP. Mainly because it really was the inspiration for GB style. So it's responsible for two good styles.

And it looks great in this.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on October 03, 2010, 11:02:18 am
aLttP graphics are the best IMO.
+9999
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: TC Gamer on October 04, 2010, 12:05:08 pm
If you wish, then I can see about making the controls saveable in version 0.10.1. Do you really intent to play the demo multiple times?

Could you specify where the music fades unexpectedly?

It's probably cause I'm older then you (=childhood memories etc), but I like the feel of the Attlp graphics better then Minish Cap. They're not bad. The GameBoy styled graphics are far worse in that department.
aLttP graphics are childhood memories for myself too, but MC and the GBC graphics are much more appealing too me. aLttP graphics are too dark and you can't make nice looking areas with them :)

I don't get why everyone reveres aLttP like it's some kind of god, for me it's the worst of all Zelda's (excluding Majora's Mask since I never played that one).

On the point of the fading music, it fades when it reaches the end of the song, and then starts over again (I noticed it on the menu screen and in the room you spawn in iirc). You should just put in a copy of the song where the music doesn't fade at the end and blends nicely with the start of the song again.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on October 04, 2010, 07:32:36 pm
I think the darkness fits the setting. Unless I'm mistaken, the Dark World had a lot more graphics than the Light World, and thus... DARKNESS.

And I think that this game proves that you can make nice looking areas.

As for your GB graphics, as I said, inspired by LttP. When Nintendo made Link's Awakening, they basically tried putting LttP graphics in a form that the Game Boy would handle. Thus, GB style was born.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 10, 2010, 09:45:40 am
Progress this (and last) weekend is a little bit different then usual. I was working on the buzz blob enemy but needed a change so I'm making a little sidestep into a custom room editor. Correction. Really really early version of room editor XD. This will be a program that I'll try to develop alongside my main program over the years (?) adding features as I go. Right now it can just be used to define rooms and areas. I hope to expand it over the coming weeks so that the output from the editor will fuel the ingame dungeon map. Once that's done I'll continue with the main game again.

Once I'm done with this first stage (in maybe two more weekends, depending on life and studies) I'll attach it to the demo download. I'll also leave it open for those interested to look around or improve. Not sure if anybody'd care, but still. Just don't be surpised to find somewhat messy coding habbits here and there.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Brutus on October 10, 2010, 09:11:12 pm
How do I download this? :huh:
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on October 10, 2010, 09:32:42 pm
Editor v 0.1.4.exe
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 11, 2010, 04:41:17 pm
Brutus: The game can be downloaded through the link in the starting post of this topic. There is also a direct download on this site, but I'm a little lazy right now. That editor thing I mentioned in my last post is not up for download just yet. You'll have to wait a couple of weeks if that's what you were referring to.
Gedosemo: Don't "quote" me like that, okay?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on October 11, 2010, 07:08:39 pm
Gedosemo: Don't "quote" me like that, okay?
Not in other forums too???
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 11, 2010, 07:29:02 pm
It's okay to quote me. Just don't post things I did not say and present it as a quote. It's not polite.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Brutus on October 12, 2010, 02:23:27 am
 :huh: which place do I click cuz still cant find the link.

PS hahaha : XD get it? link....
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 12, 2010, 05:33:33 am
 :huh: It's the first link you see when you look at the first post in this topic.

Here you go: http://www.mediafire.com/?cccbaal6hgz89kb
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on October 12, 2010, 06:45:04 am
when will you release 0.10+? since the links are still 0.9 ^^
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 12, 2010, 04:26:00 pm
The links are still 0.9? :huh: One post before your own is a link to version 0.10. You can find the same link in the starting post. You can also find the 0.10 download in the old project section. Is one of the links corrupt or something?

Download 0.10.x will come in a couple of weeks. Like I said, it will take me a little bit to finish the work on that little sideproject. I'll add it to version 0.10 when finished. The rest of the next demo will be pretty much the same as the current demo though. Aside from fixes for the found glitches and a smaller filesize.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on October 12, 2010, 05:19:36 pm
The links are still 0.9? :huh: One post before your own is a link to version 0.10. You can find the same link in the starting post. You can also find the 0.10 download in the old project section. Is one of the links corrupt or something?

Download 0.10.x will come in a couple of weeks. Like I said, it will take me a little bit to finish the work on that little sideproject. I'll add it to version 0.10 when finished. The rest of the next demo will be pretty much the same as the current demo though. Aside from fixes for the found glitches and a smaller filesize.


oops should'nt read posts in the morning

i've read only the demo link...
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 18, 2010, 05:18:20 pm
:-X
I've been working on the editor for a couple of weeks now and I'm starting to get fed up with it. It's just too boring to work on. If anybody wants to build the editor in my stead I welcome it, but I'm probably going to ditch it myself. Better to cut this early and focus on the engine again rather then waiting and stopping later on anyway.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on October 18, 2010, 06:00:03 pm
What was the exact purpose of the editor and what language was it written in?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 18, 2010, 06:23:05 pm
The editor's ultimate goal was to gradually phase out Gamemaker as the editor. Gamemaker would hold the engine, the editor would create it's input. I planned on breaking the creation up in a large number of sections. For example:
Step one would be to define areas and rooms within those areas and be able to alter various stats per room/area like it's dimensions, number, name etc.
Step two would be to define the floors / walls per room and have the program auto fill in the visuals and solids if possible. In other worlds: create the most basis backgrounds and solids.
Step three would be the creation of doorways between rooms.
And so on, going over to added features like adding doors/switches/enemies.

While doing this I had planned to also gradually replace the ingame's hardcoded room creation with the editor's output. This would then also have been a nice opportunity to make some large engine changes like updating the depth / floor mechanics, the handling of solid objects and grouping the area control objects further.

I started making it in Gamemaker as a proof of concept. (I choose Gamemaker because it was more accessable to others). I can definatly say vb now has my preference. (Other people would probably have other preferences).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on October 18, 2010, 07:12:17 pm
The only thing that I don't like about using GM as the "engine holder" and another tool as the designer is the fact that you're essentially building a scripting language for a scripting language :P

Otherwise; I'm all for external maps and stuff :P I think there are wonders you can work when you're not using GM's IDE
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 18, 2010, 08:11:54 pm
And what do you want me to do then? Stop using GM, switch to a different language, get set back two years for no real benefit and finally quit after another two years due to real life with no finished endresult? Silly Mamoru. You should know far better then to suggest a switch in language to someone making a fangame. XD

Besides. You don't need another language to effectivly create an alttp fangame, as you should have already noticed.

Building a scripting language for a scripting language would have been a service to the little kids who keep asking me if they can use my engine. Too bad it's far more of a (boring) pain to build then I imagined.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on October 18, 2010, 08:18:39 pm
And what do you want me to do then? Stop using GM, switch to a different language, get set back two years for no real benefit and finally quit after another two years due to real life with no finished endresult? Silly Mamoru. You should know far better then to suggest a switch in language to someone making a fangame. XD

Besides. You don't need another language to effectivly create an alttp fangame, as you should have already noticed.

Building a scripting language for a scripting language would have been a service to the little kids who keep asking me if they can use my engine. Too bad it's far more of a (boring) pain to build then I imagined.

D: I didn't say anything about switching languages; you're doing a good thing with the one you've got :P

I just mean it's probably a bit overkill to write an interpreter for a system that's already doing that :P Externalizing maps and other files is good; but it sounded like you meant everything would be designed outside of GM leaving your engine to interpret the new content :p
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 18, 2010, 08:23:21 pm
Ooh, you red it like that. Nope. You'd be right in finding that dumb.
I was just talking about external maps, enemy placement, chest locations etc.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 19, 2010, 05:00:52 pm
Hhhmm. Maybe I was a little too testy (right word?) yesterday. Sorry. Deadlines and stuff wear me down every once in a while.

I've decided to make a recruitment's topic for the editor. Seems a shame to flat out end it before going others a go at it. I'm not sure anybody has any interest though, but that's another story XD.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 31, 2010, 11:38:23 am
Just a little post to mention I'm still working on it, as always.
I've basicly finished the mechanic behind getting shocked several days ago. The visual screeneffect that accompanies it is a completely different story though. It's not too hard to think up a solution. It's hard to do it with a minimal drop in framerate (it currently still drops to around 15fps on my pc). These two goals work together very badly it seems. The presence of uneffected sprites (in between layers of tiles) is especially hard to mimic with low costs.

When I'm more or less done (or giving up trying to further improve the speed) I'll post a crude demo for people to test the performance themselves.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FISSURE on October 31, 2010, 10:30:15 pm
Just tried the Recent demo, here are some things;

- The naming thing is kind of annoying lol. I got stuck on like the second set of stairs, when you go into the place and go right, the stairs with the statue, got stuck in front of the statue. when you enter the Soldiers Shrine, the stairs right across from the Entrance.

- One of the Stalfos seemed like it died in one hit, i didn't really notice even hitting him.

- As i was entering one of the rooms, a stalfos was coming down and managed to start doing damage to me as i was coming out of the door, that's not very fair.

- Saving doesn't seem to work at all
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 01, 2010, 06:58:13 am
Thanks for the feedback FISSURE.

- The naming thing is like in the original, but I'll keep it in mind if I ever recode the starting screens.
- That one stair where you get stuck has been fixed in my personal demo (why does everybody try to go up there :huh:). I'll upload that demo once I'm done with the shock effects. That should be in roughly one week time from now.
- Could you tell me where it was, which weapon you had in hand and which color Stalfos died?
- This usefull information. Could you tell me the room and door you took? If it's the first time you entered that room then I'll have to adjust the enemy positioning or AI. If you just exited with a Stalfos on your tail and you reentered directly after then it's the way it's supposed to be. Also, did you get hit while you had not control over your character or only the instance you regained control?
- Saving does not work indeed. It's on my list (along with a million other things XD).

Here is last weeks progress btw:
- Tweaked the Pol's Voice AI some more (to repond better when getting hit).
- Finished the mechanic behind getting shocked by electric enemies (also possible through hitting the enemy with a sword/rod/shovel/net).
- Made progress on the "getting shocked" animation (I'm now at 20+ fps with a more consistent blurring effect, even when the screen moves).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 03, 2010, 12:30:42 pm
"Vacation" started yesterday, meaning I'm studying these next two weeks for some upcoming exams. It's day one and I'm completely bored out my mind. Just ... 9 more days left :'(

When I'm bored I tend to work on my game off and on to keep my sanity and I felt like taking a screenshot of development. No reason really. I always like those inside looks into things you never end up seeing the end result. Ooh and that picture in the corner. That's me looking ordinary so it's usable for a pasport.... wait for it..... yeah, there go those few followers I once had.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FISSURE on November 07, 2010, 01:06:10 am
Thanks for the feedback FISSURE.

- The naming thing is like in the original, but I'll keep it in mind if I ever recode the starting screens.
- That one stair where you get stuck has been fixed in my personal demo (why does everybody try to go up there :huh:). I'll upload that demo once I'm done with the shock effects. That should be in roughly one week time from now.
- Could you tell me where it was, which weapon you had in hand and which color Stalfos died?
- This usefull information. Could you tell me the room and door you took? If it's the first time you entered that room then I'll have to adjust the enemy positioning or AI. If you just exited with a Stalfos on your tail and you reentered directly after then it's the way it's supposed to be. Also, did you get hit while you had not control over your character or only the instance you regained control?
- Saving does not work indeed. It's on my list (along with a million other things XD).

Here is last weeks progress btw:
- Tweaked the Pol's Voice AI some more (to repond better when getting hit).
- Finished the mechanic behind getting shocked by electric enemies (also possible through hitting the enemy with a sword/rod/shovel/net).
- Made progress on the "getting shocked" animation (I'm now at 20+ fps with a more consistent blurring effect, even when the screen moves).


Sorry, i can't seem to reproduce the two things i mentioned, the only one i know for sure that happened was the Stalfos spawning and hitting me when i entered the room, but i can't seem to find the right one anymore, i entered a room that looked like it but the Stalfos spawned away from me. I've tried a few times and neither the 1 kill hit nor the spawn thing seem to be happening >.<
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Brutus on November 07, 2010, 02:53:05 am
the demo was fun for about a minute until it froze my computer
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 07, 2010, 08:43:52 am
Sorry, i can't seem to reproduce the two things i mentioned, the only one i know for sure that happened was the Stalfos spawning and hitting me when i entered the room, but i can't seem to find the right one anymore, i entered a room that looked like it but the Stalfos spawned away from me. I've tried a few times and neither the 1 kill hit nor the spawn thing seem to be happening >.<

Killing a stalfos in one hit will happen if you are playing with the upgraded sword I believe. It's like that in the original as well.

The spawning I can't help you with then. The stalfos enemies are programmed to move about random so it may indeed be hard to reproduce a previous situation exactly. If you can give me your best guess (who/where) then maybe I can look into that.


the demo was fun for about a minute until it froze my computer

Sounds more like an issue with your computer since you're the first to mention this. If you believe this is something I can fix on my end then I'll need more information. Stuff like: At what point did it freeze up? Did it actually freeze or was it just terrible slow? Did you do anything before? Can you reproduce it? Did you properly unpack the entire game from the compacted folder?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: The Boy on November 07, 2010, 10:54:02 am
Why in the Link game, can you lift up one of the heaviest rocks?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on November 07, 2010, 11:02:01 am
Okay I tried out your latest demo 0.10.8 I think. And these are my remarks.

- Serious lag when cutting grass and destroying pots or enemies.

- Link is standing on top of a statue instead of behind (see picture).

- Error message happend in windows XP, after Crtl+Alt+Del and starting the task manager. Then going back to the game. Second came after pressing ignore.
 
___________________________________________
ERROR in
action number 2
of Draw Event
for object obj_Terrain_Effects:

Trying to use non-existing surface.

___________________________________________
ERROR in
action number 2
of Draw Event
for object obj_Overhead_Menu:

Trying to use non-existing surface.


It also happens when entering and exiting the test area too often.

- Some unexplained actions happened. Link did a sword charge and than a spin attack, while moving down and faceing left. This happened without me touching any keys.

- The long I kept playing the more sluggish the game became and the more unresponsive to the keys it became. Which made it difficult to time the strikes on enemie right and Link often kept bumping into them without moving out. But my laptop isn't the fastest anymore, as it is already 4 years old. Although the task manager indicated that it only used about 50% CPU time and no I don't have a dual core. My laptop is still a single core.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on November 07, 2010, 11:13:07 am
I get those surface errors any time I enter the dungeon. IMO I don't think GM handles surfaces well at all, and I wouldn't doubt if they became depreciated in the next GM incarnation for a better system.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 07, 2010, 02:31:14 pm
Why in the Link game, can you lift up one of the heaviest rocks?

Because he has the needed gloves in his inventory at that time.


- Serious lag when cutting grass and destroying pots or enemies.

- Link is standing on top of a statue instead of behind (see picture).

- Error message happend in windows XP, after Crtl+Alt+Del and starting the task manager. Then going back to the game. Second came after pressing ignore.
 
___________________________________________
ERROR in
action number 2
of Draw Event
for object obj_Terrain_Effects:

Trying to use non-existing surface.

___________________________________________
ERROR in
action number 2
of Draw Event
for object obj_Overhead_Menu:

Trying to use non-existing surface.


It also happens when entering and exiting the test area too often.

- Some unexplained actions happened. Link did a sword charge and than a spin attack, while moving down and faceing left. This happened without me touching any keys.

- The long I kept playing the more sluggish the game became and the more unresponsive to the keys it became. Which made it difficult to time the strikes on enemie right and Link often kept bumping into them without moving out. But my laptop isn't the fastest anymore, as it is already 4 years old. Although the task manager indicated that it only used about 50% CPU time and no I don't have a dual core. My laptop is still a single core.

Seems like you discovered quit a bit. I'll try to take some time to look at them in more depth after my exams. For now:
-The destroying of bushes should not result in a slowdown (obviously XD). The only plausable thing that happens is a check wether or not the ground needs to be edited (draw the stump if cut and dirt if pulled up). Maybe that's the problem. Does this happen constantly from the very beginning of the game or only after you played a bit.
-The visual error behind the statue is known. There is an easy solution (like they did in alttp), but I know it's more of an illusion rather of an solution, so I plan on redoing the entire depth system to handle such issues. That is quit a bit of work so you'll have to bare with it for a long time.
-Ctrl+Alt+Del has that problem and I often use it as a means to cut off a frozen game during development. This is a result of how GM handles surfaces. A screensaver or in this case Ctrl+Alt+Del clears all surfaces. I'll see what I can do when I find the time.
-I need some info on the unexplained action. Can you recreate it and how did you do it? It sounds like a serious glitch.
-The slowdown sounds pretty serious as well. Could you do some testwork for me, maybe? Pressing Ctrl+Alt+Del before starting the game and then checking the CPU % at the start and during the game. (You can also look at the framerate number in the header but that's far less accurate). I'd do it myself but I haven't noticed such a slowdown on my own computer at all. I'm hoping the problem is caused by a surface or something I'm forgetting to free after use. If not, then I currently have no idea what the cause might be.


I get those surface errors any time I enter the dungeon. IMO I don't think GM handles surfaces well at all, and I wouldn't doubt if they became depreciated in the next GM incarnation for a better system.

How bizar. Could you post the error messages? If they are exactly the same as what Niek has then there is little I can do. Except maybe not use surfaces.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Xfixium on November 07, 2010, 08:12:05 pm
Quote
-Ctrl+Alt+Del has that problem and I often use it as a means to cut off a frozen game during development. This is a result of how GM handles surfaces. A screensaver or in this case Ctrl+Alt+Del clears all surfaces. I'll see what I can do when I find the time.

Handle this by checking if the surface exists before you draw it. (surface_exists()) If not, redraw the surface. Since surfaces are used in video RAM only, whenever the Direct3D device is reset (like for eg. Ctrl+Alt+Del, or screen savers), it clears those surfaces from video memory. This has always been a common DirectX thing.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 07, 2010, 08:48:38 pm
Thanks for the advise. I'd have to change the current use of the surface a little but it should work.
The problem I'm forseeing though is in the actual redrawing of the sprites. The overhead is easy enough but the dug up ground is a whole other story. It's a lot of options to go through which I normally mask by building the ground as you go (= only drawing the piece of ground you just dug up). I could still go through with it and then the player would get a slow framerate for a minute or so when they get back (which, granted, is still far better then errors). I'm also walking around with the idea of storing the surfaces as sprites while the game is inactive but I'm not sure if that's doable, timingwise.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on November 07, 2010, 09:11:55 pm
-The destroying of bushes should not result in a slowdown (obviously XD). The only plausable thing that happens is a check wether or not the ground needs to be edited (draw the stump if cut and dirt if pulled up). Maybe that's the problem. Does this happen constantly from the very beginning of the game or only after you played a bit.
The slow down happens right from the start of the game and the more patches you cut the longer the lag is.

-I need some info on the unexplained action. Can you recreate it and how did you do it? It sounds like a serious glitch.
-The slowdown sounds pretty serious as well. Could you do some testwork for me, maybe? Pressing Ctrl+Alt+Del before starting the game and then checking the CPU % at the start and during the game. (You can also look at the framerate number in the header but that's far less accurate). I'd do it myself but I haven't noticed such a slowdown on my own computer at all. I'm hoping the problem is caused by a surface or something I'm forgetting to free after use. If not, then I currently have no idea what the cause might be.
I was unable to reproduce the error. But what it seemed to me that at one point GM seems to que the key presses/releases and catches up from the lag and at another point it completely ignored it. I once could do a sword charge by rapidly pressing the sword key.

In the taskmanager the game had a CPU usage between 40% and 60% and the memory usage seemed to be stable as well. But the framerate indicator sometimes dropped to 10-14 frames and was most of the time about 22-24 frames and occasionally 30.

I''l try to come with details later, but now it is bed time. Have to get out 6 am again.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Brutus on November 07, 2010, 10:39:51 pm
I used IZARC but I didn't unpack the file at all. It just froze and when I tried to close it it just said not responding for about ten minutes, and then I just shut my computer down and after that it was fine
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 08, 2010, 09:42:45 am
-The destroying of bushes should not result in a slowdown (obviously XD). The only plausable thing that happens is a check wether or not the ground needs to be edited (draw the stump if cut and dirt if pulled up). Maybe that's the problem. Does this happen constantly from the very beginning of the game or only after you played a bit.
The slow down happens right from the start of the game and the more patches you cut the longer the lag is.

I tried the game on my own laptop (which also isn't stellar) and I got a simular slowdown. When standing outside the default framerate for me is 30fps. The flying tile decreases that to around 26fps, or at least it seems that way. Picking up stones or cutting grass decreases it as well. The reason for these last two is because the ground get's updated. The ground data get pulled from an external file and edited into a temporary external file. I might be able to speed things up if I discard the temporary external file and save all the grounddata in an object. Since I didn't have any performance issues I figured I'd save some memory. (I'll have to check that out if I find more time).
I'm using the text format for saving the data since I can't use a two dimensional array and each piece of land has more then ten possible states. Each row of land may consist of more then 128 blocks (meaning > 3 screens wide) so the use of numbers will need a pretty clever solution to work.

A little spinoff: The framerate is now better for rooms where you can not dig (my framerate increased from 12 fps to 15 fps). This is because I now discard the groundsurfaces completely in rooms that don't need them. It's completely useless for computers without performance issues, but that's beside the point. XD

Edit: After some testing I believe the slowly decreasing speed should have been fixed (or at least be a little better now). There were two instances in some older coding where I did not properly free up used surfaces. That's fixed now.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 11, 2010, 11:12:19 am
Sorry for the double post but the exams are over. Man, they sure didn't hold any punches this time around, but whatever. I've got more time to work on the game again.

Here is an overview of the recent comments and there status (I'll post it in the first post as well):

1. Game can become more sluggish as it progresses
--> Surfaces are freed up more thoroughly in the next demo. This should improve memory consumption a little.

2. Weird thing happen with the keys pressed while the game has slow framerate. This possibly due to the manor in which Gamemaker tries to catch up, with the key having been pressed, when it falls behind.
--> I'll remember the issue for now. A solution might be to handle keycommands in a different manor. Changing such a thing is easier as I continue tidying up the engine/coding. The problem also sounds like a result of very slow framerate so I'm not sure how many people have these issues and what priority I should give it.

3. A surface error happens when entering and exiting the dungeon too many times.
--> Solution in progress. Repeating the exact same action several times in a row should basically net you the exact same result several times in a row. I'm unsure why this is not the case. Maybe it's a Gamemaker problem with surfaces. :huh:

4. On slower computers serious lag may occur when you cut up (multiple) grass, pots or enemies.
--> I'm unsure why this happens with enemies, but I'll see if I can work on removing the slowdown for grass (and possibly pots). When objects like grass get destroyed the ground is edited. This is done by reading an external file and editing that data in a new temporary file. The reason for reading the external data every time you destroy something is to spread out getting the data as oppossed to reading in everything the instance you enter a new room (that could currently result in slowdown on better computers as well). I'll work on this problem.

5. Pressing Ctrl+Alt+Del deletes all surfaces (= Gamemaker mechanic), resulting in errors.
--> I'll see what I can do. Half the problem should already be solved when number 3 is finished.

6. Link looks like he is standing in front of a statue while standing behind it (= reoccuring problem with various other objects as well).
--> Solving this properly will require a thorough rewrite of some mechanics. This one will be pushed back to a later date.

7. The walkingsound will sometimes continue the loop while Link has stopped.
--> No solution ready right now.

8. The items created by flying skulls can not always be collected.
--> This happens if the items are created on a different floor then you are standing. Fixing it will required quite a bit of time but may also result in solutions for a slight problem with the Pol's Voice.

9. The dungeon can currently be done out of order resulting in unclear goals and closed doors you can walk through.
--> I'll try to adress this before releasing the next demo. This will require me to finish the firerod's magic and torches to light.


Brutus: The only thing that I can advise is that you try again. Not unpacking everything like intended might also result in weird behaviour. I've never tried it.


Edit: fixed issue number three (and one a bit more as well). There was another large surface that was not freed up properly which somehow resulted in the surfaces getting deleted all together. Maybe the overall memory needed for surfaces became to large for Gamemaker as it was a pretty bad memoryleak.

Edit2: Improved some mechanics and that eliminated the temporary decrease in framerate when I cut up multiple bushes at once (on my slow laptop). I'm unsure if this will also fully fix Niek's problem since his decrease was worse, but that will have to be tested when a next demo comes out. I'm considering number 4 closed for now.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 21, 2010, 08:12:39 pm
This weeks progress:
+ The hud now moves along with the item menu when it appears
+ Masks for overlaying bridges have been removed and replaced by a different system
+ The body of a headless skeleton no longer continuesly drifts away after taking a hit
+ Skeletons no longer jump out of the way from your actions if they are on a different floor
+ You now have a short recovery time after falling into an endless hole
+ Added a new system to determine the level of depth for items created by flying skulls
+ Fixed graphic errors with shadows during pause (FINALLY XD)

All of this took a whole lot longer then I first thought it would so I did not have time to implement the new skeleton sprites. Guess I'll wait till those are fully finished then. It would make more sense anyway.

I also worked on the Ctrl+Alt+Del problem a little, but I'm not going to continue with it. This is because I have yet to think up one solution for all possible problems that might occur with that combination. Maybe I'll take it up at a later date.

I'm also looking for at least one good tester. The changes made this week required several changes to the engine's code so it would be good to check if nothing got broken because of that. If anybody is interested then feel free to respond. I will not present a general new demo because the changes made so far are too minor to warrant it.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Alejo_89 on December 01, 2010, 01:59:18 pm

Added new things in Soldier Shrine room tiles:

[imgzoom]http://piczasso.com/i/e3yc3.png[/imgzoom]

-Sign of real family in soil
-New entry
-Stone description
-2 lamps
-New Stairs

I think that it remains better than the current room.

Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 01, 2010, 06:59:37 pm
This is a welcome surprise. I'll take your suggestions into consideration.
- The lights look better then the pots I placed there, though I'll probably use the default sprites.
- The entrance looks normal, not at all as if you're entering a dungeon. I like that. That was what I was going for. I like the ground there better also.
- The triforce ground symbol doesn't match the story, but it's very cool non the less. I'll probably keep it. You made this?
- The gravestone doesn't really fit. Also because the stairs on the right will only appear after you solve a little puzzle later on. I do know of another location where I could be more suited though.
- The stair I'll have to check the rest of the dungeon for first. I value consistency so I'll have to see what the rest of the dungeon would need changed to match this.

If you want to do more then feel free to tell me (again :) ). I'm pretty much teamless right now so the help would be welcome.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Alejo_89 on December 02, 2010, 10:17:50 pm

Posible new things to be added:

[imgzoom]http://piczasso.com/i/k35lv.png[/imgzoom]

Room A:
-Change statues in the walls (custom statues, not the typical)
-Change big chest --> small chest (Like the original)
-Change Symbol in the soil

Room B (Posible New Room):
-Puzle of statues, to open the door (You will have to programme if you want to add it in your game)

Mini boss room (Other posible room):
-Miniboss: Poe with sword and Poe with lantern (mising in the pic). You will have to programme...
-Dark Room



*A couple of questions about this game:

  -The Soldier Shrine will have some boss / miniboss?
  -Is Soldier Shrine the first dungeon?
  -That item will obtain in the Soldier Shrine? (Roc feather, Pegasus boots, boomerang...)
  -Where Soldier Shrine will be located?
  -Which is the aim in the history of Soldier Shrine?


Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on December 02, 2010, 10:38:54 pm

Added new things in Soldier Shrine room tiles:

[imgzoom]http://piczasso.com/i/e3yc3.png[/imgzoom]

-Sign of real family in soil
-New entry
-Stone description
-2 lamps
-New Stairs

I think that it remains better than the current room.



Looked like a nice contribution but the bottom comment is a little rude :P
Also I feel that particular variant is way too cluttered. Too much going on in one area.

Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 03, 2010, 06:35:09 am
Room A:
-Change statues in the walls (custom statues, not the typical)
-Change big chest --> small chest (Like the original)
-Change Symbol in the soil

Room B (Posible New Room):
-Puzle of statues, to open the door (You will have to programme if you want to add it in your game)

Mini boss room (Other posible room):
-Miniboss: Poe with sword and Poe with lantern (mising in the pic). You will have to programme...
-Dark Room



*A couple of questions about this game:

  -The Soldier Shrine will have some boss / miniboss?
  -Is Soldier Shrine the first dungeon?
  -That item will obtain in the Soldier Shrine? (Roc feather, Pegasus boots, boomerang...)
  -Where Soldier Shrine will be located?
  -Which is the aim in the history of Soldier Shrine?


I appreciate your attempt to help but I'm not going to use this.
- There already is a subboss room and concept (though I might remember your idea for a different dungeon)
- The puzzle room can't be used because all the rooms in the dungeon are already thought out (though I might remember your idea for a different dungeon)
- The changes to the treasure room I don't like.

If you really wish to help then it's better to work WITH me, rather then try to correct me. Some specific rooms still need to be filled in and there is also the overworld, hyrule castle and 2nd dungeon that I've started designing (highover for now).

To awnser your questions:
-The Soldier Shrine will have some boss / miniboss?
A: Yes, both. I'm still thinking out the details before I start programming.

-Is Soldier Shrine the first dungeon?
A: Yes. It's the first official dungeon.

-That item will obtain in the Soldier Shrine? (Roc feather, Pegasus boots, boomerang...)
A: The boots. They can already be collected in the current demo (regardless of which savefile you use).

-Where Soldier Shrine will be located?
A: In the south east mountains.

-Which is the aim in the history of Soldier Shrine?
A: Warriors and the king of the nearby kingdom are buried here. The shrine's first room is a ... well a shrine really. A puzzle will later need to be solved to see any more.The rest of the dungeon is a combination of traps, maze-like design and other dangers to protect the king's grave. You encounter various more soldierstatues inside. In life, these where the closest to the king and there presence is symbolic in that they still "gaurd" the path to him.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Alejo_89 on December 03, 2010, 01:03:26 pm

ok. if you can give me any map that is not finished and I will attempt to terminate (room design) or any idea to complete a map (sprite + designer). For example overworld map, Soldier Shrine overworld design, dungeon maps or Other sprites (npc's, enemies...). I show the map made and I give the tiles used. Pass the map reference or ideas by mail if you want. I do not know another way to help, tell me exactly where you want to help. I do not know how to help.

I do not try to correct anything in your game or change your game, just try to do better and more varied (New sprites, new things from Other zelda games and new mechanics not seen in ALTP), not always the same mechanical ALTP and same graphics, but without losing the style ALTP.

Thanks for answering questions and forgive me if I was rude.

Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: The Boy on December 03, 2010, 01:13:15 pm
Room B... looks a heck of a lot like the room in OOS- Lv3, Poison Moth's Lair
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 03, 2010, 03:57:23 pm

ok. if you can give me any map that is not finished and I will attempt to terminate (room design) or any idea to complete a map (sprite + designer). For example overworld map, Soldier Shrine overworld design, dungeon maps or Other sprites (npc's, enemies...). I show the map made and I give the tiles used. Pass the map reference or ideas by mail if you want. I do not know another way to help, tell me exactly where you want to help. I do not know how to help.

I do not try to correct anything in your game or change your game, just try to do better and more varied (New sprites, new things from Other zelda games and new mechanics not seen in ALTP), not always the same mechanical ALTP and same graphics, but without losing the style ALTP.

Thanks for answering questions and forgive me if I was rude.



You're not rude. I just meant you effort would be better spend working on things you know I'm looking for.
I'll send over a mail with some idea's when I find the time, okay?


The boy: A puzzle like that is seen in more game, but that's okay. I like that room. Looks fresh. I just can't use it right now because I already have the first dungeon all planned out.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 05, 2010, 08:27:55 pm
Worked on the game again this weekend:
+ Improved the AI for the Pol's Voice further (can now jump over various other objects / no more unwanted jumping over ledges / better response to getting hit / etc).
+ Fixed a nasty glitch (the detection of the terrain you stand in had one tiny imperfection which led to a nasty visual glitch in an entirely different object during screen redraws. Took me hours to hunt it down :'( )
+ Partially redid old coding behind the item menu, cutting a couple dousand objects
+ A couple of tiny tweaks

Most of it is refinement, but taking time for that is also important.

Edit: one more fix before going to bed.
+ Fixed glitch of getting stuck in action objects through pushing blocks
(one location where this can occure is in the basement with the pitfalls if you move the left most block of four)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 12, 2010, 05:30:58 pm
Not much progress this weekend (I had some interesting diversions) so you'll have to do with a new youtube video.
http://www.youtube.com/watch?v=q9Gt1xfOLjI
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on December 12, 2010, 08:28:18 pm
I haven't seen anything new that was in the demo. The Polls Voice could still use some work. I saw it being drawn under the teleport pad (1:44) and moving around on the wall (6:50).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 12, 2010, 08:44:17 pm
Yeah, like I said. Not much progress this weekend. Just felt like uploading something. Showing one or two things people probably hadn't found while I was at it.

I'm aware of the issues you mentioned and believe I actually made comments about them in the video.

Edit: Oops. Sorry. I forgot to publish the comments I made.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Xiphirx on December 12, 2010, 09:19:26 pm
My god, this has to be the best Zelda engine I've seen here.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 12, 2010, 09:32:16 pm
Let's hope this video can make people on other forums think the same thing. The people on the gamemaker forum in particular give little attention to anything other then a screenshot or video, so this seemed like a smart thing to do. With a little luck it may even entice one or two people to come over here afterwards ;)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: DJvenom on December 12, 2010, 11:05:13 pm
Very solid engine :) This game has come quite a ways! very awesome!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Wasabi on December 13, 2010, 12:06:22 am
That is one amazing engine, well done :D
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 20, 2010, 10:30:00 am
Progress made in the last two weeks:
+ Finished the AI for the Buzz Blob enemy
+ Fixed glitch of Pol's Voice jumping through the air
+ Had another lovely date with the girl of my dreams
+ Made coding improvement to the startingscreen and item menu to save resource
+ Recoded some older code behind the credits

In case anybody was wondering why I'm less active lately with PotM and my project.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on December 20, 2010, 01:03:55 pm
+ Had another lovely date with the girl of my dreams
So we can expect some sort of cameo of her in the game/next demo  :P
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 20, 2010, 01:36:25 pm
There's an idea. I like little nods like that, so who knows. ;)

One more piece of progress since there weren't any trains to bring me to work today (from 08:00 all the way till around 13:30. WTF):
+ I found a glitch where you are almost instantly drained of life if you touch the buzz blob with your body. That's fixed in the next demo.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: shongshui on December 20, 2010, 05:58:57 pm
Great work on the engine. It feels just like the original game! But I have been wondering, what is the Rod of Medu and what does it do? I don't think that I remember seeing it in the original game.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 20, 2010, 08:20:27 pm
That's correct. It is one of the items I'm adding myself and it is to be read as "Rod once belonging to Medu". Much like the fire and ice rods it shoots magic projectiles, but I'm not going to spoil what type of magic (=not electricity). Well, I'm not going to tell you too much also because I'm still working out how feasable it will all be to program. The name Medu may give you a small hint as to what direction I'm thinking in.

Out of the three I hope to have two rods fully programmed in, in the next two months. Hopefully all three. That includes the statuseffects for the enemies (possibly the character himself) and effects on enviroments. Depending on life, work and studies offcourse.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 09, 2011, 12:59:50 pm
Progress has been slow lately due to other things playing, but I wanted to let you guys know I'm still working on my game.

I remember someone once asking me how many resources I'm using in my game. Today I figured out a relative easy way to answer that.

I'm currently using:
590 sprites
157 scripts
111 objects
72 sounds
22 backgrounds
9 paths
8 rooms
5 timelines


Update: Here is the progress made in the past weeks.
+ Prevented crashing backwards into transitionobjects, except for warptiles and pitfall
+ Made more coding improvements to the startingscreen to save resources
+ Walking over a fragile floor with sufficient weight now makes the floor break and you will fall through the hole that appears. (No breaking animation yet and the collisions needs tweaking)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 22, 2011, 08:03:03 pm
Made some progress today.
Finally finished the floor breaking beneath your feet as you walk over it. The little details made me continuesly put this one off.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 02, 2011, 09:02:36 pm
Made a little bit of progress today (I am trying to keep progress going no matter how slowly):
+ The new snake enemy can now be created as any other enemy, but also it can now be dropped from the ceiling. The snake's sprites have been finished and it's just a matter of programming the AI. Although that's the most time consuming aspect for an enemy.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on February 02, 2011, 09:12:28 pm
(I am trying to keep progress going no matter how slowly)
I will give you +reputation because you are alive and still working on the game, regardless how many years it will take to make it.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zhello on February 02, 2011, 11:53:17 pm
hey if you need any sprites, I be happy to find some for you.  I some lttp styled sprites too.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Gedosemo on February 03, 2011, 03:11:48 pm
lttp styled sprites.
How would zelda oracle of ages and seasons look like in alttp style?
And then using graphics from it in a fangame that only accepts alttp styles tiles.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 03, 2011, 07:19:44 pm
Thanks for the support.
As for helping. I made a request for custom sprites a while back here: http://www.zfgc.com/forum/index.php?topic=37244.msg417513#msg417513
If someone would be able to help with that then I would be most gratefull. Beyond that I'm good right now.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 11, 2011, 01:19:21 pm
Made some progress over the last couple of days.

The credits screen and startingscreens have been recoded/improved saving some resources in the progress. All text used on those screens is now created using fonts instead of just sprites (I finally discovered font :)). Recoding textboxes is next on my list, but that will take a little longer to get right.

Aside from tiny visual edits I made two (functional) changes to the startingscreen:
1. When entering a new name delete can now shorten a name (where "AB DEF" would previously become "A  DEF", it now becomes "ABDEF").
2. On the option screen you now see the button associated to each action. I'm still pondering on what looks beter though, so I'll post the options for some feedback.

Option A
(http://img684.imageshack.us/img684/7875/screenshot109c.png)

Option B
(http://img651.imageshack.us/img651/7391/screenshot110pu.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Xfixium on February 11, 2011, 05:23:22 pm
They both seem fine imo. But I would have to say B just because it provides more space between the option, and the input.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on February 11, 2011, 05:46:35 pm
I have to agree with Xfixium in that B looks better because it leaves a wider space between the options. However A looks better in the fact that the key values are not plastered so close to the options. I would say either give shorter names to the options or make a scrolling screen or something. Which I prefer the former one.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mamoruanime on February 11, 2011, 05:57:40 pm
Could even colorize the outlines to the keys
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 11, 2011, 06:19:41 pm
I can change the drawing color so I haven't found a need yet. It's easy enough to add in though.

EDIT:
Reading your comments I made a version C using a temporary 2nd font.
(http://img824.imageshack.us/img824/5238/screenshot112va.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Xfixium on February 11, 2011, 07:30:30 pm
Looks much better with that spacing IMO (Letters butted up together). Which the original used that spacing from what I recall.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on February 11, 2011, 07:43:22 pm
Much better
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 14, 2011, 10:20:10 am
An image of Link when he's drunk.
(http://img37.imageshack.us/img37/4469/screenshot111o.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 20, 2011, 06:49:21 pm
Here are two more screenshot just for kicks.
Latest progress btw: finished recoding the textboxes from the ground up and I've added the book of mudora.

(http://img337.imageshack.us/img337/1379/screenshot113u.png) (http://img337.imageshack.us/i/screenshot113u.png/)

(http://img7.imageshack.us/img7/4049/screenshot114s.png) (http://img7.imageshack.us/i/screenshot114s.png/)

My vacation is over once again, so I'm afraid it's back to usual for me for the coming time. The plan was originally to create a new video showing the latest features beforehand, but that would just spoils the surprise. I do invite someone else to do. Let me know if you are intested. If somebody wishes to do some glitch hunting, then be sure to let me know as well.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 27, 2011, 08:29:24 pm
Not a lot of (visible) progress this weekend. I hadn't really planned for there to be any progress, but I opened gamemaker and well.. time flew. As a result more aspects of the item menu have been recoded and the amount of resources has deminished further as well.

I was wondering though. Since the last demo (that I actually made public) not a lot of visible progress has been made. You can find the overview in the startingpost if you're interested. Most of my time has been spend cleaning up coding, working of lessening the amount of resource and fixing glitches. That being said, several fundamentals have been touched and I'm looking for testers. My question is wether or not someone is willing to help me with this. Or is it wiser to just post a new demo? Again, I don't feel there is a lot actually added since the last demo.

Progress (while I'm at it)
590 sprites   --> 428 sprites
157 scripts   --> 155 scripts
111 objects --> 94 objects
72 sounds
22 backgrounds
9 paths --> 8 paths
8 rooms
5 timelines
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 06, 2011, 10:58:05 am
Latest progress report:
- Finished recoding the item menu (it's now just comprised of one object).
- Made some more coding changes to the startingscreen, saving more resources.
- Added in an auto-save function for the game settings. It should be a welcome addition for those that dislike the pre-set controls.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 13, 2011, 09:09:04 pm
Spend the last couple of hours working on a more elaborate saving system (using ini files). And then I started thinking up ways to prevent people from messing around with the savefiles. I may have went a little overboard, but at least the data in the ini files is impossible to crack now.

Currently I've implemented the actual saving plus encrypting of the data. Hopefully I'll get around to the loading aspect next week.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on March 14, 2011, 08:53:55 am
Hey Martijn! First, it's great to see that you're still here on ZFGC. And your project is looking nice and strong as ever! Great work!

Spend the last couple of hours working on a more elaborate saving system (using ini files). And then I started thinking up ways to prevent people from messing around with the savefiles. I may have went a little overboard, but at least the data in the ini files is impossible to crack now.

Currently I've implemented the actual saving plus encrypting of the data. Hopefully I'll get around to the loading aspect next week.

Off-topic: I hate to ask, but when you figure it all out I would greatly appreciate your help with encrypting saved data and loading it in my own game. :P That's the only thing that I have no idea how to do and it would help me out TONS.

Back on topic, I am very glad to see how this has progressed. I haven't checked to see if there's a newer demo than the latest one I played (pretty sure there would be), but if there is, I'll try to set aside some time to test it out. :)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 14, 2011, 06:35:04 pm
Why hate to ask? You've helped me plenty in the past. I haven't forgotten.
Once I'm done figuring it out for myself you'll receive simular scripts.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 20, 2011, 02:54:39 pm
The weekly progress:
+ Finished the save feature for the character data (plus send FrozenFire a copy)
+ Further lessened the number of objects and variables needed for the startingscreen
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: TC Gamer on March 21, 2011, 11:35:00 am
It's great to see you make steady progress every week.

Can I ask when you think you'll be starting to add content? I'm really looking forward to that :)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 21, 2011, 07:14:26 pm
That's a though question as I have been without help for quite a while now :( I estimate I will be adding in new stuff in about 2 or 3 months time, depending on your definition of added content of course. It also depends on how the proposed "Design your own dungeon" contest mid April will work out.

Right now I have the following planned (in order) before releasing a new demo:
- Finish the saving feature to also include dungeon data (will also require me redefine the area control objects in a more uniform manor)
- Finish cleaning up the coding behind the starting screen (not essential but I'll probably continue my work on it anyway)
- Finish the snake enemy (more or less new content)
- Revisit picking up containers (worked on this a little yesterday. It's something I've been putting off for far to long already)
- Make some tweaks container shadows and stabbing of enemies
- Recode the sword's energy attack
- Add in magic attacks for the firerod/icerod/rod of medu (new content. This will be a major undertaking as it also means enemies should be burnable, get frozen etc)
- Make dungeon updates for the use of the firerod (new content. It should allow access to about 10 more rooms and it will straighten out order in which the dungeon is to be completed)

All in all, it's not heavy on new content. I'll see about adding more enemies and items for the demo after that one.

I must say, since I have little time to actually spend on the project I tend to work more on improvements rather then completely new content. It's not very flashy progress but I don't believe I've ever aimed for something like that XD.

PS: Having people help out with dungeon/area design would greatly improve the odds for new content in the near future. A tester would also be welcome.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: dotyue on March 21, 2011, 08:01:56 pm
don't let youself force to add content, it seems you're the best project right now in kind of stable planning of a project and engine... most people just add gfx and features in a glitchy buggy engine

your updates are content enough to see that you are working on it, that should be enough to know for us ;)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on March 22, 2011, 05:10:21 am
don't let youself force to add content, it seems you're the best project right now in kind of stable planning of a project and engine... most people just add gfx and features in a glitchy buggy engine

your updates are content enough to see that you are working on it, that should be enough to know for us ;)

Agreed. It takes time to get a solid engine, mainly because of testing lol. I'm happy to see that it keeps getting revised with less objects and more efficient code. That is VERY good in SO many ways. Of course I do look forward to the day when a story get's put in place and an epic adventure comes out of it, but every game must first have a solid engine in order to succeed.

... + Finished the save feature for the character data (plus send FrozenFire a copy) ...

And I thank you for that! I might not do it exactly your way, but I should be able to get a better idea on how to go about it after looking it over some more. Thanks again Martijn! ^_^
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on March 31, 2011, 12:42:17 pm
Plenty of progress in the last two weeks:
-All objects storing dungeon data have been converted into a single object
-All references to dungeon data have been adjusted to fit the new situation
-Started working on including all dungeondata in the savefiles
-Spend a couple of days tweaking the pick up mechanic, but I was unhappy with the result and scrapped all of the progress. :(


I've also been spending a number of days working on the room below. It's not much to look at right now, but I'll upload more images as it progresses. Personally I always like seeing something come to life like that. If anybody spots inconsistencies then feel free to point them out, but don't bother with comments on the green earth. That's gonna change anyway. The setting is a mountainpath up to dungeon 1. The goals of this room (and the once before it) are: give the player the feeling he is really moving higher and higher up a mountain and give the player the felling of discovering a far away hidden temple.

(http://img535.imageshack.us/img535/9467/outsidedungeona1.th.png) (http://img535.imageshack.us/i/outsidedungeona1.png/)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 09, 2011, 09:49:45 am
Made more progress lately:
- Saving dungeon data is done
- Textboxes can once again show all text instantly. This is present in all the current demo's but accidentally fell of as I recoded the textengine.

I also have a specific question for anyone willing to help:
What happens in alttp if you hold out your sword in front of you and walk into an enemy with it?
Can you go around stabbing the enemy until infinity or does something else happen?


Update: The following process has also been made.
- The attack button can now also be used to throw things
- You no longer instantly swing your sword instantly after a textbox (this problem had been bugging me for ages)

Another update:
- Added Life, Magic and Cure-All Medicine
Each new gamefile will (temporarily) start with one Life Medicine.
The first saved file will start with one of each type of bottle contents.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 10, 2011, 01:16:40 pm
Just one more day of freedom before I start work again tomorrow. Who can anwser my questions about alttp below so I can maybe get some more progress done before that happens XD?
1. How much does a fairy heal you if you die while having one in your inventory. How many hearts and how much magic?
2. What happens when you use a net to catch a fairy? Specificly: What is said? Which options are given (if any)? And what is said if you have no (free) bottles?
3. What happens if you hold out your sword in front of you and walk into an enemy with it? Can you go around stabbing the enemy until infinity or does something else happen? Does stabbing an enemy like so cancel out the swordcharge you had going?

I'm currently working on adding in collectable fairies. Can't really say when those will be finished as I have some questions left. Maybe in a week or so. It also depends on how much more time I'll need to spend on setting up the rest of the dungeon design contest.
Beyond that I'm working little on mapping again.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Sahittam on April 10, 2011, 02:20:16 pm
1: A fairy always heals 7 hearts and no magic, whether you are dead or not.

2:
You caught a fairy!(wait until text-continuing button is pressed)
What will you do?
-Keep it in a bottle
-Set it free

(if no empty bottles and 1st option selected:)
You don't have any empty bottles. You have no choice... Just set it free.

(if 2nd option selected, or 1st and you have a free bottle:)
textbox closes.

3: When you walk into an enemy, the enemy is hurt, but receives only half the damage of a normal attack.
Link once makes an animation as if stabbing a wall, then he stops holding his sword.

All taken from the European GBA version of ALttP.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 10, 2011, 02:29:52 pm
Thanks for the information. I really appreciate it!
Just a quick follow-up question about stabbing the enemy. Once Link hits an enemy and put away his sword, what happens then? Does he just move like normal instantly? Does he move and look like he is still holding out his sword (minus the sword obviously)? Or maybe something else happens?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Sahittam on April 10, 2011, 02:34:48 pm
After Link puts away his sword, he moves like normal, like he never held out his sword.
He doesn't ever have to stop moving, not even while he makes the stabbing animation (this surprised me, too).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 10, 2011, 07:16:14 pm
The bottled fairies now only heal 7 hearts and no magic when you die.
Catching a fairy is giving some problems with consecutive textboxes. That'll have to be done somewhere next weekend. Same as the stabbing edits.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zhello on April 10, 2011, 08:42:17 pm
Plenty of progress in the last two weeks:
-All objects storing dungeon data have been converted into a single object
-All references to dungeon data have been adjusted to fit the new situation
-Started working on including all dungeondata in the savefiles
-Spend a couple of days tweaking the pick up mechanic, but I was unhappy with the result and scrapped all of the progress. :(


I've also been spending a number of days working on the room below. It's not much to look at right now, but I'll upload more images as it progresses. Personally I always like seeing something come to life like that. If anybody spots inconsistencies then feel free to point them out, but don't bother with comments on the green earth. That's gonna change anyway. The setting is a mountainpath up to dungeon 1. The goals of this room (and the once before it) are: give the player the feeling he is really moving higher and higher up a mountain and give the player the felling of discovering a far away hidden temple.

(http://img535.imageshack.us/img535/9467/outsidedungeona1.th.png) (http://img535.imageshack.us/i/outsidedungeona1.png/)

hey if you need tiles for making outdoor areas, in one of my old threads about tiling there were some tilesets there if you want to use them.  I also have this tileset I am using for my game you can use it if you want. :)  If you need house tiles too I have some but I have to find them first.

Best used with ORE or Gmare. :D
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 11, 2011, 07:11:59 pm
Sounds good. Thanks. If you've got more then what's attached then I'm definatly interested.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 23, 2011, 08:31:47 pm
Last weeks progress:
+ Added collectable fairies to touch and catch
+ Fixed glitch: double creation sound for instant textboxes
+ Fixed glitch: incorrect loading of saved dungeon room data
+ Fixed the door in the dungeon you can walk through while it is closed from the other end
+ Finished work on the snake enemy
+ Tweaked the shield a little
+ Fixed glitch: endless death loop

(http://img62.imageshack.us/img62/3301/screenshot115.png) (http://img62.imageshack.us/i/screenshot115.png/)

(http://img130.imageshack.us/img130/2590/screenshot116d.png) (http://img130.imageshack.us/i/screenshot116d.png/)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on April 25, 2011, 02:12:42 pm
Here's another image showing some progress:
(http://img850.imageshack.us/img850/6216/screenshot117.png) (http://img850.imageshack.us/i/screenshot117.png/)

I made a start at adding in a functional magic attack for the three rods. Two are done, but I lack the sound and animation for the third (=Rod of Medu).
Anybody willing to help me out on that one? I have the rest of the day to work on the project and it's little effort to add in the third.

The request for resources can be found here (http://www.zfgc.com/forum/index.php?topic=38313.0)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 01, 2011, 12:34:56 pm
Accidentally cut myself in the hand yesterday so there has been pretty much no progress this weekend.
Beter luck next week I guess.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 07, 2011, 06:30:03 pm
This weeks progress:
+ Added ice magic
+ Ice magic may freeze some enemies
+ Ice magic can extinguish torches
+ Added fire magic
+ Fire can light torches
+ Stone magic may turn some enemies to stone
+ The rods used without magic now break pots
+ Some torches only stay lite for a limited time
+ Fixed glitch with pull switches
+ Getting the dungeon map now requires lighting 4 torches instead of killing enemies
+ Edited quite a bit in the first seven rooms in the sewers (which are now accesable)
+ Fixed glitch: Sword collisions
+ Added another locked door to prevent short cuts in the dungeon
+ Edited the main dungeon (the cellar is now unaccesable without lighting 4 torches)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 08, 2011, 01:36:11 pm
Working on the game again today as well.

Currently I'm mainly working on the three types of magic: ice magic from the icerod, fire magic from the firerod and stone magic from the rod of medu.
The plan is to all for enemies and some containers (all but the stones) to be turned to stone or ice. Changes a container may also change things like the weight and destruction animation. Changing enemies turns them into containers as well. The plan right now is to allow the player to pick them up when that happens. I know frozen enemies did not break in the original, but I intent thrown frozen/stone enemies to shatter upon impact. One final thing I might someday add in is the ability to turn frozen/stone enemies back to there regular self (through fire / magic powder), but I have yet to work out a feasible programming solution.. I'm also quite curious how you guys think about the idea.

Edit:
Today's progress: Frozen and stone enemies can be picked up and thrown (but it still needs plenty of work to perfect)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 15, 2011, 07:07:04 pm
Finished editing the draw events for containers both stationairy, carried and thrown. The Icerod should be finished shortly. The Rod of Medu still lacks an appropriate magic animation.

(http://img171.imageshack.us/img171/2082/screenshot119.th.png) (http://imageshack.us/photo/my-images/171/screenshot119.png/)
(http://img51.imageshack.us/img51/7862/screenshot120s.th.png) (http://imageshack.us/photo/my-images/51/screenshot120s.png/)
(http://img64.imageshack.us/img64/7369/screenshot121k.th.png) (http://imageshack.us/photo/my-images/64/screenshot121k.png/)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on May 20, 2011, 07:23:12 pm
Rod of Medu?!  :huh:
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: The Boy on May 20, 2011, 07:25:02 pm
See his GMC posts.
http://gmc.yoyogames.com/index.php?showtopic=414234&pid=3750646&st=60&#entry3750646
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 20, 2011, 08:45:34 pm
The Rod of Medu is a rod with a similar working like the Icerod. Only instead of turning some enemies to ice, it can turn some enemies to stone. For now the enemies turned to stone can just be picked up and thrown to break them. I might change some of that to create some original puzzles later on.

While I'm at it: I've got a little bad news. My girlfriend's father is not doing well AT ALL so I don't really feel like working on the game this week. This has been going on for a couple of weeks already and it's turning really bad. Aside from that is my work and my studies. I'll probably be back at it in 2 or 3 weeks time.

Help is always welcome though :) Even now.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on May 29, 2011, 10:18:30 am
Still managed to make a little bit of progress on the game:
+ Fixed error when getting shocked while holding a container
+ Fixed glitch where getting shocked no longer worked
+ Added new room: Connector room on the upper floor
+ Fixed glitch: skeleton heads keep following you after you exit the room
+ Expanded the destruction animation and item creation for containers to handle more shapes
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 02, 2011, 06:52:45 am
Okay, I've good and bad news again. I decided to break up with my girlfriend (really it was her decisions that got me to do it, but whatever). Also the contest I was expecting to spend more time on did not produce any usefull results.

The good news here is that because of this I can spend a little bit more time on my game. Actually, I hope to be able to produce a new demo in about two weeks time. Finally XD

Also I'm set up a pole because I'm interested in what people get most excited about in new demo's.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: TC Gamer on June 03, 2011, 09:36:24 am
Okay, I've good and bad news again. I decided to break up with my girlfriend (really it was her decisions that got me to do it, but whatever). Also the contest I was expecting to spend more time on did not produce any usefull results.

The good news here is that because of this I can spend a little bit more time on my game. Actually, I hope to be able to produce a new demo in about two weeks time. Finally XD

Also I'm set up a pole because I'm interested in what people get most excited about in new demo's.
I voted for coding since it will help you a ton in the future :)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 05, 2011, 09:21:49 pm
Thanks TCGamer. I agree.

Here is this weekends progress:
+ Stone magic turns some containers to stone
+ Ice magic freezes some containers
+ Erased any noticeable slowdown that occurred when the player entered the main floor of the dungeon
+ Updated the cannonball routines to have make sure they don't just start as the room starts

And aside from that I spend time tinkering with a room's layout and the stone magic. Still no satisfying results on either of those.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 08, 2011, 08:10:02 pm
Had an somewhat interesting idea today about the map system in alttp. For reference: it currently looks like the image below. When you collect the compass the chests and boss location are displayed. I can imagine that this is done so the player doesn't get stuck too much, since showing those things might help the player progress. Other secrets, like keys from above, however are not displayed.

How about I the compass does not display the chests, but instead turns the rooms light green when all points of interest in that room are discovered? Or would that spoil the experience? I'm not really sure, but I believe my dungeon can be a little hard for some people to solve (or at least I haven't heard the opposite). I'm doing some scetches for the second dungeon and I'm not still pondering on how to make it challenging while not frustrating.

Anybody have any comments on the matter?

(http://img687.imageshack.us/img687/2255/screenshot122p.png) (http://imageshack.us/photo/my-images/687/screenshot122p.png/)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on June 09, 2011, 12:15:37 am
A unique compass? How about when you enter a room it turns red when you have to defeat the enemies in said room to advance?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 09, 2011, 05:27:24 am
It would just be the default compass, but the function would change. The goal is not be to hold the player by hand, but rather to hint at places where "something" has not been discovered yet to prevent them from running in circles endlessly. Such things being chest and keys obviously, but also when the player has not yet discovered pressure plates / killed all the enemies / discovered that a statue can be moved to open a door etc.

The map could use just 3 colors:
dark blue: room never entered yet
light blue: room entered and fully explored
light green: room entered but not yet fully explored

More more colors then that would be difficult because roomscan hold multiple mechanics. Like for instance one door requires all enemies dead, there is a chest hidden and a second door requires you crash into a statue.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on June 09, 2011, 03:23:02 pm
Crash into a statue?  :huh:
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 09, 2011, 04:23:37 pm
Oops.... uuhmm. Yeah, you may need to do that in order to finish the dungeon. Actually, it's already possible in the current demo.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 10, 2011, 07:36:46 pm
Progress in the last couple of days:
+ Finished two more dungeon rooms (just one left)
+ Added three pressure plates that need to be activated in order
+ Added falling down two floor below
+ Fixed issues with doors closing and opening directly after entering a room
+ Fixed facing issues when falling down a floor
+ Redid the shadows for frozen/stone enemies/containers

With that I believe I'm more or less ready to release the new demo. Just need to remove the tester stuff. There are still two small issues that I'm working on, but that's always the case XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 11, 2011, 11:35:46 am

NEW DEMO OUT
(Also, I updated the first post quite a bit borrowing the setup FrozenFire thought up.)

Here is a listing of all the changes made since demo 0.10.8
-Added a bunch of new rooms
-Added the ability to fall through the floor with enough weight
-Rewrote part of the digging mechanic to improve efficiency
-Fixed surfaces errors when moving in and out of the dungeon too much
-The hud moves along with the (dis)appearing item menu (once again)
-Items created by flying skulls will fall to a more appropriate depth, based on what you'd visually expect
-Improved the Pol's Voice AI even further (it can now jump over various objects)
-Collissions on/under bridges are now handled differently/better
-Finished enemy: Buzz Blob
-Added new enemy: snake
-Recoded/improved the credits
-Recoded/improved on the item menu
-Recoded/improved on the starting screen
-Recoded/improved on the text engine
-Replaced all previous textsprites by custom fonts
-Added an (encrypted) save feature for controls and dungeon/game progress
-The attack button can now also be used to throw things
-Added new item: Book of Mudora
-Added new item: Life Medicine
-Added new item: Magic Medicine
-Added new item: Cure-All Medicine
-Added fairies to touch and catch (not fully satisfied with them yet)
-Bottled fairies now only heal 7 hearts and no magic when you die
-Added magic for ice rod
-Added magic for fire rod
-Added magic for Rod of Medu (the magic attack is just placeholder for now)
-Some enemies and containers can be frozen or turned to stone
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: DeathTailsz on June 11, 2011, 04:58:50 pm
Some enemies and containers can turned to stone

Can I expect myself yelling "Man, that guys looks stoned."?
I'ma downloading it as we speak. Edit my post afterwards. :D

Oh, and I love what you did with the first page, looks purdy.

Edit:
Best animation for a magic ability ever. I wanna play SMW now...
[spoiler=Already Known Issue](http://img848.imageshack.us/img848/3626/floatingonobjects.jpg)
I think the above is a known issue (He's floating on top of objects)[/spoiler]

I have a question: Is the beam-thing that comes from the sword delete itself after leaving the view or hitting an object? In long rooms you can hear the sound playing consistently until it destroys itself.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 11, 2011, 05:58:53 pm
Yes, stoned dudes can be found in this demo. Sort off.

The sword beam destroy itself if it hits a wall, enemy etc. If nothing is hit then it will just keep going. You hearing the beam even after it has gone beyond the visible screen is by design.

The depth issues are know. I have an answer ready but it will take a lot of effort to implement. Maybe in the next demo.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 13, 2011, 07:40:11 pm
This weekends progress:
+ Finished stone magic animation (used sprites by Nabeshin)
+ Slightly edited the Rod of Medu (edit by DeathTailsz)
+ The Pol's Voice can no longer be turned to stone
+ Redid the sword magic to be uniform with other type of character objects
+ Put together a full tileset for the second dungeon
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on June 28, 2011, 06:59:29 am
I know it's been more than 2 weeks since the last post, but I just had to say it's been quite a while since I looked at this and the project is looking great! It's HUUUUUGE!

(...I updated the first post quite a bit borrowing the setup FrozenFire thought up.)
...
LOL, I see that. XD I'm glad it has helped you with organizing your project content here.

It's great to see this game continually making progress. I'm gonna have to check out the latest demo for sure!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on June 28, 2011, 07:27:30 am
I've got an exam coming up tommorrow so I have been studying for that lately. Afterwards I hope to make a new small release within two weeks.
Some players on a different site found a small glitch preventing players from fully finishing the first dungeon, so that will be fixed. Also, I hope to add one or two canes by then.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 02, 2011, 07:48:08 am
No progress report today (though I am making progress again), but I do have some research questions.

- Cukeman:
A Buzzblob sprinkled with magic powder turns to a Cukeman and you can then apparently talk to it. Judging from that I'd consider it an NPC. On the other hand it also shocks you if you attack it. Does that make it is the equivalent to a villager who would react to getting hit by a sword etc? Or is it still an enemy (who does damage upon touching) which you can talk to if you stand a little away from it and press the action button?
Does it have electric sprites in it's animation, like the Buzzblob? I'm reading it can shock but have not been able to find a sprite for an electrified cukeman. If so, can someone get me those sprites?

On a sidenote: freezing and smashing a cukeman apparently turns it into a buzzblob. I'll not be copying that.

- Cane of Byrna:
How long does the magic shielding last for after using the cane?


- Cane of Somaria:
After creating a magic block and terminating it, four fire(?)balls are created. What is the impact animation like for those attacks? Something similar to stabbing a wall with your sword maybe? The fireballs should also be present in the dungeon dark world below the rundown village. The horse/dragon type enemies that spit them out at you if I remember correctly.


Edit: After some more research I found that the Cane of Byrna takes 16 mp to activate and 4 mp per 24 frames (based on 60fps). I may change those values up a little but not by much. The shield will end if you use the cane of byrna while the shield is active, while your magic runs out or if you do not have the cane of byrna as the currently selected item. The Cane of Byrna should be fully finished in about another hour. The only thing I'm a little unhappy about is the soundeffect. I do not believe I have been able to get it the same as in the original.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 02, 2011, 08:51:21 pm
Here is the latest progress report:
+ Fixed several textobjects that did not work anymore
+ Added the firerod to each new savefile (as finishing the dungeon requires it)
+ Fixed glitch in cannonball puzzle room
+ Build in the first two rooms for the second dungeon (with DeathTailsz - not yet in demo)
+ Added new item: Cane of Byrna (not happy with the sounds yet though)
+ Made various changes to the magic attack from the sword
+ Canes without magic can now hurt enemies, destroy containers, collect items and get you shocked by electric enemies
+ Enemies can not be turned to stone or ice if that will cause Link to get stuck
+ Fixed glitch: no longer able to push movable objects into staircases
+ Added new item: Cane of Somaria (not happy with the sounds yet though)

As I mentioned in my previous post I was unsure what destruction event to use for the fireballs created with the block from the Cane of Somaria. I tried a couple of things and ended up going with the burning animation I was already using for the firerod's magic. Not sure if that's what the original game used but it will work for me. Also, in the original the block from the Cane of Somaria itself was a means to hurt enemies. Upon to three times it would apparently hurt enemies before getting destroyed (?). Haven't build that in yet and I'm not really sure if I really want to. Anybody have any thoughts or information on that?

Now then, there are three things I could use your help with right now (in order):
1. What soundeffect is present when the block (created with the Cane of Somaria) is made to explode?
2. Can someone help me with the soundeffect for the initial use of the Cane of Byrna (and the continued sound for the magic shield if there is any)? I'm currently using a loop of the LTTP_Cane_Magic sound as found here (http://noproblo.dayjo.org/ZeldaSounds/), but it does not sound how I remembered it. The other sound effect there (I also attach them below), which is the LTTP_Cane sound, sounds a little more familiar but I'm not sure if that's it either.
3. Still looking for information on the Cukeman. Check my previous post.

I someone could help me rather quickly then I sound be able to implement it this very weekend and hopefully round it up enough for a new demo (in order to fix the issues found in the starting post).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 03, 2011, 03:04:24 pm
Today's progress:
+ Added a new enemy: the Ropa

And I took the time to upload another video. It's been ages since I did something like that so why not. Please take a close look at the three new things I added and let me know what you think.

http://www.youtube.com/watch?v=3qAev7nvnus
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on July 03, 2011, 05:22:40 pm
I'm only speaking from memory, but I don't think you could talk to Cukemen. I think you could kill them, though, but as I remember, you couldn't walk into them without getting hurt, they just wouldn't electrify you. The way the buzz blobs worked was if you stabbed them, you'd go all electricy, and the screen would do that getting zapped thing, but the buzz blob wouldn't change. Probably because it's own defenses wouldn't electrify it, that would be a bad tactic.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mitsu on July 04, 2011, 03:56:21 am
You sprinkle the buzzblobs with magic powder and you can talk to them.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 04, 2011, 04:47:27 pm
Okay, so the cukeman does speak and it will hurt you upon walking into it.
Stabbing it does electrify you, but the enemy does not show any new sprite during this.
Hhmm, that'll make it a little harder.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Rayo on July 05, 2011, 07:03:24 pm
This game is awesome! :D
I hope you finish the game.

Only one question: How do you make this electric effect?
(http://img547.imageshack.us/img547/1766/screenshot102h.png)

Oh, and here is my vote: Do whatever you feel like. I'm sure it will be good. XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 05, 2011, 08:08:49 pm
Thanks. That's the kind of response I aim for.  ;)

Getting the effect the way it is was a little hard, but I'll try to explain.

I first save a screenshot to a surface, but not before redrawing all the constant sections perfectly black. (It is important that this black color is not used in the rest of your game). By constant I mean Link, the hud and the enemies so they can later be separated from the rest of the image and redrawn on top of the end result. I then save the screenshot as a sprite, turning the black areas transparent. I'll call this sprite A.

Then I draw spriteA back onto a surface in the same color black to have created an inverted image. I then draw this black area onto the original screenshot (using a new surface) and save it as another sprite, once again turning the black color transparent. With this I have isolated all the sections of the screenshot that I do not want to adjust. Or in other words: I have a transparent surface with ONLY the character, enemies and HUD drawn on it and only the sections you see in the original screenshot. I'll call this imageB.

For the blocky background: Sprite A has holes in it where the character and enemies were placed so I draw it 5 times onto a new surface: normally, with x+8, y+8, x-8 and y-8 (in reversed order). This mostly fills the empty areas with colors somewhat similar to the area around the empty spaces. You'll get really weird effects if you do not do something similar. I save this as spriteC.

All these steps are done at the moment the shocking starts (as to save resources since the following takes a lot of processing power). Next I start to created the main effect. From left to right I keep taking a vertical slice (every n pixels) from spriteC and draw it onto a new surface while stretching it the same n pixels in width. I do the same with the resulting image onto the actual screen, only then drawing horizontal slices stretched in height. n equals the size of the resulting blocks. The result is a blurred screenshot without having used the character, enemies and other constants. I must note that drawing lines and stretching them is WAY more efficient then doing it block by block, obviously.

Finally I take imageB again and also draw it also onto the screen.

Voila. Screen successfully distorted. Easy right?

I'd like to say that's all, but I'm still having problems with preexisting (partly transparent) surfaces in the original screenshot that are not saved to surfaces correctly. It's a gamemaker issue so I'm not trying to solve it right now.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 08, 2011, 05:42:25 pm
Today I only had to work for about half a day so I made some more progress:
+ Updated the Snake AI
+ Finished the Cane of Byrna (sounds and animation speed)
+ Fixed pressure plate in first cannonball room
+ Added pressure plate that alternate between active and disabled when you step on them

The Cane of Byrna was indeed not like in the original. After a long time searching I found a youtube video of the Cane in use and based my version on that. Ideally I'd do the same with the Cane of Somaria as I know it's not finished yet. So far a youtube video with that in it has been impossible to find though.

Not sure If anybody will up for this, but I just keep asking as it it's harmfull. Can someone here help find or upload a (youtube) video with the either on of these two specific situations:
A - The Cane of Somaria creates an energy block and enemies collide with it (getting hurt and hopefully even destroying the block)
B - The Cane of Somaria creates an energy block and the block is the willingly destroyed again, creating the 4 fireballs. It's the sounds at the moment of destruction I am looking for.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 10, 2011, 08:25:19 am
Not sure If anybody will up for this, but I just keep asking as it it's harmfull. Can someone here help find or upload a (youtube) video with the either on of these two specific situations:
A - The Cane of Somaria creates an energy block and enemies collide with it (getting hurt and hopefully even destroying the block)
B - The Cane of Somaria creates an energy block and the block is the willingly destroyed again, creating the 4 fireballs. It's the sounds at the moment of destruction I am looking for.

Also, here is the next WIP. It's still very early in development. Hopefully I can finish it next weekend.
(http://img198.imageshack.us/img198/1418/screenshot104t.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 10, 2011, 05:04:44 pm
Progress report for the rest of the weekend:
+ Fix error message while trying to pull a movable object into a staircase. You can still get stuck in a movable object while decending a staircase is the player placed the object akwardly. Currently that is only possible to accomplice with the block from the Cane of Somaria (and that's destructable) so I'll leave it at that for now.
+ Started work on the new enemy: Beamos
+ Made coding improvements in various movement scripts
+ The character will now be pushed back when hurt by an enemy


Also, I tried out a new screen recorder:
http://www.youtube.com/watch?v=M7OL4Ph34tM

I wanted to show 4 things:
- The Cane of Byrna is now finished.
- The Cane of Somaria is almost finished, but lacks a sound effect when the block explodes. Also, I managed to trap a Rope in the block. In the original game I believe the Rope would have been harmed by the block. Still searching for a reference on that.
- Catching fairies has been in there for a while. Not really intended to capture one, but since I was there I might as well. The collision checking still needs a little work.
- And finally my first take at having the character jump back when hurt. It'll need some tweaking, but that is for another time. Comments and suggestions are welcome.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on July 10, 2011, 08:50:56 pm
Not bad. IT already feels like "A Link to the Past". :D XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 15, 2011, 07:25:44 pm
Thanks. I'm currently really working hard on the game because I decided to submit it to the NFGC this year. It's likely that I will be busy with exams around that times so the majority of the progress has to be made in these next couple of months. That is also one of the reasons I (finally) downloaded an emulator and alttp. And I was doing so well. Hadn't touched the game in over 10 years. I avoided it up until now, but I needed some research done in order to progress on some issues. Now that I can compare in more detail I'll probably lean far more on the original then before :-\

Anyway. I'm somewhat beat again with a half day of work and a lot of tinkering on the game. Here is a pick of today's result (a burning status for enemies).
(http://img405.imageshack.us/img405/6052/screenshot109o.png)

And if anybody wishes to help: I made a sprite request here (http://www.zfgc.com/forum/index.php?topic=38456.0).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on July 31, 2011, 05:19:10 pm
Hello all. Here is the progress made over the last couple of weeks:
+ Updated AI of the Buzzblob
+ Fixed glitch: Rope sprite during shock animation
+ Fixed error: hurt while carrying a container
+ Edited the entrance room to the first dungeon + added an explination (for if people need it) at the end of the sewer area
+ Movable objects may have attached instances that move along with the object
+ Finished the Cane of Somaria
+ Pushed back distance from getting hurt is now enemy dependant
+ Redid the Ropa AI
+ Added new enemy: Cukeman (you can't talk to it yet)
+ Can now set some enemies on fire with the firerod
+ Started work on a new item: Bombos Medallion
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 06, 2011, 08:34:45 pm
Hello all. Spend most of the day working on the Bombos Medallion and it's now finished. It looked like it was already mostly done, but as always it were those final touches that ended up taking the most time and effort.

(http://img269.imageshack.us/img269/7366/screenshot114a.png) (http://imageshack.us/photo/my-images/269/screenshot114a.png/)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 07, 2011, 02:38:36 pm
Time for another update (plus request). The image below shows the main plaza of the desert palace, which I just finished. I'm not sure yet if I'm already going to try and it into the next demo. Probably not. As you can see the grass and trees may look out of place. Those are placeholders which I later hope replace with some suitable withered trees and plants. The idea is that the plaza once held a fully grown garden, but now it is neglected and dying off. There are also some statues akwardly placed. Those are also placeholders for now.

Anyway. If anybody knows of any suitable dead/dying plant sprites (or if someone is willing to make me some custom sprites), be sure to let me know.

Main plaza of desert palace:
(http://img29.imageshack.us/img29/7959/desertdungeoncourtyardv.jpg) (http://imageshack.us/photo/my-images/29/desertdungeoncourtyardv.jpg/)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on August 08, 2011, 02:38:33 am
Whoa!  :o
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on August 08, 2011, 02:45:07 pm
What kind of dead plants are you looking to replace the flowers? I don't know if I can do trees, although I could give it a try, but I'd love to try the other plants!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 08, 2011, 05:01:57 pm
If you could help then that would be great.
For the dead plants something simular to the image below might work. Well, minus the pokemon.

EDIT: Wait. Now that I think about it, in alttp there is an old man that gives you the shovel and turns into a tree. That might also be editable.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on August 08, 2011, 06:33:14 pm
It was actually a young boy you turned into a tree, sort of like the deku child from MM, actually. He's the first from the top left.

The middle row is what I came up with, they're all 16 pixels wide, which I'm assuming you're using?
Then the bottom right guy is a skinnier approach, which I could take if you'd like. Also, I could try shortening them so they'd be 16 pix tall, too, but... they wouldn't really be trees anymore, at least, I wouldn't be using the Flute Boy as a reference anymore, because he'd be too big.

(http://www.majhost.com/gallery/Zeypher/graphics/fluteboytree.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 08, 2011, 07:14:58 pm
Those look really good. If you could also make one to fit 16x16 then that would be perfect.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on August 09, 2011, 02:56:17 pm
Is this a desert dungeon?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 09, 2011, 05:07:35 pm
Yes, this is one of the rooms for the desert dungeon.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: FrozenFire on August 09, 2011, 11:50:33 pm
Martijn, I LOVE the idea of this dungeon. The design could really bring out some good atmosphere if done right, and you look like you're on the right track. AWESOME work. I want to help but I haven't even gotten around to doing anything with Drandula's story, or even my own game for that matter. D: .. But I'm rooting for you! ^_^
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on August 11, 2011, 07:58:00 pm
Sorry it took a while, I haven't been able to get on the computer since last time until today. Haha, this only took like five minutes, too...

(http://www.majhost.com/gallery/Zeypher/graphics/fluteboytree2.png)

It's the three in the bottom left that are 16x16.
The furthest down out of all the 16x16 ones is my favorite, but you can use whatever you want.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 15, 2011, 07:11:35 pm
I'm sorry for the late reply. Thank you. I will see about finishing the garden when I have the time.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 21, 2011, 08:49:24 pm
This weeks progress:
+ Made a little progress on the Beamos enemy
+ No sword magic will be created if you already hit a container or enemy in the same swing
+ Added new item: Ether Medallion (almost finished)
+ Fixed errors when freezing a Cukeman + edited colors mouth while frozen
+ Frozen enemies now give of random sparkles
+ Flying / jumping enemies can now also be turned to ice / stone (and will fall to the floor)

Things are a little chaotic for me right now (with work and other stuff) so I did not work on everything I wanted to too. Maybe next week. Once I finish the Ether medallion fully I'll see about making another video showing it. I'm not truly happy with it yet and will be looking for feedback.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Nubcake on August 21, 2011, 09:10:21 pm
Wow , i'm impressed by the attention to detail this game has! The door/stair animation (finally someones using it) etc. The stalfos is a little jumpy btw and Link moves far too slow while holding his charged sword.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 22, 2011, 06:12:49 am
I'll see what I can do.
Can you give me some example about the jumpy skeletons?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Nubcake on August 22, 2011, 10:05:08 am
I'll see what I can do.
Can you give me some example about the jumpy skeletons?
When i was charging the sword inside the castle and cornering the Stalfos it sort of jumped every second i game closer.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 26, 2011, 06:44:50 pm
I'm was working on Nubcake's suggestions when I ran into a strange new glitch. Could someone check the following with the available demo: walk in the upper left direction using both the up and left key pressed in any order. That should work. Now try the same thing while pressing the sword button to charge to sword. My character does not move left. Only up. The Button_Held event doesn't even recognize the left button being pressed.

I want to determine if it's just me or if other computers have the same problem.

EDIT: Not really a solution I'm satisfied with, but it appear the problem is solved if I set left and up to letters like J en I. Right...... Anybody ever have a simular experience. Or beter yet. Does anybody know the reason behind something weird like this. :huh:
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 28, 2011, 12:15:04 pm
New video (the added medallions):
http://www.youtube.com/watch?v=my3MkKOCji4

I'll post the progress made this weekend later.


EDIT:
And here is an overview of the latest progress made:
+ Finished the Ether Medallion
+ The walking speed while the sword is drawn has been slightly increased
+ The distance it takes for a Stalfos to jump away for you has been shortened by 1/3th if the character is charging his sword.
+ Enemies turning to ice or stone make a tiny hop into the air
+ The creation code for all Gamemaker rooms has been moved to a single script
+ Full sword swing (magic) now extinguished small torches upon contact
+ Edited cukeman: fixed glitch with one line repeating endlessly and adjusted the text speed.
+ Started work on a new item: Quake Medallion. Character animation finished.
+ Fixed glitch: if you change your custom controls to the default set it did not save the change.
+ Started work on a new item: Bow and Arrows (about halfway done now - character animation finished)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Xfixium on August 28, 2011, 09:21:37 pm
Quote
Could someone check the following with the available demo: walk in the upper left direction using both the up and left key pressed in any order. That should work. Now try the same thing while pressing the sword button to charge to sword. My character does not move left. Only up. The Button_Held event doesn't even recognize the left button being pressed.

I get the following results testing directional keys while charging the sword with the current demo:

Pressing up first does not allow left, but allows right
Pressing left first does not allow up, but allows down
Pressing down first does not allow right, but allows left
Pressing right first does not allow down, but allows up

I see a simple pattern here, perhaps it has to do with the key code values.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 29, 2011, 06:15:41 pm
Strange. My computer does not have any issues with the combination M, Down and Right. My older laptop appearently does not have any problems whatsoever ::)
Also, and this is something I did not notice earlier, when I press M, Up and Left a beeping sound can be heard. It would be my guess that the combination of keys is already in use by some other system. Gamemaker doesn't even recognize the last of the three keys being getting pressed (it not that it just skips the pressed event). I checking the  string of previously entered keycommands.

Since I'm now fairly convinced that this is not a problem I can neatly fix, I am inclined to just leave the things as they are. The players already have the options to edit any of the controls if they experience issues.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: King Tetiro on August 29, 2011, 06:25:00 pm
I noticed you're going to be trying to enter the NCFC 2011. I wish you luck martin and may the best man win. Just as long as one of us takes the Zelda crown back for NCFC
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on August 29, 2011, 06:29:27 pm
Same here. Let's bring that crown to zfgc ;)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: King Tetiro on August 29, 2011, 06:30:23 pm
Yeh I don't think the others stand a chance. A LTTP remake and a Steampunk inspired zelda. That crown is ours

(Plus I have a yeti wearing a purple top hat. How can we lose lol)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Nabeshin on August 29, 2011, 06:49:22 pm
Some keyboards have key priority issues and object to certain combos of keys. Other keyboards are amazing. XD But yeah, don't worry yourself about this as it's very likely a hardware-specific issue.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Rayo on August 31, 2011, 01:18:53 pm
Quote
A LTTP remake and a Steampunk inspired zelda.
And a MC fangame. XD Good luck Martijn dh and King Tetiro!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: King Tetiro on August 31, 2011, 01:42:35 pm
Quote
A LTTP remake and a Steampunk inspired zelda.
And a MC fangame. XD Good luck Martijn dh and King Tetiro!
Looks like we have it in the bag ZFGC. I've actually finished the Auction mini-game today :D. After I've done the collectables in Hyrule Field and Hyrule Market, I'll be releasing a technical demo.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: The Boy on September 01, 2011, 05:29:21 pm
Hearing about all of the progress from you and Martijn dh makes me feel sad. I haven't done any work on my Zelda in ages... Might start from the beggining..
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 02, 2011, 08:58:52 pm
I just need to respond to that last one, because it's easy to relate.

There is no need to feel sad. I too feel a little discouraged sometimes when I see what someone like Xfixium posts here at times. It's easy to get like that when other people make it look easy. Just remember: your game is unique from everybody else's because it really is your game. No one else has one quit like it. I mean, you build it. You probably know it inside out and can do or build whatever you want with it now. Isn't that the whole reason why we all start these things?

When I'm discouraged and start thinking "why?", it's always comforting to remember the reasons why I started in the first place: Fun, creative freedom, challenge and perfection.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: King Tetiro on September 02, 2011, 09:01:39 pm
I just need to respond to that last one, because it's easy to relate.

There is no need to feel sad. I too feel a little discouraged sometimes when I see what someone like Xfixium posts here sometimes. It's easy to get like that when other people make it look easy. Just remember: your game is unique from everybody else's because it really is your game. No one else has one quit like it. I mean, you build it. You know probably know it inside out and can do or build whatever you want with it now. Isn't that the whole reason why we all start these things?

When I'm discouraged and start thinking "why?", it's always comforting to remember the reasons why I started in the first place: Fun, creative freedom, challenge and perfection.

I second what Martijn said. That's why I've developing my game at my own pace. Just so I can make it unique. It now has a top hat wearing Deku Scrub named Wal (nut)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 04, 2011, 04:49:13 pm
This weeks progress: finished the bow and arrows
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 11, 2011, 07:15:11 pm
Little progress made this weekend:
+ Added stunned status to enemies (jumping and flying enemies are uneffected)
+ The quake medallion stuns most enemies on the field
+ Tweaked the push swich in the master chest room
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on September 12, 2011, 01:40:32 am
Ooh, nice progress! Can't wait to see more, man!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 16, 2011, 08:48:43 am
Thanks.

Let's see here. It's about a month until the contest I believe. My exams more or less coincide with the event so now is a good time to stop adding stuff and present it for testing. Well.. maybe I can finish the hookshot during testing.... and tweak the gameplay a little... I know I can stop... I just need to do it gradually XD.

Kidding aside. I'm looking for testers. Any volunteers?
I know some might think it is a pointless idea to not just release the demo in the topic. There are two reason I won't do that: it's more fun to wait till the actual event and I don't want to influence any other contenders.
I'm looking for people with the critical eye and the ability to describe what they see or mean. So, if you feel like helping out just respond. Whenever I add or tweak something from this point forward I'll do it in a separated version.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on September 16, 2011, 08:51:18 am
I'll see what I can do!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 16, 2011, 08:59:26 am
Much appreciated.
I'll be walking 40 km this weekend so I'll probably present a demo either monday or tuesday.

Any more testers?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: King Tetiro on September 16, 2011, 09:15:22 am
I'll give testing a shot
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on September 16, 2011, 05:53:22 pm
If there's any way to could get the demo to run on an iPad, I'd help... For some reason, my laptop refuses to connect with the house's Internet, so no downloading for me. If there's any other way I could help out, though, I'd be down.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 16, 2011, 06:59:19 pm
King Tetiro: Great. I'll send you a link as well then, when it's ready.

Donotfeedthemax: It won't work on the iPad, but I appreciate the offer. You can always try again when you laptop connection is fixed though. I doubt I've already gotten everything glitch-free right of the bat.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Malon on September 17, 2011, 01:58:52 am
Id like to give it a shot.  :)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 18, 2011, 05:18:09 am
So three testers:
Mirby
King Tetiro
Malonfan2012

I'll try and present the demo monday or tuesday, as mentioned earlier.
For those who want to know: I walked my 40 km and now I have a blister literally the size of my small toe  :'(.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on September 18, 2011, 06:30:28 am
So three testers:
Mirby
King Tetiro
Malonfan2012

I'll try and present the demo monday or tuesday, as mentioned earlier.
For those who want to know: I walked my 40 km and now I have a blister literally the size of my small toe  :'(.
Thanks.

Also, much props for walking the 40km. I'd pass out from exhaustion if I tried that. ^.^
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 23, 2011, 08:12:32 pm
Working on the hookshot right now and I've got some questions.

What does the hookshot ledge on to?
Chest?
Pots?
Bushes???
Stones???
Anything else?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Theforeshadower on September 23, 2011, 10:01:41 pm
Trees I believe...could be wrong.  Wooden posts should be another one too.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on September 23, 2011, 10:30:47 pm
Stakes
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on September 24, 2011, 04:55:39 am
The hookshot attaches best to high stakes. Haha.

But really, pots and rocks don't make any sense to me. But in alttp, I remember it being mainly convenient wooden posts. And eyeballs, it works GREAT on eyeballs.

Also, signs? They're wooden.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on September 24, 2011, 05:36:43 am
In LttP, it attached to bottles, items (which were dragged to you), chests, signs, and posts.

It also grabbed pots, if memory serves.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 24, 2011, 09:17:30 am
The hookshot attaches best to high stakes. Haha.

But really, pots and rocks don't make any sense to me. But in alttp, I remember it being mainly convenient wooden posts. And eyeballs, it works GREAT on eyeballs.

Also, signs? They're wooden.

You mean certain enemies are subsectable to the hookshot, like the eyegores and that eye boss? Or do you mean something different?

ALL: thanks for the input so far. I should be able to make some more progress with this.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on September 24, 2011, 09:32:59 am
I think he's referencing the Misery Mire boss there.

And yeah, keese also die instantly when hit by it sooo....
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 24, 2011, 10:53:06 am
I had some follow-up questions so I decided to play the original again. Here's what I found:
The hookshot ledges onto pots, bushes, small rocks, trees, torches (either 16x16 or 16x32), signposts, chests and small items.
The hookshot does not ledge onto frozen enemies, switches, those poles you can hammer into the ground and key items like heart pieces.

Upon closer look the hookshot is a lot more complex for me to do then I figured so I'll leave some aspects for later. Ledging onto trees, torches and signposts will have to wait till I have made more progress on each of those things. I also feel the character should be able to pull key items like heart pieces towards him (like a lazy ass). That'll have to wait as well. The rest I should be able to do. Hopefully today.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: King Tetiro on September 24, 2011, 01:02:32 pm
Apologies martin for not finishing my testing yet. I have been settling back into halls of residence
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 24, 2011, 01:09:13 pm
No worries. So far you have been the only one who has given me any kind of feedback anyway (which is a bit dissapointing, but still).

PS: While I'm at it anyway. Here's some random screenshots.

(http://img687.imageshack.us/img687/6081/screenshot103l.png)

(http://img600.imageshack.us/img600/4899/screenshot108jj.png)

(http://img41.imageshack.us/img41/7365/screenshot102zy.png)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Wasabi on September 24, 2011, 05:26:42 pm
This is one of the most solid LTTP remakes I've ever seen, glad to see it's still being actively developed after 2 years :)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on September 24, 2011, 06:14:47 pm
As am I, Darklight. Too few games even live this long...
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on September 25, 2011, 03:02:10 am
Okay. Let's get things clear. Just because the game uses ALTTP sprites, doesn't mean it is remake of The Legend of Zelda: A Link to the Past.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Mirby on September 25, 2011, 04:08:31 am
Yeah, we know, Retro. Darklight simply misspoke; this is a very solid LttP-styled game though.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Wasabi on September 25, 2011, 01:08:59 pm
Okay. Let's get things clear. Just because the game uses ALTTP sprites, doesn't mean it is remake of The Legend of Zelda: A Link to the Past.
Yeah I'm aware of that :P, I should have worded my post better.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on September 25, 2011, 06:45:14 pm
One more week and it's become 3 years of development. Man, I need another girlfriend XD

Anyway. Here is this weekend's progress:
+ Added new item: Hookshot
+ Edited the masking and mechanics of chests for the hookshot to ledge onto them
+ Fixed error in the credits
+ Extended the recovery time after getting hit from 25 to 30 frames
+ Fixed a glitch with the textbox surface showing distortion
+ Fixed a glitch when swinging the sword while getting in contact with stairs
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 02, 2011, 07:09:24 pm
This weeks progress:
+ Fixed: retracting hookshot no longer hurts enemies
+ Some enemies will now reflect a hookshot attack
+ Some enemies will now reflect  arrows
+ Improved the collision coding a little to improve efficiency
+ Added a new room to the sewers
+ Started work on connecting the desert palace to the overworld

Sorry, but all of this will not be in the next demo.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 09, 2011, 05:17:15 pm
This weeks progress (I was on a roll):
+ Some enemies will now reflect magic attacks
+ Enemies push Link back when immune to a sword swing (about halfway finished)
+ Fixed glitch: Hookshot can no longer grab items on the other depth level
+ Recoded/improved terrain mechanics (shallow water, grass, friction, floor buttons, various)
+ Recoded/improved the credits (once again). It is now far easier to edit or expand the text. Also, all previous credit objects have now been integrated into the central control object.
+ Added new terrain: sandpits. Once trapped your movement becomes severly gimped. You can escape the pull by running, moving diagonally or getting hit in a favourable manor.
+ Fixed glitch: Hookshot can no longer pass through passable solids (like railings)
+ Fixed glitch: Hookshot can no longer get you stuck in containers
+ Made adjustement: Character can now get hit while extending the hookshot.
+ Made adjustement: Character can no longer be hit while being pulled by the hookshot
+ Added new enemy: Blue Hardhat Beetle
+ Added new enemy: Red Hardhat Beetle
+ Added new enemy: Green Deibadora
+ Added new enemy: Blue Deibadora

Again, this will not be in the NCFC demo, but the one after that.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: TC Gamer on October 10, 2011, 10:17:05 am
Awesome, keep at it!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on October 11, 2011, 12:05:21 am
Oh no! Not hard hat beetles! Those pesky guys...

Honestly, I think not being hit while the hookshot is extending is an improvement, because I always found that obnoxious. But if you're trying to be super true to ALTTP, I can respect your accuracy. I suppose it might unbalance the game anyway...

I agree with TC though, keep it up! Your progress on this, as a single worker, is amazing.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 11, 2011, 05:47:41 am
It was in fact the original were you gain invincibility when using the hookshot. To me that just feels cheap and unrealistic so I changed it. Time will tell if if plays alright or not. It's easy enough to undo if I later find it's unplayable.

When the hookshot pulls you it makes sense to make you invincible. You wouldn't want to get hit by an enemy while flying in the air, only to get stuck in limbo.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: joelsandberg on October 14, 2011, 05:42:52 pm
this looks frikkin stable! looks like all the elements from altp are implemented and it looks great. The speed for spin-attacks looks a bit slow though. other than that, great!
also, I can't download any version
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 14, 2011, 06:39:57 pm
Normally I would look into the download problem, but in a week or so a new demo will become available.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 16, 2011, 11:07:18 am
This weeks progress:
+ Turned the pitfall object into a terrain type object
+ Fill in the stats for the Deibadora enemies
+ Added new enemy: Red Deibadora (which can spit out fireballs)
+ Made some progress on the Beamos enemy

Most of the time this week was spend on a building website to show of the game for the ncfc: http://martijndh.woelmuis.nl/index.htm (http://martijndh.woelmuis.nl/index.htm)
Please be kind with your comments. I've never worked with html before. XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on October 19, 2011, 03:45:25 pm
It is a plus.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on October 19, 2011, 10:16:32 pm
I looked over your website, and am impressed considering you haven't worked with HTML, but maybe just because I never have either and don't know how hard it is. A couple things that stuck out to me, not HTML wise, were that there were a few typos, you might just want to look over the story, and the format or the story section.

If I wanted a general overview of your game's story, and I went to the story section, the first sentence tells me WAY too much detail, and shows that this will be a longer read. My recommendation is to provide a sentence to maybe three that are a much broader outlook before going into detail. Something such as, "The story follows Link as following his uncle's unjust arrest, he delves deep into the corrupt Hyrule Castle town, meeting the sympathetic Princess Zelda and ultimately embarking on a quest for three artifacts that may help restore his uncle's freedom and Hyrule's justice." (If you feel so inclined you can copy that verbatim, I don't care) And THEN you can go into the details.

Some of the story made me think, how is this going to happen in a video game? I'm excited to see how this works once that part of development is reached, because just from seeing your high standards and attention to detail, I know it will be great.

Oh also, I thought I saw some German words or something at the bottom of the page. Is English your first language, because you're one of the more grammatically correct people on these forums.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 19, 2011, 10:20:38 pm
If you found any typos feel free to let me know what and where. English is not my native language, but I'll see what I can fish out after work tomorrow. I'll take the other comment into consideration.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on October 19, 2011, 10:48:03 pm
Yeah, no problem, I love editing. I can't even read unprofessional things without marking them up with corrections are suggestions. But for not being a native speaker, you're quite amazing, at least compared to many people on this site. I don't judge them or think they're stupid or anything, but you can tell that lots of people around here speak other languages, but not you.

Anyway, in the story section:
Paragraph 3 - ...make THEIR way... Arrived, THEY are stopped... But thought nothing OF it... Had not escapED his notice...

Paragraph 5- the HARD laws SHE issued the soldiers... To keep QUIET...

Screenshots
Soldiers shrine - the king had seen TOO much war... Situated high up IN the mountains it (delete repeated it) was BUILT...

Obviously, the ALL CAPS are the corrections. That's all that I noticed at first. You do switch between past and present tense a lot, which is actually a common mistake in lots of native speaker's papers (I often review essays), but fixing that is up to you.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 21, 2011, 08:06:00 pm
Thanks. I took the time to look through the site and fixed those (and some other) flaws.
Now it's just a matter of waiting to see how the game will be received. XD
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Sahittam on October 23, 2011, 07:28:48 pm
Awesome NCFC demo! Finally we can play through the entire first dungeon (I think)!

This game plays very smoothly, I encountered only very few bugs, and no major ones!
You said yourself that most of the work you do is improving quality, and this is clearly visible. The attention to detail is incredible (stair-walking animation and other room transitions (many games leave those out), 2 layers, which seem to be working perfectly, that electrocuted effect, etc.). All in all, the game feels so consistent, unlike many fangames.

I would like to give my vote to the last option in the poll, but haha ... I'm completely stuck. I also died twice and didn't save before ... had to start over. I'll definitely continue playing it, though, and try to finish it later.

-------------------------------------------------------------------

And now some small errors:

Quote
ERROR in
action number 1
of Draw Event
for object obj_Higher_Screen_Blending_Effects:

In script script_Area_Data_Draw_Upper_Blending:
Error in code at line 15:
   
        if (obj_Character_Control_Tile.Previous_Room != Dungeon_Map_Hero_Room) {argument[1] = 2} else {argument[1] = 1};
                                          ^
at position 41: Unknown variable Previous_Room

This happened after I died and pressed continue. It also happened constantly, even if I pressed ignore, it popped right up again. So I had to abort eventually.

The statue in the top right corner of the room with the big chest, when you have pushed it and then changed floors at least once, then you can push that statue even further, which closes the door permanently, because you can't pull the statue back! Exiting and Reentering the dungeon solved this problem (because all switches are reset).

When I entered the room with the many pots where you have to push 4 statues through the left door, that door closed (instantly, without animation), as soon as the scrolling transition began. It was just a graphical glitch, gameplay wasn't affected. (happened twice)

Frozen enemies can't be killed at all? At least not with the items I have ... That might be a problem if they block your way.

Some statues have dialogue. Most of them just say "[End]", but one told me to comment here and said this was version 0.8.5. You probably just forgot to remove it.

Sometimes when I entered rooms/floors I heard the sound of switches being pressed.

-------------------------------------------------------------------

That's it for now, I think. Maybe I'll edit this post once I've played through the entire demo.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 23, 2011, 08:00:29 pm
Thanks man. It's late so I won't be able to fix it right now. Tomorrow is going to be a LONG day as well. Hopefully I'll have a little time in the next couple of days. Also, feel free to also post something up on the NCFC forums (if you want) XD

1. The continue error is unfortunate. You don't actually continue if it were to work properly, but your progress should be saved making live a lot easier. I'll work on that first.
2. Good find. I'll fix it right up.
3. I'll check it out myself first, but I may ask for additional information on this one.
4. Frozen statues right now can only be destroyed by picking them up and throwing them. Hadn't really thought of other functions. I hope to have the hammer implemented in the next demo so that would be a secundary option.
5. Yeah. I had hoped to give all of the statues final comments (mostly lore related), but ended up forgetting about it. I'll see to finishing that for the next demo.
6. Could you give an example of a room where that happens. Maybe with a screenshot and/or a little description. I'll have to try to recreate the glitch first before I can fix it.

EDIT: already found the problem with issues 1 and 2. (couldn't resist)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: link125 on October 24, 2011, 09:49:50 am
Hey Martijn dh 

I was really keen to try out the NCFC demo for Horn of Balance but I can't launch the game!

It goes to load, then "Unexpected error occurred when running the game."

:(

Just thought I would let you know. I'll probably try and play it on my other computer when I get around to it. I'll let you know if the same thing happens.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 24, 2011, 05:50:38 pm
Just to make sure: You unpacked everything right?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 25, 2011, 05:06:28 am
The error after the continue option has been fixed btw. Just download the demo again and it will be gone.
(Forgot my password so I'm unable to post the message on NCFC just yet).
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Sahittam on October 26, 2011, 03:03:53 pm
3. I'll check it out myself first, but I may ask for additional information on this one.
4. Frozen statues right now can only be destroyed by picking them up and throwing them. Hadn't really thought of other functions. I hope to have the hammer implemented in the next demo so that would be a secundary option.
6. Could you give an example of a room where that happens. Maybe with a screenshot and/or a little description. I'll have to try to recreate the glitch first before I can fix it.

3: (If you haven't found it yourself yet:) See first attachment. The door was open until the scrolling transition started. This happens because the statues in the next room are reset to their default position if you change floors.

4: Okay, then the problem is that I couldn't pick the frozen enemies up! I tried it five times, three times with a blue skeleton, once with a rope, once with a Cukeman. But that's probably because I didn't have silver or gold gloves. So you either have to make ice statues pickubable without any gloves, or make sure that in the final game the player has to get a glove before he can get a freezing item.

6: See other attachments. In the second screenshot it actually happened in the room one floor above that, but I wasn't quick enough to press F9. I noticed that it only happens when you change floors. My guess is that some switches are activated as soon as you enter the floor/as soon as the switch objects are created (because you activated them yourself before) and make their clicking sound.

By the way, now I've finished the demo (that puzzle to get to the fourth torch ...  :o
Show content
The sound effect there though was very nice. Very subtle, yet noticeable. But at first I thought I had to use bombs ...
) and collected all bonuses ... at least theoretically. I got bonus 2 two times. One from
Show content
the chest where you have to fall down, and the other one from the chest where you have to dash against the wall twice.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 26, 2011, 04:46:22 pm
Thanks for the feedback. I'll look into it.
Sorry about the double bonus mistake. Those three bonusses were a last minute addition to be able to include all the programmed items, but I guess I slipped up. Should be a simple fix though.

EDIT: Fixed issue 3 (next demo) and issue 7 (current demo).
I won't be touching issue 4 just yet. I need some time to think about how I want to handle it.
Issue 6 is proving a pain. I have fair grasp about what the cause might be but touching it without causing new problems is... challenging.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 27, 2011, 03:14:56 pm
So, the NCFC is still going on, but I already received plenty of new advice from various directions. Following up on that I whiped up some fake screenshots to use as a temporary intro story (eventually I hope to convey the story either through cutscenes or through gameplay, but that's still a long time away). The idea I'm currently playing with is to show these screenshots in sequence after the titlescreen (when start is not pressed). Each image is shown for a few short seconds before a textbox appears partly over it to describe what is happening. Any feedback on this is welcome.


Intro description:
1. Link and his uncle are living together in the western Hyrule Forest. Things are peacefull enough. Though his uncle has officially retired he was once known far and wide as a brilliant blacksmith for the royal court. Now he is just content with living in peace and spending his remaining days trying to pass on his skills on to the younger Link. Life is good.

2. Not too long ago the king of Hyrule had declared that his one daughter Zelda be married one month after her 18th birthday. To commemorate this he ordered there be a huge coming-of-age festival to be held in her honor for all his people to visit. Link's Uncle, once a loyal servant, decided to go and he had prepared a wonderfull gift for the princess. A beautifull sword to honor her fighting spirit. His greatest work yet. Gift in hand he and Link headed towards Hyrule Castle.

3. Arriving at the edge of the Hyrule borders they are stopped by a patrol of soldiers. They had seen soldiers move through the forest more and more lately but thought nothing of it. The soldiers stopped them and informed them of a new law issued recently which banned all weapons till after the festival. No exceptions were to be made on order of the king himself. Reluctant themselves the soldiers are forced to arrest the uncle. Link is left alone, because they believe him harmless enough not to bother with. One of the soldiers turns as uncle is being taken away and warns Link to be carefull. As the festival comes closer stricter and stricter laws are being issued. Determined to help his uncle, Link takes the long way around to Hyrule Town.

4. Once arriving in Hyrule Town Link finds the town as busy as it has ever been. Link scouts the town and enters one of the more fishy shops. A merchant with gold in his eyes shows him around and instantly tries to sell him all his defective vases and pots for outrageous prices. Just wanting to move on Link tries to evade the man and in doing so bumps against some merchandice and breaks it. Before he has a clear understanding of what has happened the merchant demands a full (threefold) compensation. Broke as he is Link can not pay the man even if he wanted to and soldiers take not of the ruckus.

5. At this point it seems clear that Link too will be arrested, until the princess Zelda finally steps in from aways. Detesting the current state of affairs and the hard laws she issues all of the soldiers to stand down and the merchant to keep quiet. Upon hearing both parties she grants the merchant some coin and then quickly turns to Link to quietly reveal that she is not thrilled about the current state of affairs and her upcoming arranged wedding. Slightly impressed with his calmness she jokingly mentions a sewer accesspoint should Link want to save her. She leaves again, followed by her escorts. With no other options left to him Link decides to find this secret entrance into the castle......
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on October 27, 2011, 04:13:08 pm
Sounds good. I feel like there's a lot of text compared to the number of screenshots, but I don't know what to do about that. Also, there's one typing error, Life should be good, not live is good. Other than that, this seems like a good temporary way of communicating your plot until you get cutscenes and gameplay. One thing with the last screen, why does Link have no other options? I mean, Zelda was being sarcastic about saving her, so he has the option of taking it rightfully sarcastically and leaving. Or is it no other option of how to save his uncle? Because THAT makes sense...

Also, am I to take it from these screenshots that Hyrule town is akin to LTTP Kakario village? Not built up and city like, like OoT Hyrule town?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 27, 2011, 05:10:46 pm
I'll adjust the intro text a little then.
Also. Yes, the city will mostly be in the LTTP style.

Edit: FINALLY found the reasons behind those sounds glitches. It has been fixed or the next demo.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 30, 2011, 01:15:00 pm
This weeks progress:
+ Fixed various glitches: continue error, floor panel sounds when changing floors and an instantly closing door.
+ Created dummy intro screenshots
+ Finished new enemies: Beamos + Eye Laser
+ The movement script for flying enemy projectiles has been edited for beter collisions
+ Flying enemy projectiles are now strong enough to also break crates and barrels
+ The program is now without timelines. I had been slowly converting them into scripts.
+ Turned all transition and stair objects into terrain objects, relinquishing the outdated parent_Solid object tree.
+ Restructured sections of the enemy movement AI / collission checking
+ Expanded the movement engine: getting pulled into holes

Actually got a lot done because I got sick and got bored staying in bed. Funny how that works: the worse I get the better progress I make.
I'm not sure how much I'll be doing next week though. Exams are coming up soon.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on October 31, 2011, 07:08:19 pm
Whoa! What happened to the King of Hyrule that he is invoking newer and stricter laws. I hope a fight against the king can be avoided.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on October 31, 2011, 07:43:48 pm
No, you don't have to fight the king. The story is a little more complex then that.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 12, 2011, 10:58:23 am
Tiny update on the game's progression:
I'm working on the subboss right now, which is proving a large pain to get more or less the way I'm invisioning it. You don't even want to know. Hopefully I will be able to have it mostly done somewhere next weekend (rather then this one). The opening and ending scenes will have to come at a later date.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 27, 2011, 10:37:20 pm
Latest progress:
+ Added new effect : screen rumble (for subboss + crashing into walls)
+ Started work on new enemy: Subboss + enviroment
+ Fixed depth issue with visibility terrain
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on November 29, 2011, 04:56:50 am
A new subboss? What does it look like?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on November 29, 2011, 10:38:29 pm
It will be a soldier swinging a pretty big flail around. (made a video about it for king Tetiro but I'm not sure if people will want to see it just yet as it won't leave much of a surprise lateron). Anyway. Currently I'm still working on the final details for the fight and I'll begin on the needed cutscenes shortly after.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 10, 2011, 03:23:14 pm
Hello all. Just got back from an entire week of SAS programming courses (5 days from 9:00 till 16:30) so I skipped on making any updates last weekend. I'll have to make sure to make up for it this weekend :). Also, I was too cheap to pay for expensive internet in the hotel so had some additional time to work on my game these last couple of days. Made some new progress on the subboss and a continue function.

Right now I'm just documenting what changes I made over the last couple of days and ordening my files a little. After that I'll see about updating the starting post with a new screenshot of what I'm working on and maybe a video. I've also spend some time already to re-prioritise what I should include in the next demo. I'll post that as well to see what people feel should or should not be included.

EDIT: A screenshot of the subboss. My laptop is rather slow so while I thought I finally had his entrance scene ready it now appears the speeds are all off. Ooh well. I've called this guy Vanmol. I'm also keen to hear what you guys think of the black bars (which indicate scenes happening).

(http://img266.imageshack.us/img266/7152/screenshot102r.png)

EDIT2:
And here is a video of the latest additions:
http://www.youtube.com/watch?v=gZri6CdXJ7o
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: TC Gamer on December 11, 2011, 12:01:07 pm
Nice dude! Keep it up =)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 11, 2011, 02:10:43 pm
Thank you.
Here is the progress report from last week:
+ Finished subboss intro / fight
+ Allowed for scenes within the game
   - using black bars to indicate such scenes
   - blocking all character input during them
+ Added some more story in the form of text from a hand full of statues
+ Recoded portions of the Game Over screen (now just a single object and no more paths)
+ Made progress starting on a continue functionality
+ All text for textboxes is no longer saved in the individual sources, but centrally in a series of scripts.
+ The boss location on the dungeon map (for each dungeon) is no longer static, but can be changed or removed over the course of the game.
+ Tweaked Beamos range / stats
+ The health alarm no longer goes on when text appears or when you open up either the item or map menu.
+ When you save your game game you always restart with at least three hearts
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on December 14, 2011, 04:52:07 am
3 hearts?! Taht is like asking me to kill Link.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 14, 2011, 07:10:02 am
The boss does half an heart of damage upon impact and all the pots contain hearts. It should be a rather easy fight. This is the first real boss fight of the game afterall. The way I picture it you only have 3 hearts at this point in the game, but possible 4 if you explored for containers before heading to the dungeon.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 18, 2011, 02:19:20 pm
This weeks progress:
+ Finished the continue option
+ Choosing to quit on the game over screen now also saves your progress (which is mentioned beforehand)
+ Whenever you try to use the bow without arrows you will now hear an error sound
+ If you have the bow but no arrows then the equipment will sprite will change to just a bow. And visa versa.
+ Changed the magic dust the continue fairy uses when dead
+ Recoded parts of the starting screen (now there is just one object)
+ The game no longer uses any paths
+ Added new enemy: Wall Cannon
+ The efficiency of the enemy projectile movement script has been improved a little
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 26, 2011, 07:34:26 pm
Yet another week of progress:
+ Finished the subboss (scenes included)
+ Fixed glitch with death scene
+ Started early work on the boss
+ Improved enemy movement scripting (removing the last of the jerky movement)
+ Continued recoding more sections of the starting screen
+ Enemy shadows are now perfectly alligned with their bodies (the problem was only noticable on slow computers)
+ Added the victory animation for Link
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on December 26, 2011, 10:23:03 pm
This..is... :'(
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on December 26, 2011, 10:25:03 pm
 :'( ? I don't get it.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on December 26, 2011, 10:48:35 pm
I'm just ... :'(

tearing with joy!
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 01, 2012, 12:12:10 pm
Here is the last of last year's progress made:
+ Finished redoing the startingscreen (added a little animation to selecting a game file)
+ Improved the efficiency of the enemy projectile movement script a little again
+ Added the entrance scene(s) for the dungeon with Murray

And in case you are wondering who Murray is. He's my "Navi", only slightly different in the way he speaks and behaves. You'll see. ;)

EDIT:
Here is the final room I designed for the first dungeon. Any comments?
(http://img515.imageshack.us/img515/3467/finalroom.png) (http://imageshack.us/photo/my-images/515/finalroom.png/)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Max. on January 02, 2012, 07:33:36 pm
I'm just ... :'(

tearing with joy!

Haha, Retro, your posts are so off the wall.  : D

Anyway, the final room looks sweet, I take it the player will receive some pendant/medallion/element here that they won't actually be able to use for anything, classic zelda style? Haha. It looks killer, though. Especially diggin the Ramos knights as statues, they look SWEET.

About Murray, though, do you mean he's like Navi for the player, or for you personally? Like, a friend that gives you lots of advice? Haha, but if he's in the game, I feel like Murray is kind of a wierd name for the zelda universe. In American television, at least, Murray is a slightly antiquated name that I associate with a middle-aged man who works in a cubicle and wears distasteful ties. He is also beginning to bald.

But if you think the name works in the context of your game, go for it. Are you gonna have him orbiting the player all the time?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 02, 2012, 08:40:27 pm
Yes, there will be a key story item located there at the end of the dungeon. Haven't found a sprite for it yet but a ring might be nice. Pendants, crystals, fragments etc have all been done already.

Murray is to my game what Navi is to alttp, in the way that he is Link's companion. He may or may not float around you as you explore the world. I can't comment on that just yet. I'm considering to have some fun with it, but it's a lot of work to do right (and not get old FAST) on the other hand. The name comes from a character in an (old) point and click series btw, which I happened to think off when I had finished the concept. It seemed appropriate.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: King Tetiro on January 02, 2012, 09:13:08 pm
Yes, there will be a key story item located there at the end of the dungeon. Haven't found a sprite for it yet but a ring might be nice. Pendants, crystals, fragments etc have all been done already.

Murray is to my game what Navi is to alttp, in the way that he is Link's companion. He may or may not float around you as you explore the world. I can't comment on that just yet. I'm considering to have some fun with it, but it's a lot of work to do right (and not get old FAST) on the other hand. The name comes from a character in an (old) point and click series btw, which I happened to think off when I had finished the concept. It seemed appropriate.

I think Murray is a good name for it. Im actually chuffed with how I sprited it. Yup people, I know what it is mwahaha

Nice work on the final room btw Martijn

Also, I won't be able to work on the titlescreen til I return to uni when I have access to a scanner. I have my reasons for this.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 08, 2012, 08:19:28 pm
This weekend's progress:
+ Added the sewers entrance scene with Murray
+ Added boss type enemy death (type A)
+ Improved collisions for the sword magic attack
+ Redid the entire general enemy collision system again. There are now two main ways to check collisions (depending on the enemy parameters). This allows the character to walk a little behind most enemies without making contact. This should (hopefully!) make the game a little bit more intuitive.
+ Tweaked the buzz blob / cukeman stats
+ Again improved the efficiency of the enemy projectile movement scripts

I'm a little worried about two thing right now:
- My game is starting to become a little slow so I've been prioritising efficiency more lately. Still, I'm worried about this. Maybe I messed something up in the last couple of weeks  :-\
- I'm also really anxious to find out how the new collision system will be received. I've spend a lot of time on it and the logic is there, but I needed some time to get adjusted to it myself. Just hitting a sprite is no longer enough for a collision. You now also have to take the "third dimension" into consideration.

BTW there will be probably be no progress next week because of an upcoming SAS programming exam.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on January 09, 2012, 10:48:23 pm
I just hope that you don't overdo it, or make it too much like the original Legend of Zelda games that you need a new computer in order to keep up.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 10, 2012, 07:15:02 am
I'll see what I can do. My brain has already been thinking a lot about what efficiency options I have left.
One thing I have not touched on a lot is disabling enemies outside of the screen. Currently only those outside of the room are dissabled.
I've also been working to remove sprite based collisions with collisions based on imaginairy rectangles (which would make it that you would no longer need 200+ different sizes masking sprites), but I'm not sure if it made things faster or slower. So that's soething I can look into.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 15, 2012, 08:19:43 pm
This weeks progress (even though I didn't want to spend any time on it ::)):
+ Solid objects have been repositioned in the larger half of the game cutting a total of 287 ingame objects and thus saving a tiny bit of processing power. Some pretty large sprites/masks were introduced to make this happen though, costing more memory. If memory becomes a problem in the future I will create and destroy the masks as the character moves from area to area. All the solid masks are now created at the start of the game instead of it being pre-created (cutting start-up time).
+ All sound effects are now stored externally and are retreived at the start of the game. This also cuts the start-up time a little.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 26, 2012, 10:38:05 pm
I am glad to say I have now finally found enough framrate issues to get my machine back to a fairly constant 30 frames per second again. It only drops tot 25+ when alternating between rooms so there is still a little room for improvement, but it does me good to fix some of the mess I created lately. Or at least, it felt as if I had made a mess of things.

UPDATE:
After some more digging it appears the slowdown I have been experiencing lately is not due to my most recent expections, but rather to my machine's performance (for the most part). I downloaded my currently released demo and under simular circumstances it plays equal or worse them the version under development. Strange :huh:
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Theforeshadower on January 29, 2012, 02:36:53 am
Some hardware could be going bad:
RAM
Processor
Video RAM
Or you could need a defrag/clean or even a complete Windows re-install.
It happens.  I have heard(not tested mind you) that to keep a pc optimal, you should do a refresh of Windows every 3-4 months if possible.  Dunno if that is true....
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 29, 2012, 08:48:09 am
Thank you. This is the type of information that is always welcome.
And I heard as well that reinstalling windows every so often does a lot for your performance (*bring on windows jokes*).

In the mean time I guess this is a good way for me to consider people with slower computers. Yesterday I discovered that converting to gamemaker 8.1 does a lot of good and I'm working on improving some key scripts.

UPDATE:
Thanks to a search on "Windows 7 improve performance" I found plenty of options to improve my performance and now everything runs like it used to. The only thing left is when you enter the B1 floor of the main dungeon, but that was always there and I believe I masked it decent enough for the player to not be bothered.

So, on to actually adding more things. Also, I noticed it's been a while since I released any images or video's in my latest posts since. It's just been text. :-\ I'll take a look at showing off Murray in a new video sometime later today.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Theforeshadower on January 29, 2012, 02:05:54 pm
BTW, has the reseting been fixed?  I played the latest release you have given out and got pretty far into it.  I hated how that every time I went to the basement or sometimes up certain stairs, the puzzles/switches got reset.  This is annoying as some of the puzzles take some time, such as the swastika looking puzzle.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 29, 2012, 02:07:40 pm
I believe I fixed a lot of those in the meantime, but I'll check it again just to be sure.
What other puzzles were bothering you in the same way?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Theforeshadower on January 29, 2012, 02:12:17 pm
The rest are just other switches/rooms with the spinning blocks that I had to sit through all over again.  Stuff like that.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on January 29, 2012, 05:07:13 pm
-Got around to checking out the swastika-ish puzzle. Once solved, it will remained solved while in the dungeon.
-I'll have to see about the flying tiles/blocks. How about I make sure they stay gone untill you change floors? Removing them untill you exit the dungeon might be a little much.
-The puzzle on F1 with the 3 floor buttons in sequence will be soled untill you exit the dungeon.
-Puzzle in the upper left section of the dungeon with the 5 buttons en cannonball paths: I'll have to check, but I'll also make it that it doesn't reset untill you exit the dungeon.

If there are any locations that I missed, then please mention them so I can do something about it.


UPDATE:
I actually ended up doing a lot of work these last two weeks. Little actually added but plenty has been tweaked or fixed. The plan is to focus more on new content again next week (= boss / enemies).

The progress made:
+ Finished repositioning all the solid objects (cutting another 147 objects)
+ Combined all the pitfall objects into a single object
+ Reversed some of the latest changes to staircase objects (for the sake of performance)
+ Reversed some of the latest changes to transition objects (for the sake of performance)
+ Idem ditto for "switch character depth" and "switch terrain visibility" objects.
+ Idem ditto for friction objects.
+ Idem ditto for fragile floors.
+ Idem ditto for endless holes.
+ Idem ditto for shallow water (with this the entire concept of imaginary rectangles for collisions has been abandoned)
+ Made a lot of perfomance improvements to various scripts, namely the movement scripts
+ Optimized the background used for the startingscreen
+ Changed to Gamemaker 8.1 (version 8.1.141) - mainly because of the performance improvement. Some (visual) glitches are now possible because the newer gamemaker version handles tiles/depths slightly different. Looking for testers.
+ Enemies can now walk over warp tiles.
+ Enemies can no longer walk over terrains with friction
+ Continued work on the boss (waking up)
+ Flying Tiles do not respawn untill you change floors or reenter the dungeon
+ The cannonball puzzle resets if you exit the room without solving the puzzle (noticable by an error sound)
+ The character is allowed to slide a little along walls while pushing/pulling a movable object.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 03, 2012, 02:47:10 pm
So, I mentioned last week then I'd show more of the game to make the topic a little more interesting to track. Sadly I decided to refrain from showing Murray a little while longer. I do however have two private video's of the subboss already uploaded to youtube. Here is the first one made public. If anybody is interested then I'll turn the other one public as well soon.

http://www.youtube.com/watch?v=JejLeAjcRkc
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: RetroRespecter on February 03, 2012, 06:46:37 pm
Looks easy enough. All you have to do is dodge the mace.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 03, 2012, 09:29:23 pm
Yeah, it'll be one of the first bosses in the game so I had to walk a fine with the difficulty. Making a hard boss is easy. Same for a push-over. Going somewhere inbetween so he's challenging, but no more then later bosses, is hard. I'm really looking forward to learning how people experience the fight. Same goes for the other boss fight I'm planning btw.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 05, 2012, 09:27:48 pm
This weekends progress:
+ Edited the the lower left part of the moat in dungeon1 a little bit to prevent you falling into a hole after going down a specific stairs.
+ Masked another room in the desert dungeon
+ Updated the digging mechanic to also work for the desert dungeon
+ Added new enemy: Armos
+ Added new enemy: Yellow Slime (creatable with the Quake medallion)
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: TC Gamer on February 06, 2012, 10:49:01 am
There are only two certainties in life. Death and Martijn's weekly Horn of Balance update.

Keep it up :) Any idea how long before you have a new demo?
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 06, 2012, 08:13:08 pm
Thank you.

I'm not really sure when I should release a new demo. Basically I want to finish the first dungeon completely before releasing anything, but even then I'm not really confident it warrants a new demo because little was added in the way of rooms/locations. I am still heavily focusing on the mechanics and enemies, rathers then new areas to explore. I'm afraid people will soon get bored from playing that first dungeon over and over. So, unless somebody asks me do otherwise, I will probably take more time and try to include a small amount of rooms from the second dungeon. Possibly with a goal to discovered (=master key), but I shouldn't promise too much.

To help with the waiting I could periodically mention what's left to do (though I often end up sidetracking :) ).

My checklist for dungeon 1:
- Building the boss fight and scenes
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding the boomerang(s)
- Adding hit switches
- Adding skeletons with bows (that jump out of the way)
- Tweaking the collectable fairies
- Finishing the character bounce mechanic
- Editing the magic usage system
- Building a new depth system (!)
- Going through the all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and check performance.

Some feedback from the NFGC was that I needed to add more of a storyline. Before the next demo I'd also like to:
- Add a titlescreen (waiting on King Tetiro - no rush though)
- Add title intro scene (still images with text as it'll all be placeholder)

For the second dungeon I want to:
- Add (moving) spikes
- Add more enemies: Sandman, Leevers
- Add piles of stones (which you can break by running into them, making it so you need the dungeon1 boots before gaining access to dungeon2)
- Design and implement various more desert dungeon rooms
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 11, 2012, 09:20:59 am
Here is the other video I uploaded as private once. If you don't like low framerates and mouse icons in plain sight, don't watch it. Theforshadower offered to do one or several video's in the future so fear not if you dislike the quality.
http://www.youtube.com/watch?v=qec57ZM3k1c
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: mbrown06 on February 11, 2012, 06:17:36 pm
He has "spend years"?  XD Anyway, looks really cool. Like his little monologue.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 11, 2012, 08:24:52 pm
He has "spend years"?  XD Anyway, looks really cool. Like his little monologue.

The wording is off? I'm not a native english speaker so feel free to point out any oddities.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Zaeranos on February 11, 2012, 08:32:48 pm
"I have spend years" It should be "I have spent years". See http://oxforddictionaries.com/definition/spend?q=spend

I found that site very usefull when I had to write my master's thesis.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 11, 2012, 11:19:47 pm
I'd like to pretend it's just a typo, but I must admit I did not know (or at least forgot) there were two version. The text has been corrected.
Title: Re: [Demo] Tech demo - Horn of Balance (working title)
Post by: Martijn dh on February 12, 2012, 09:34:28 pm
This week's progress:
+ Edited the enemy movement script again to streamline diagonal movement
+ The boss and subboss will bounce you back a little if hurt directly by the character
+ Added new enemy: Zol (for the most part. Some tweaks are still needed)
+ Worked a little on the character bounce/movement script (so external forces like quicksand or bouncing away are canceled out during certain character states like room transitions)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on February 19, 2012, 09:43:10 pm
This week was a good week so I had a lot of energy to put into development:
+ Finished Zol (stats / placement / AI tweaks / hides when attacked while peeking)
+ Enemies push Link back when immune to stabbing
+ Stabbing enemies cancels the sword charge mode
+ Enemies push the character back when immune to a running attack
+ If getting pushed back while running accumulates to zero movement during the step, then that is no longer interpretated as having hit a wall.
+ Settings and gamefiles are now positioned in the resource folder instead of the main folder
+ Optimized some more resources
+ There is now a visual distinction between a small soldier statues that can be pushed and one that can't.
+ There is now a visual distinction between floor switches that are activated and ones that aren't.
+ Changed the floor switch puzzle next to the fairy pond (a little)
+ Enemies push Link back when immune to a sword swing (added sound / animation)
+ Enemies push Link back when immune to a full body sword swing

I mentioned earlier that I would occasionally recap what is left to finish before the next demo. So here is that as well:
My checklist for dungeon 1:
- Building the boss fight and scenes
   > Boss entrance scene
   > Boss fight
   > Boss exit scene
- Dungeon ending scene
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding the boomerang(s)
- Adding hit switches
- Adding skeletons with bows (that jump out of the way)
- Tweaking the collectable fairies
- Finishing the character bounce mechanic < -- now finished
- Editing the magic usage system
- Building a new depth system (!)
- Going through the all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and check performance.

Some feedback from the NFGC was that I needed to add more of a storyline. Before the next demo I'd also like to:
- Add a titlescreen (waiting on King Tetiro - no rush though)
- Add title intro scene (still images with text as it'll all be placeholder)

For the second dungeon I want to:
- Add (moving) spikes
- Add more enemies: Sandman, Leevers
- Add piles of stones <-- Idea scrapped. The first three dungeon will be playable in any order.
- Design and implement various more desert dungeon rooms

PS: There is a new poll
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on February 24, 2012, 09:02:11 pm
(http://img594.imageshack.us/img594/6264/dungeon2room6.png) (http://imageshack.us/photo/my-images/594/dungeon2room6.png/)

I'm not really sure what is still missing. Any comments?
The red blocks represents wall light objects btw.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Jeod on February 24, 2012, 10:23:42 pm
The sand looks too neat. Try blending the sand and carpet/floor tiles some more to make it look more realistic overlap.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Kevin-1990 on February 24, 2012, 11:31:08 pm
I think it looks pretty good, but maybe try overlapping it with this? give it a shot
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on February 25, 2012, 07:13:41 am
Yes, that is the type of feedback I can use! Thank you both.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Zaeranos on February 25, 2012, 07:50:03 am
Well, this depends on how many enemies and how many pots you will be placing in this room. My suggestion is to place some dessert temple pot tiles on the sand areas.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on February 25, 2012, 01:33:33 pm
Here is what I currently have:
(http://img846.imageshack.us/img846/7650/dungeon2room6v2.png) (http://imageshack.us/photo/my-images/846/dungeon2room6v2.png/)

Still not happy with it, but it's improving
I tried to work in a more realistic overlap but it felt really cluttered when all the line were bendy, so I reversed all of it. If somebody wants to do there own spin on the room let me know. I have no problems with posting the tileset used.
The pot locations are a nice addition.

As for enemy placement. I have no concrete plans right now. Just know that the sand area is generally a bad place to be standing.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Zaeranos on February 25, 2012, 02:35:42 pm
My suggestion is to just place some stalfoses, leevers and zols and the like in a mock up along with Link. And you have a better view of how full the area is. Even if you do not have any concrete plans yet, placing some enemies can give a better image.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on February 25, 2012, 03:48:03 pm
Agreed. I'll try out some variations tomorrow.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Kevin-1990 on February 26, 2012, 01:32:55 am
made two examples
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: tudgedooley on February 26, 2012, 02:49:52 am
The second one. Definitely the second one. It flows with the floor more. The other looks likes its just there not really sure how else to put it.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Zaeranos on February 26, 2012, 08:29:01 am
I don't think either of them are good with the ALttP style.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on February 26, 2012, 08:37:43 am
Yes, I'm sorry to say that I'm inclined to agree with Niek.
I tried out the second idea in the room as well but it still looked really crowded with all the bending.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Kevin-1990 on February 26, 2012, 01:01:29 pm
it's no problem, It was just a suggestion. :D
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on February 26, 2012, 08:33:09 pm
Good, cause I do appreciate the effort.

---

Here is this weekends progress (v 0.12.97):
+ Designed 3 more rooms for the desert dungeon
+ Fixed issues with calling ini file locations
+ Fixed corrupted enemy death .wav file, previously knocking out background sounds
+ Adressed "game exit" sound getting cut off weirdly
+ Killing invincible enemies through a kinetic attack no longer pushes the enemy back, resulting in errors.
+ Tweaked Armos and Red Hardhat stats
+ Dying enemies no longer hurt you

It's not a lot of progress, I know. I've been busy.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 03, 2012, 01:54:38 pm
Added a titlescreen to the game. No animations, sounds or music. Just a screen for now. Any comments?

(http://img841.imageshack.us/img841/4843/mockuptitlescreen1.png) (http://imageshack.us/photo/my-images/841/mockuptitlescreen1.png/)

PS: The horn is actually some art for Lord of the Rings I believe. I just fell in love with it instantly.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on March 04, 2012, 02:42:50 am
It is the final titlescreen?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 04, 2012, 07:34:02 am
It will not be final in the sense that I am always open for suggestions or edits. Also, in the distant future, I hope to create an updated titlescreen with in the back various in-game locations (you've visited) and weather effects.

Today I will be working on a little intro sequence loosely based on the style from the original alttp. If I get it finished then I'll see about recording it. It's been a long time since the last video already anyway.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on March 05, 2012, 02:04:53 am
You could have someone blow the horn and an opening animation.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Gedosemo on March 06, 2012, 08:13:29 pm
A french horn chord?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Max. on March 06, 2012, 10:02:59 pm
I like the horn too, however it makes the text very difficult to read. Perhaps add a border around "horn of balance", or change something's colors somehow. Right now it looks good unless you want to read it easily.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 07, 2012, 07:08:23 am
I will see what I can do. Adding a horn sound effect might be a little out of place as I somehow plan to use to original alttp opening sounds, but I will try it out nevertheless. Last week I also made some progress with an opening sequence. For a temporary sequence (for the coming year XD) I'm rather happy with it. As soon I finish it, hopefully at sometime during the weekend, I will record and upload it for feedback.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 10, 2012, 09:29:48 am
Here is a new gameplay video made by Theforeshadower:
http://www.youtube.com/watch?v=A4bIRnU0KgA
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: King Tetiro on March 10, 2012, 09:40:53 am
Aces, when did you add the companion?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 10, 2012, 09:52:14 am
He offered to help me out about a month ago. Probably because he couldn't stand the bad quality of my own videos. XD
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: King Tetiro on March 10, 2012, 09:57:16 am
He offered to help me out about a month ago. Probably because he couldn't stand the bad quality of my own videos. XD

Haha I was talking about the skull companion I helped you sprite :P
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 10, 2012, 10:00:30 am
Ooh, right. My mistake.
Murray was added months ago. Not too long after you created the sprites actually (though he only appears in scenes). I had a hard time not showing him off in that time up till now.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Xfixium on March 10, 2012, 11:47:57 am
Looking very good. Murray seems like a great character, can't wait to see how much more involved with the dungeon he will be. Theforeshadower showcased  some of the basic functionality of the game well. Laughed a bit when that Stalfos dropped down and cruelly killed him off. The dungeon IS pretty difficult. From the video, the pot throwing looks like it's implemented decently. A question, does the sword allow for rapid button pressing like the original? I know the sword in the HOB demos I played previously didn't behave like the original LTTP. I liked that aspect when I played LTTP, and for me at least, it doesn't quite have the feel of LTTP without it.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 10, 2012, 12:22:47 pm
How to implement Murray into the gameplay is something I am still pondering on. Currently his function is to add some flavour text to the start of each area and to indicate if you have all the needed items to complete said areas. For instance, if you need the book of Mudora to fully complete a dungeon but you do not have it, then he will make a comment like "I don't know. You look pretty weak for this place. Well, whatever. I could use a partner to haunt together with". Something subtle like that. If you do have all the needed items he'll just tell you to get a move on already. There are currently no concrete plans for Murray in the actual gameplay.

I'm kinda glad you find the dungeon difficult. I don't wanna be the guy, if you catch my drift, but I do want it to be challenging where heart and fairy placements matter. The original was no walk in the park either (for me anyway). For the next release I hope to have to people playtest the game beforehand to tweak the difficulty. Also, there is now a save feature. That should help a lot in cutting the difficulty / frustration.

No button mashing sword swing implemented yet, but I'll take another look at the suggestion.

EDIT: Removed the restrictions on reactivating a sword swing while already swinging your sword. Well, mostly. I still made it so you can't do the same action instantly after the last to prevent it from becoming too ridicules how fast Link is moving. Just keep in mind that a reswing cancels your earlier swing, meaning your animation will not finish and there will be a blind spot where the end of your strike would reach. The original also has this, but covered it up better due to a higher framerate / faster swing animation. But yeah, mash all you want during the next demo Xfixium.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 11, 2012, 09:49:39 pm
Latest progress made:

0.12.98 (27 februari)
+ Finished the boss (re)entrance scenes
+ Added boss styled death animations

0.12.99 (3 maart)
+ Added a crude titlescreen to the game
+ Added text to some more statues
+ Fixed new glitch when dying enemies fly across the room
+ Tweaked Eyegore chase distance and he will now turn to stone again if chasing for too long
+ Fixed small issue with the Ether Magic sprite
+ Updated the text engine for use in the intro sequence

0.12.101 (4 maart)
+ Further adjusted the text engine for use in the intro sequence
+ Started work on a title intro sequence

0.12.102 (10 maart)
+ Finished the titlescreen and intro sequence

0.12.103 (10 maart)
+ Fixed error when you press action instantly after picking up a container
+ Added button mash sword attack
+ Boss now drops a collectable full heart container

0.12.104 (11 maart)
+ Tweaked title sequence
+ Restored various corrupt resources (caused by failing USB stick)
+ Edited enemy / boss hurt colors
+ Edited boss style death animation
+ Started work on collection animation dungeon treasure(s)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on March 12, 2012, 12:21:27 am
Wow! Its like you're a one man machine!
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 18, 2012, 10:09:12 pm
Latest progress made:

0.12.105 (15 maart)
+ Finished work on collection animation of dungeon treasure(s)

0.12.106 (17 maart)
+ Finished "Defeat boss" scene
+ Tweaked "Boss entrance" scenes
+ Tweaked action: collecting (dungeon) treasure
+ Started work on the "End dungeon scene"

0.12.107 (18 maart)
+ Worked on some basic (AI) mechanics for the boss
+ Tweaked boss death hurt/death colors (again)

Again, another recap of what is left to finish before the next demo:
Checklist for dungeon 1:
- Building the boss fight and scenes
   > Boss entrance scene
   > Boss fight
   > Boss exit scene --> now finished
- Dungeon ending scene
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding the boomerang(s)
- Adding hit switches
- Adding skeletons with bows (that jump out of the way)
- Tweaking the collectable fairies
- Editing the magic usage system
- Building a new depth system (!)
- Going through the all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and check performance.

Some feedback from the NFGC:
- Add a titlescreen <-- now finished
- Add title intro scene <-- now finished

For the second dungeon I want to:
- Add (moving) spikes <-- abandoned the idea for the next demo
- Add more enemies: Sandman, Leevers <-- abandoned the idea for the next demo
- Design and implement various more desert dungeon rooms
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Theforeshadower on March 19, 2012, 04:21:50 am
http://www.youtube.com/watch?v=bYUWcOMS1nA

New video.  Um the beginning part has me opening the menu alot as I was trying to figure out the unlock everything button.  I show case some various items, start of the new dungeon, and take the short video straight to end of the dungeon.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: DarkHearts on March 20, 2012, 01:00:33 am
Holy cow. This is absolutely incredible! The amount of detail and effort that has gone into this so far is astounding! I read bits and pieces, and your "minor updates" every week or so are massive! The system looks completely sound and as good if not better than the original LTTP engine! The original aspects, like the chain ball miniboss, those pieces of work are just fantastic. I'm just completely blown away by the level of care and determination you seem to have for this. Well done  :)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on March 20, 2012, 10:45:23 pm
There seem to be no animation for the Quake Medallion. This has to be fixed.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 21, 2012, 06:45:42 am
@DarkHearts: Thanks. Those type of comments always give me more energy to keep going :)
@ RetroRespecter: The quake medallion is indeed not finished. I am having trouble understanding the sprites of the purple quake effect. How there should be stored, randomly generated and drawn. No worries though. I do plan to crack the puzzle before the next dungeon. Either that or I'll create a close resemblance.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on March 31, 2012, 09:01:07 am
Hello all. I have got some great news. I've gotten some collegeas to finally help me out with my game and we've been working really hard pretty much all week (them mainly testing and helping a little with the coding) and we are on the verge of releasing a new demo. What's left right now is the depthsystem and some small glitches, but that shouldn't take too long. I'll see when we can get it finished. Here is the progress update:

0.12.108 (24 maart)
+ Worked a little on the boss again
+ Fixed glitch: cannonball incorrect reactivation in room 2
+ Fixed glitch: positioning collision reject effect
+ Fixed glitch: no crashing into walls after you get pushed back through a rejected attack

0.12.109 (25 maart)
+ The cannonballs at the start of the dungeon stop as you unlock the basement
+ Fixed glitch: Eyegore first encounter failing to following
+ Added a short delay before Eyegore opens it's eye

0.12.110 (25 maart)
+ Started work on a new item: default boomerang
+ Started work on a new enemy: skeleton with bow

0.12.111 (26 maart)
+ Finished new item: boomerang (default)
+ Fixed some glitches

0.12.112 (27 maart)
+ Worked on the quake medallion
+ Fixed issues with the flying fairies

0.12.113 (28 maart)
+ Worked on boss fight
+ Worked on ending scene
+ Finished new skeleton enemy

0.12.114 (29 maart)
+ Finished boss + boss entrance scene
+ Fixed various graphical glitches

0.12.115 (30 maart)
+ Finished quake medallion
+ Fixed glitch: throwing bushes
+ Fixed glitch: pauze while under shadows
+ Edited subboss fight
+ Finished dungeon endscene

0.12.116 (31 maart)
+ Fixed glitch: when collecting important items (like the dungeon treasure) using the hookshot
+ Edited: high level swords can't break light rocks anymore
+ Added + implemented hitswitches

EDIT:
And here are some new screenshots for good measure before I get back to coding:
(http://img163.imageshack.us/img163/2642/screenshot102v.png)
(http://img31.imageshack.us/img31/1533/screenshot103bj.png)

EDIT2:
Excellent progress made today. I'll release the demo first thing tomorrow (I'm tired now).
(http://img191.imageshack.us/img191/7976/screenshot104ul.png)
Title: Re: [Demo] Tech demo - Horn of Balance [Demo 0.13 almost done]
Post by: RetroRespecter on March 31, 2012, 11:47:38 pm
I can't wait to try you new demo.
Title: Re: [Demo] Tech demo - Horn of Balance [Demo 0.13 almost done]
Post by: Martijn dh on April 01, 2012, 05:51:58 am
And here it is: http://www.mediafire.com/?33mqj0gomrxggc1 (http://www.mediafire.com/?33mqj0gomrxggc1)

Like I said in my earlier post: some colleagues agreed to help me out and together we were able to do a massive amount of work this past week. Well, I did take a couple of days off just to finish it. You all have been waiting on it for so long now. Couldn't have you wait even longer now could I?

Please enjoy! And look forward to my eventual future work as well.
Title: Re: [Demo] Tech demo - Horn of Balance [DEMO 0.13 IS FINALLY OUT]
Post by: FISSURE on April 01, 2012, 09:34:25 am
Sorry to say this, but so far the demo is pretty crap.

You post how you've fixed all these glitches, but really it doesn't seem like it at all.

- The boomerang's animation is horrible and glitches into the enemies a lot making the boomerang unusable.

- The statue on the second screen doesn't even have any text at all, it's only the 2nd screen of the dungeon and you already didn't put any text, come on man it's basic !@#$%.

- In the 5th room of the dungeon you have 2 of those annoying ass skeleton archer guys, except i can't seem to actually kill them. I think you !@#$% up their hit box's or something.

Not trying to be offensive or anything, but it seems like you should of spent more time perfecting the demo. Messed up Hitbox's, Horrible animations, missing text, tile glitches in the boss room.

- Not sure what's suppose to happen, but the demo glitch's as soon as i grab the quake medallion and the cutscene happens, right after the cutscene i can't even move.

- The sub boss, really, you had to use that as a subboss? It was a joke, i was able to beat the damn thing without even getting hit. You've played all these zelda games and you couldn't even make a subboss worthy of actually being a boss at all?

Title: Re: [Demo] Tech demo - Horn of Balance [DEMO 0.13 IS FINALLY OUT]
Post by: Martijn dh on April 01, 2012, 09:49:52 am
This might sound weird, but thank you for the feedback. Even this I can use. (You do make it sound pretty bad though). It is my birthday today so I can't spend too much time on fixing things. Though I'd like to. I'll see what I can be done.

Also I do realise this demo might not be up to exact same level of quality you might be accustomed from me from the past, but that is kind of the tradeoff for rushing it a little at the end there I guess.
Title: Re: [Demo] Tech demo - Horn of Balance [DEMO 0.13 IS FINALLY OUT]
Post by: FISSURE on April 01, 2012, 10:14:20 am
This might sound weird, but thank you for the feedback. Even this I can use. (You do make it sound pretty bad though). It is my birthday today so I can't spend too much time on fixing things. Though I'd like to. I'll see what I can be done.

Also I do realise this demo might not be up to exact same level of quality you might be accustomed from me from the past, but that is kind of the tradeoff for rushing it a little at the end there I guess.

Sorry to say, but the demo just isn't up to snuff for how long you've worked on it.

Edited my post because i realized i was being a little too mean to you over the demo, sorry. I really shouldn't have gotten so pissed at you about the demo.

The truth is, while the demo does have some issues, it's really not that bad. I can tell you at least put a good amount of work into it. I just hope that for the next demo you spend a little more time testing it before releasing it to the public.

I fought the dungeon boss. It's actually a lot harder compared to the subboss of the demo. The Subboss was a pushover, and the dungeon boss takes way too many hits to kill. Also a lot of Zelda bosses usually have patterns, your boss doesn't really have a pattern, it just seems to do it's attacks and movements randomly. You should probably be a little more consistent with enemy difficulty. Having a pushover of a subboss, then having the main dungeon boss be hard as hell doesn't help with difficulty.
Title: Re: [Demo] Tech demo - Horn of Balance [DEMO 0.13 IS FINALLY OUT]
Post by: Zaeranos on April 01, 2012, 03:45:45 pm
FISSURE please watch your language, when giving constructive criticism. You don't need to antagonize Martijn, it will only lead to drama.


Martijn, I downloaded your demo and I must say that my first impressions are okay. It is not as bad as FISSURE made it out to be. I did nearly die at the subboss, while the final boss was an okay challenge. The boomerang is a bit jittery though. It is something you need to look at. For the rest it was a good play. Except for that room with all those hardhat beetles that you need to knock of the platforms. Some noticable slowdown in the framerate.

Keep up the good work.
Title: Re: [Demo] Tech demo - Horn of Balance [DEMO 0.13 IS FINALLY OUT]
Post by: Martijn dh on April 01, 2012, 07:34:53 pm
Thank you for your post Niek.
I know this demo is not perfect, but from what I can tell the only problems encountered have to do with the most recent changes. Normally I'd be all over it already, but it's been a busy day so it will have to wait till tomorrow. Also, getting the difficulty right is kinda hard. While the game plays fine for me it may be unplayable for others. If anybody wants to help me out through playtesting and giving me feedback on things like enemy stats / placements be sure to send me a message.
Title: Re: [Demo] Tech demo - Horn of Balance [DEMO 0.13 IS FINALLY OUT]
Post by: Jeod on April 01, 2012, 07:46:34 pm
AI can be difficult because, as the developer, you already know how they work and what you can to do take advantage of the system. You will definitely want playtesters.
Title: Re: [Demo] Tech demo - Horn of Balance [DEMO 0.13 IS FINALLY OUT]
Post by: FISSURE on April 01, 2012, 08:06:27 pm
FISSURE please watch your language, when giving constructive criticism. You don't need to antagonize Martijn, it will only lead to drama.


Martijn, I downloaded your demo and I must say that my first impressions are okay. It is not as bad as FISSURE made it out to be. I did nearly die at the subboss, while the final boss was an okay challenge. The boomerang is a bit jittery though. It is something you need to look at. For the rest it was a good play. Except for that room with all those hardhat beetles that you need to knock of the platforms. Some noticable slowdown in the framerate.

Keep up the good work.

Yeah i realize that now, like i said, sorry about that. I was just annoyed, i didn't mean to take it out on him. But the enemy difficulty really does take a sharp turn, no clue how you almost died on the subboss and then had an easy time on the dungeon boss.
Title: Re: [Demo] Tech demo - Horn of Balance [DEMO 0.13 IS FINALLY OUT]
Post by: Diminish on April 01, 2012, 08:12:56 pm
I didn't think the enemy difficulty in the new demo was really that bad - if anything it just made it more challenging increasing its replay value. A lot of the time people forget that A Link to the Past was a difficult game and given that this game is in its style, one should expect that. If anything the sub-boss being difficult probably made the real-boss easier to handle because it taught you how not to lose.
Title: Re: [Demo] Tech demo - Horn of Balance [DEMO 0.13 IS FINALLY OUT]
Post by: Martijn dh on April 02, 2012, 05:51:11 am
In case anyone was still wondering:
(http://sync.nl/wp-content/postpics/f_1639.jpg)

Not the most convincing story, but we still got 12 people to download. Thank you FISSURE, Niek and 4Sword.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 06, 2012, 04:52:00 pm
Time to get back to work I suppose. It's a 4 day easter weekend for me right now so I should be able to make some progress. No kidding this time. Before that though I guess I should post the real progress made lately along with the updated "to do" list.

Progress:
0.12.108 (24 maart)
+ Worked a little on the boss again
+ Fixed glitch: cannonball incorrect reactivation in room 2
+ Fixed glitch: positioning collision reject effect
+ Fixed glitch: no crashing into walls after you get pushed back through a rejected attack

0.12.109 (25 maart)
+ The cannonballs at the start of the dungeon now stop as you unlock the basement
+ Fixed glitch: Eyegore first encounter failing to following
+ Added a short delay before Eyegore opens it's eye

0.12.110 (25 maart)
+ Started work on a new item: default boomerang

0.12.111 (31 maart )
+ Finished new item: boomerang (default)
+ Fixed glitch: when collecting important items (like the dungeon treasure) using the hookshot
+ Edited: high level swords can't break light rocks anymore

0.12.112 (1 april)
+ Enemies now also get pushed back as the are getting stunned
+ Stunned enemies can no longer be stunned in a stacked fasion
+ You can now use stunning on enemies that are sometimes (jumping) in the air, but if you hit them while above ground they are attacked by a weak damaging attack instead of getting stunned.

0.12.113 (4 april)
+ A friend helped me out creating a "walking on metal" soundeffect


Still left to do till the next demo:
- Boss entrance scene
- Boss fight
- Dungeon ending scene
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding the boomerang(s) <-- now finished
- Adding hit switches
- Adding skeletons with bows (that jump out of the way)
- Tweaking the collectable fairies
- Plant crowding room (if at all possible) <-- new
- Finish quake medallion <-- new
- Editing the magic usage system
- Building a new depth system (!)
- Going through the all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and check performance.
- Make sure about 4 rooms of the desert dungeon are playable


Update:
Just some progress.
(http://img845.imageshack.us/img845/9231/screenshot101g.png)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 09, 2012, 01:37:29 pm
I hope you guys like hard and/or complex boss fights. What started off fairly simple has since become a 5 stage boss fight. That is not to say you as a player will necessarily encounter them all (based on you playstyle / tactics), but it won't be a walk in the park either.

The fight will hopefully reach a beta status in a couple of hours. I won't release it publicly (because it will contain some slight graphical issues and possibly glitches), but if anybody is interested in playtesting the fight then let me know. Please only respond if you actually intend on giving me usable feedback and don't mind having the fight spoiled before demo 13.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on April 09, 2012, 03:32:12 pm
Wow! I don't know what to say about that one.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 09, 2012, 03:55:24 pm
Maybe 5 stages is a confusing wording. What I mean is that the boss will get an extended movement script as hp does down. So at first there is just a single pattern to take into consideration. (Along with what I can best describe as a stage hazard). When his healths drops a bit a second pattern is added at the end. Then later a third. And later still there will be a fourth pattern to override the third. Near the end all previous patterns are dropped to go with a final fifth attack pattern.

I've currently done four out of the 5 patterns and I'm pondering a bit on how others might experience the fight. As in: add in pauses in the patterns for the player to hit the boss and make the health value simple but high enough not to be able to kill the boss with one frenzy attack. Things like that. I'm really interested in getting some feedback when it is all fully programmed. :)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on April 09, 2012, 04:11:33 pm
OK. I think I get it now.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 09, 2012, 07:48:25 pm
I've decided the boss was too hard in its current form so I deleted sections and ended up with only three patterns. Still pretty hard, but easier then before. I'll work on the final details at another time. And again, if anybody wants to help out with playtesting feel free to send me a message.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 14, 2012, 07:37:10 pm
Still working on the boss from last weekend so here is a little video to at least have something to show.
http://www.youtube.com/watch?v=2RSas_PHCRI

EDIT:
I am interested to hear what people think. Not so much the overall events, but more the wording and tone.

EDIT2:
Progress made these last couple of weeks:
0.12.114 (6 april)
+ Tried out more soundeffects and went with a different sound
+ Added sound effect for Zol's jumping out of the floor
+ Implemented metal terrain

0.12.115 (7 april)
+ Added and implemented hitswitches (just yellow ones for now)

0.12.116 (8 april)
+ Worked some more on the boss

0.12.117 (9 april)
+ Worked some more on the boss

0.12.118 (9 april)
+ Almost finished the boss fight

0.12.119 (14 april)
+ Edited falling through the floor (tweaked dust sprites / mask dimensions)
+ Fixed pulling force for falling through the floor
+ Finished boss entrance scene

0.12.120 (14 april)
+ Fixed glitch: incorrect background sound after being resurrected
+ Finished boss fight

0.12.121 (15 april)
+ Tweaked boss stats
+ Fixed issue with the game select returning to the titlescreen too soon
+ Tweaked subboss attack impact
+ Fixed glitch: throwing containers against dorment flying tiles
+ Worked some more on the first couple of rooms in the desert dungeon

Still left to do till the next demo:
- Boss entrance scene <-- now finished
- Boss fight <-- now finished
- Dungeon ending scene
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding hit switches <-- now finished
- Adding skeletons with bows (that jump out of the way)
- Tweaking the collectable fairies
- Plant crowding room (if at all possible)
- Finish quake medallion
- Editing the magic usage system
- Building a new depth system (!)
- Going through all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and check performance.
- Make sure about 6 rooms of the desert dungeon are playable
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on April 16, 2012, 12:45:50 pm
Looks like you haven't finished the introductory video yet.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 16, 2012, 05:30:31 pm
Could you clarify?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on April 17, 2012, 12:29:42 am
The end of the video gave it away.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 17, 2012, 05:36:20 am
I still need more information then this. Could you be more specific?
I cannot improve it if I do not know what you feel should be improved.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on April 17, 2012, 06:05:21 pm
Go 3:04 and that will explain everything.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 17, 2012, 06:17:59 pm
Well, that is debatable. You know, just explaining what you're thinking might be easier then letting others guess. Well, whatever.

You're talking about the music fading out before all the text has been shown?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Zaeranos on April 17, 2012, 06:19:51 pm
The prologue movie seems finished to me. However I don't think this is suited as a prologue video. The "Enjoy!" at the end even suggests it is more a promotional video explaining the story than a prologue. When watching this video I kept thinking: "Show. Not tell." These events need to be played, because they involve Link the player character. Another thing I noticed is that the file select name is different from the movie name. Either Link is picked as the name of the character throughout the game or the file select name should be integrated in the movie.

But that is something you don't want to hear. About the text and wording, their are some comments I could make as it doesn't really sound epic. Some words are even a bit confusing. And some parts seem to be added to artificially lengthen the prologue. If you could provide me with a transcript of the text I will put some more detailed comments to them. However at the moment I'm a bit to tired and lazy to copy the text.

Was it the point to make a prologue anyway or is it for something else? Just asking.

@RetroRespecter: I have also a hard time figuring out why you would consider it to be unfinished?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 17, 2012, 09:57:53 pm
After the NCGC one of the pieces of feedback was to introduce more storyelements into the demo. It's not something that I was jumping at (as I do not believe my engine is finished enough), but I decided to come halfway anyway and make a temporary intro sequence. It will eventually get replaced with something better, but for now still images seemed appropriate (as the original did something simular) and easy. The text and images show what I will eventually try to implement as actual gameplay. For now it's soul purpose is (as you guessed) to explain the story a little.

Here is the text. Suggestions are always welcome:

switch (argument[0])
{
    case "Title1":
        message[0] = "The story starts off with Link as he";
        message[1] = "was living with his uncle in the vast";
        message[2] = "western forest of Hyrule. His uncle,";
        message[3] = "a blacksmith, was teaching him how";
        message[4] = "to forge metals and together they";
        message[5] = "spend weeks crafting a new sword.";
        message[6] = "A most beautiful ceremonial blade.";
        message[7] = "Elegant and perfectly balanced, it";
        message[8] = "was truly their finest work to date.";
        exit;

    case "Title2":
        message[0] = "It had been announced that princess";
        message[1] = "Zelda would soon be of age and wed so";
        message[2] = "a festival was at hand in her honor.";
        message[3] = "All things packed Link and his uncle";
        message[4] = "set out for the city with the intent";
        message[5] = "of presenting their blade as a gift.";
        exit;

    case "Title3":
        message[0] = "Upon arriving at the borders of the";
        message[1] = "city of Hyrule Link and his uncle";
        message[2] = "encountered soldiers everywhere.";
        message[3] = "By sudden decree of the king anyone";
        message[4] = "coming to the festivities looking";
        message[5] = "suspicious got arrested instantly.";
        message[6] = "Carrying his blade the uncle too got";
        message[7] = "grabbed and Link was forced to go";
        message[8] = "in pursuit via a different route.";
        exit;

    case "Title4":     
        message[0] = "When Link finally made his way into";
        message[1] = "Hyrule City he was tired and needed";
        message[2] = "to look for a place he could sleep.";
        message[3] = "Upon entering one of the many shops";
        message[4] = "he hoped to ask for directions, but";
        message[5] = "accidentally bumped over a vase.";
        message[6] = "The shopowner took note and chased";
        message[7] = "Link out where he started to cause";
        message[8] = "a scene for an absurd compensation.";
        exit;

    case "Title5":
        message[0] = "Various soldiers came and cornered";
        message[1] = "Link, but luckily they were part of";
        message[2] = "Zelda's escort as she walked near.";
        message[3] = "She called off her guards and took";
        message[4] = "a good look at the young boy before";
        message[5] = 'drawing closer to whisper: "Help me."';
        exit;

    case "Title6":
        message[0] = "Things go downhill from here on out";
        message[1] = "and the demo starts as Link has to go";
        message[2] = "and make things right again. Enjoy!";
        exit;
};


PS: The name of Link on the nameselect screen is completely seperated from the intro sequence. You only see the intro as you wait when you open the game, press esc from the select screen or wait a while from the select screen. It is not, as I am guessing you figured, so that the intro starts by selecting a (new) game.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on April 18, 2012, 04:58:59 pm
Okay. Forget what I said then...

Can you at least tell us who is behind these extreme laws?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 18, 2012, 05:33:46 pm
The king decreed them. Can't tell you anything about the underlying motives.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 22, 2012, 09:10:39 pm
I've been pretty busy so only managed a modest amount of progress this week. The flud room is now at an acceptable level. I'll be ready anxious to here what people think off it when they actually reach it. It's meant to make the player feel a little bit cornered / under a time constraint.
Also, I'm still looking for people to help with playtesting and for getting more feedback on the intro text.

0.12.122 (16 april)
+ Added a maximum value to creation objects continuously spawning enemies

0.12.123 (22 april)
+ Implemented plant flud room (= enemies keep gushing out while in the room)

Still left to do till the next demo:
- Dungeon ending scene
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding skeletons with bows (that jump out of the way) < -- I'm ditching the idea of having them also jump as that would make them too difficult.
- Tweaking the collectable fairies
- Plant crowding room (if at all possible) <-- now finished
- Finish quake medallion
- Editing the magic usage system
- Building a new depth system (!)
- Going through all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and check performance.
- Make sure about 6 rooms of the desert dungeon are playable
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on April 23, 2012, 04:31:38 am
Keep it up at your own pace.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Max. on April 24, 2012, 02:32:46 am
I like the intro as a story setter, it works well, but... The intro is so slow! Super dooper slow, I got really bored. If I were playing, I wouldn't want to sit through all that, no offense. I think a major part of it was the extended text writing and erasing, will it be possible to skip through it to read at your own speed, like ALTTP? Because I read WAY faster than that.

Another thing is that you should have complete thoughts on each message, rather than awkward fragments. It's kinda weird to read story opens with Link...
As he was living with his uncle in...
The vast western forest of Hyrule. His uncle....

Et cetera, it's rath disjointed and awkward to read. Maybe have it scroll up like starwars? But faster, starwars is so slow too.

Also, if you'd like, I can make some revisions so your English is more correct.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 24, 2012, 06:13:44 am
I will take your comments into consideration. I should be able to adjust some things, though my goal was to have the intro somewhat match the background sound. Instead of adjusting the overall length of the intro (a lot) I could try to add more images or more engaging storytelling?

Suggestions for improvement in the text are always welcome.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Max. on April 24, 2012, 05:45:19 pm
Haha, I watched the intro without sounds, oops. I didn't realize that there was anything other than just like, the Zelda theme behind it :p

As for your text, here are some suggestions to improve the grammar and in a couple cases, clarity:


switch (argument[0])
{
    case "Title1":
        message[0] = "The story starts off with Link,
        message[1] =  living with his uncle in the vast
        message[2] = "western forest of Hyrule. His uncle,";
        message[3] = "a blacksmith, was teaching him how";
        message[4] = "to forge metals and together they";
        message[5] = "spent weeks crafting a new sword-
        message[6] = "a beautiful ceremonial blade.
        message[7] = "Elegant and perfectly balanced, it";
        message[8] = "was truly their finest work to date.";
        exit;

    case "Title2":
        message[0] = "It had been announced that princess";
        message[1] = "Zelda would soon be of age and wed, so
        message[2] = "a festival was at hand in her honor.";
        message[3] = "Link and his uncle packed all their belongings";
        message[4] = "and set out for the city with the intent
        message[5] = "of presenting their blade as a gift.";
        exit;

    case "Title3":
        message[0] = "Upon arriving at the borders of the";
        message[1] = "city of Hyrule, Link and his uncle
        message[2] = "encountered soldiers everywhere.";
        message[3] = "By sudden decree of the king anyone";
        message[4] = "coming to the festivities looking";
        message[5] = "suspicious was arrested instantly.
        message[6] = "Carrying his blade, Link's uncle was
        message[7] = "apprehended and Link was forced to go
        message[8] = "in pursuit via a different route.";
        exit;

    case "Title4":     
        message[0] = "When Link finally made his way into";
        message[1] = "Hyrule City, he searched for the prison
        message[2] = "where his uncle had been taken.
        message[3] = "Link entered one of the many shops
        message[4] = "to ask directions, but
        message[5] = "accidentally knocked over a vase.
        message[6] = "The shopowner angrily chased
        message[7] = "Link into the street, demanding
        message[8] = "an absurd compensation.
        exit;

    case "Title5":
        message[0] = "Numberous soldiers came and surrounded
        message[1] = "Link, but luckily they were part of";
        message[2] = "Zelda's escort. As she walked near,
        message[3] = "She called off her guards and took
        message[4] = "a good look at the young boy before";
        message[5] = 'drawing closer to whisper: "Help me."';
        exit;

    case "Title6":
        message[0] = "Things go downhill from here on out";
        message[1] = "and the demo starts as Link has to go";
        message[2] = "and make things right again. Enjoy!";
        exit;

I deleted the "; at the end of the lines I edited. I'm also presuming that you'll change title6 before the game is finished, because it doesn't match the level of how professional the rest of your game is.

Also, to expedite this story, you might get rid of the shop keeper, unless he's really important. Link could just happen to walk by Zelda, or walk where he didn't know he wasn't supposed to go.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Zaeranos on April 24, 2012, 07:52:37 pm
I took the liberty to change max's changes. I only put in the major things though.

case "Title1":
        message[0] = "This tale starts off with Link,         
Story sounds so fact, as if it is written down. Tale has a more folklore or legend aspect. Something passed by word of mouth.
        message[1] =  living with his uncle in the vast
        message[2] = "western forest of Hyrule. His uncle,";
        message[3] = "a blacksmith, was teaching him how";
        message[4] = "to forge metals. They";
Too long a sentence to carry the intonation right. Especially with reading pauses in between. Together is made redundant by the word they, because no other characters are introduced yet.
        message[5] = "spent weeks crafting a new sword-
It doesn't go well with the telling.
        message[6] = "a beautiful ceremonial blade.
        message[7] = "Elegant and perfectly balanced, it";
        message[8] = "was truly their finest work to date."; 
        exit;

    case "Title2":
        message[0] = "It had been announced that princess";
        message[1] = "Zelda would soon be of age. and wed, so
        message[2] = "A festival was to be held in her honor.";
The wedding stuff seems to be pointles as it does not tell the how, where, when and most important with whom. It is pointless and useless information. For a princess coming of age is enough of a reason to hold festivities.
        message[3] = "Link and his uncle packed all their belongings";
        message[4] = "and set out for the city with the intent
        message[5] = "of presenting their blade as a gift.";
        exit;

    case "Title3":
        message[0] = "Upon arriving at the borders of the";
        message[1] = "city of Hyrule, Link and his uncle
        message[2] = "encountered soldiers everywhere.";
        message[3] = "By sudden decree of the king anyone";
What is so sudden about it, when you haven't explained the situation before the decree. It seems a pointless fact to pad out the sentence.
        message[4] = "coming to the festivities looking";
        message[5] = "suspicious was to be arrested instantly.
        message[6] = "Carrying his blade, Link's uncle was
        message[7] = "apprehended and Link was forced to go
        message[8] = "in pursuit via a different route.";
, being left behind, followed the soldiers and his uncle into the city.
There is no explanation as to why Link couldn't take the same path. Why was the path blocked especially because the accompanying image shows a field area.       
        exit;

    case "Title4":     
        message[0] = "When Link finally made his way into";
        message[1] = "Hyrule City, he searched for the prison
        message[2] = "where his uncle had been taken.
        message[3] = "Link entered one of the many shops
        message[4] = "to ask directions, but
        message[5] = "accidentally knocked over a vase.
        message[6] = "The shopowner angrily chased
        message[7] = "Link into the street, demanding
        message[8] = "an absurd compensation.
        exit;

    case "Title5":
        message[0] = "Numberous soldiers came and surrounded
        message[1] = "Link, but luckily they were part of";
        message[2] = "Zelda's escort. As she walked near,
        message[3] = "She called off her guards and took
        message[4] = "a good look at the young boy before";
        message[5] = 'drawing closer to whisper: "Help me."';
        exit;
These two sections seem weird. The bumping over the vase seems really forced in order to get Link in a confrontation with Zelda's soldiers. Then again soldiers escorting an important person would not leave their side to break up some commotion. Instead they would take Zelda away from it, whether they guard her or hold her prisoner.

I think the story would flow better if you have Link asking around where prisoners are taken to and he would then bump into the soldiers escorting Zelda. Link recognizes Zelda and tries to reason with her about releasing his uncle. But the soldiers stop him. Let link seek out the confrontation in this matter, in order to put right some wrongs.

Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 24, 2012, 08:56:08 pm
I've rewritten some sections of the story, taking both your comments to heart. Most of it at least. A lot of the first draft had been written knowing more of the story then I am telling, but I realise that was somewhat dumb. It will be a long time before this intro can be made into gameplay so the here and now is more important. So I cut some things.

Looking at this great feedback I may post some more in-game text as well. All the statues in the dungeon are supposed to tell tales of dead soldiers and I'm having trouble coming up with (enough) engaging stories and good writing.


But that's for a near future. Here is the rewritten intro text:

    case "Title1":
        message[0] = "The tale starts off with Link as he";
        message[1] = "is living with his uncle deep in the";
        message[2] = "vast western forest of Hyrule.";
        message[3] = "His uncle, a well-known blacksmith,";
        message[4] = "took him in as his apprentice a long";
        message[5] = "time ago. They spend weeks crafting";
        message[6] = "a beautiful ceremonial blade.";
        message[7] = "Elegant and perfectly balanced, it";
        message[8] = "was truly their best work to date.";
        exit;

    case "Title2":
        message[0] = "It was announced that princess Zelda";
        message[1] = "would soon be of age and wed, so a";
        message[2] = "festival was at hand in her honor.";
        message[3] = "They packed all their belongings and";
        message[4] = "set out for the city with the intent";
        message[5] = "of presenting their blade as a gift.";
        exit;

    case "Title3":
        message[0] = "Upon arriving at the borders of the";
        message[1] = "city of Hyrule, Link and his uncle";
        message[2] = "encountered soldiers everywhere.";
        message[3] = "By decree of the king anyone coming";
        message[4] = "to the festival looking the least bit";
        message[5] = "suspicious was to be arrested.";
        message[6] = "Carrying his blade, Link's uncle was";
        message[7] = "apprehended. Link, being left behind,";
        message[8] = "followed the soldiers into the city.";
        exit;

    case "Title4":
        message[0] = "Link started asking around for the";
        message[1] = "possible fate of his uncle, but found";
        message[2] = "that noone was willing to help him.";
        message[3] = "Nobody was even willing to really talk";
        message[4] = "to him. Seemingly scared of getting";
        message[5] = "arrested as well if deemed suspicious.";
        exit;

    case "Title5":
        message[0] = "Soldiers pasted, while escorting";
        message[1] = "princess Zelda. Link recognized her";
        message[2] = "and attempted to get her attention.";
        message[3] = "The guards took note and stopped him";
        message[4] = "from getting closer, but the princess";
        message[5] = "stepped in and quietly spoke to Link:";
        message[6] = '"I do not know you, but you should not';
        message[7] = 'ask my help. I am but a mere prisoner,';
        message[8] = 'waiting for her arranged marriage..."';
        exit;

    case "Title6":
        message[0] = "Little options were left for Link.";
        message[1] = "Something had to be done...";
        message[2] = " ";
        exit;
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Max. on April 25, 2012, 08:08:24 pm
I figured there was probably some reason you were adding some of those details in : )

As for your new script, there are still a few areas that are gramatically unsound.

Title1message5: They SPENT, not they SPEND.

Title4message0-1: Asking for the possible fate of his uncle reads a bit awkwardly. Maybe "Link asked everyone where prisoners were sent" or something to that effect.

Title4message2: "noone" is actually two words. "No one".

T4M3: "No one was even willing to really talk to him." The really is unnessecary and kind of awkward.

T4M4-5 "Seemingly scared of getting arrested as well as if deemed suspicious." There isn't a subject in this sentence :/  Maybe you could say "They seemed to be scared of being arrested themselves if they seemed suspicious." If that's what you're trying to communicate, and if it fits.

T5M0 - Soldiers aren't "pasting" unless they're working on an art project :p Also, "while" is kinda weird here. Try, "Soldiers passed, escorting princess Zelda." If that's too short, I'd suggest putting something in the front to communicate that this happened as Link was asking around. A word like, "presently", or something.

T6M0 - I think options are left "to", not "for". But I'm not 100% on that, just pretty sure.



As for the statues of dead soldiers, how long are the stories on each statue? If they're long enough for each one to be engaging, I feel like I'd be wandering through the dungeon, look at the statue, then be treated to a really long story about some guy I don't care about and I'd be frusturated because I just want to get on with the dungeon.

Maybe you could have all the statues tell just a part of ONE person's story. Isn't the dungeon the tomb of a king? Maybe they could all tell little bits of the king's story, and the player would learn a little bit about the king at a time, and in the end if they found all the statues they could maybe even figure a clue to a puzzle out to find a piece of heart or something.

Just an idea. But I really do think, as a player, the info on each statue should be short.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 25, 2012, 08:27:03 pm
I'll take another look at the intro text this weekend. Are you sure all of these things are wrong and not just preference issues?

Reading the text from the statues is fully optional, for those wanting to learn more about the lore. Text length is between 3 lines (common) and 9 lines (uncommon). They'll talk about an individual soldier's life, death or perspective on events.

It's the soldier's tomb btw. Not so much (just) the king's tomb. Each statue represents one soldier's final resting place.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Max. on April 26, 2012, 01:14:50 am
Well, there are a couple that aren't strictly incorrect english.
T4M0-1 isn't technically incorrect, you couple probably get away with that one.
T4M3 Is kinda just a preference, but omitting the "really" would give your text a more consistant tone.
T5M0 Pasting definitely needs to be changed to passing, but I guess you would leave the while, it's not technically incorrect, it just reads awkwardly to me, so I guess it's a preference?

Yeah, I can understand why you wouldn't want to have to make the dialogue fit the same way if it wasn't necessary :p   So yeah, those corrections above are mainly just to give the text a more professional sound, they make it sound more natural to me. If you don't change it, it won't hurt my feelings, but if you wanted a second opinion on them that's what I'm here for :p

Also, though, I really like the idea of the soldiers' inscriptions. It kinda reminds me of Metroid Prime, where the plot was conveyed in completely optional, not-necessarily chronological snippets. It managed to develop quite nicely that way too, but I digress.

Anyway, you're kind of a hero for devoting such care to perfecting the gameplay while still developing such in-depth lore for your Hyrule. Your game will be a king among fangames, Martijn :D
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 27, 2012, 04:08:44 pm
And I appreciate the feedback. The story flows a lot better then the first version. Here is the latest version (in spoiler form to keep it compact):
Show content
    case "Title1":
        message[0] = "The tale starts off with Link as he";
        message[1] = "is living with his uncle deep in the";
        message[2] = "vast western forest of Hyrule.";
        message[3] = "His uncle, a well-known blacksmith,";
        message[4] = "took him in as his apprentice a long";
        message[5] = "time ago. They spent weeks crafting";
        message[6] = "a beautiful ceremonial blade.";
        message[7] = "Elegant and perfectly balanced, it";
        message[8] = "was truly their best work to date.";
        exit;

    case "Title2":
        message[0] = "It was announced that princess Zelda";
        message[1] = "would soon be of age and wed, so a";
        message[2] = "festival was at hand in her honor.";
        message[3] = "They packed all their belongings and";
        message[4] = "set out for the city with the intent";
        message[5] = "of presenting their blade as a gift.";
        exit;

    case "Title3":
        message[0] = "Upon arriving at the borders of the";
        message[1] = "city of Hyrule, Link and his uncle";
        message[2] = "encountered soldiers everywhere.";
        message[3] = "By decree of the king anyone coming";
        message[4] = "to the festival looking the least bit";
        message[5] = "suspicious was to be arrested.";
        message[6] = "Carrying his blade, Link's uncle was";
        message[7] = "apprehended. Link, being left behind,";
        message[8] = "followed the soldiers into the city.";
        exit;

    case "Title4":
        message[0] = "Link started asking around if there";
        message[1] = "was a way to help his uncle out, but";
        message[2] = "found that no one was willing to help.";
        message[3] = "Everybody was reluctant to even speak";
        message[4] = "with him. It was as if they were all";
        message[5] = "scared of being arrested themselves.";
        exit;

    case "Title5":
        message[0] = "Several soldiers passed, escorting";
        message[1] = "princess Zelda. Link recognized her";
        message[2] = "and attempted to get her attention.";
        message[3] = "The guards took note and stopped him";
        message[4] = "from getting closer, but the princess";
        message[5] = "stepped in and quietly spoke to Link:";
        message[6] = '"I do not know you, but you should not';
        message[7] = 'ask my help. I am but a mere prisoner,';
        message[8] = 'waiting for her arranged marriage..."';
        exit;

    case "Title6":
        message[0] = "Little options were left to Link.";
        message[1] = "Something had to be done...";
        message[2] = " ";
        exit;


Here is some more in-game text. This is the text for the four kings and a group of soldiers attached to the first king.
Show content
    case "BirdStatue1": // King 1
        message[0] = "Nahaj - 824 - The Wise";
        message[1] = '"A good ruler possesses the wisdom';
        message[2] = 'to protect his subjects from harm.';
        message[3] = 'In turn they shall protect him and';
        message[4] = 'grow closer together, which is the';
        message[5] = 'only way to open paths forwards."';
        exit;

    case "BirdStatue2": // King 2
        message[0] = "Taback - 862 - The Courageous";
        message[1] = '"I once traveled the four corners';
        message[2] = 'of the world in search of courage.';
        message[3] = 'It was only afterwards that I found';
        message[4] = 'it was the journey that gave it to';
        message[5] = 'me and lit up my way forwards."';
        exit;

    case "BirdStatue3": // King 3
        message[0] = "VanMol - xxx - The Strong";
        message[1] = '"I refuse to die!';
        message[2] = 'My thoughtfully achievements were';
        message[3] = 'those of a fool and I will shame this';
        message[4] = 'royal resting place when I do die.';
        message[5] = 'So I gave up my crown to my wiser';
        message[6] = 'brother and became his knight.';
        message[7] = 'I refuse to die. None shall touch him';
        message[8] = 'for as long as I still draw breath."';
        exit;

    case "BirdStatue4": // King 4
        message[0] = "Brahim - 915 - The Benevolent";
        message[1] = '"Have I faltered? Have I shamed the';
        message[2] = 'names of the great kings now resting';
        message[3] = 'beneath me?';
        message[4] = 'I die in the knowledge that I leave my';
        message[5] = 'kingdom behind turned half to stone.';
        message[6] = 'My only solice is that I believe the';
        message[7] = 'remainder of my people has been';
        message[8] = 'spared this madness of Medu."';
        exit;

    case "F1-03-Statue1": // Female archer
        message[0] = "Celeste - 797";
        message[1] = 'A female archer with skills rivaling';
        message[2] = 'most, if not all, others of her time.';
        message[3] = 'This often led to rival relationships.';
        message[4] = 'The most competative being with';
        message[5] = 'Atura. Died of illness far too young.';
        exit;

    case "F1-03-Statue2": // Male rival
        message[0] = "Atura - 827";
        message[1] = 'Master archer with a lifelong goal to';
        message[2] = 'surpass all others archers. He did,';
        message[3] = 'except with Celeste in their youth.';
        message[4] = 'To this day he resented her for';
        message[5] = 'dying before he could rival her.';
        exit;

    case "F1-03-Statue3": // Third knight
        message[0] = "Eternita - 831";
        message[1] = 'A bulky knight. Strong, respected';
        message[2] = 'and beloved by those left behind.';
        exit;

    case "F1-03-Statue4": // Father
        message[0] = "Sir. Bapel - 821";
        message[1] = 'First retainer to king Nahaj. Served';
        message[2] = 'long and together with of his son.';
        exit;

    case "F1-03-Statue5": // Fabled mountain fighter
        message[0] = "Hangre - 834 - The Mountain Giant";
        message[1] = 'Earned the nickname from his large';
        message[2] = 'physical appearance and strength.';
        message[3] = 'Was very well respected, even in the';
        message[4] = 'eastern lands, for his fighting skills';
        message[5] = 'with the axe.';
        exit;

    case "F1-03-Statue6": // Son
        message[0] = "Ivion - 838";
        message[1] = 'Retainer to king Nahaj. Followed his';
        message[2] = 'father in a long line of knights.';
        exit;
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on April 27, 2012, 05:13:12 pm
It is much better. I am somewhat relieved that you don't have to fight the King of Hyrule just to change the oppressive laws and propaganda.

One more thing: Will the Triforce, the lifeblood of Hyrule and the center of balance in the mystical land, be in play?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 27, 2012, 05:39:27 pm
There will be no Triforce or mystical land in play for at least the first 3 to 4 dungeons. Not even any mentions. Beyond that ... I can't say. I'm not going to use Ganon at all, so I might not include the other elements either. I'll just keep everyone in suspense on the subject... for the next year or so I guess XD
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Zaeranos on April 27, 2012, 08:14:45 pm
Here is some more in-game text. This is the text for the four kings and a group of soldiers attached to the first king.
Show content
    case "BirdStatue1": // King 1
        message[0] = "Nahaj - 824 - The Wise";
        message[1] = '"A good ruler possesses the wisdom';
        message[2] = 'to protect his subjects from harm.';
        message[3] = 'In turn they shall protect him and';
        message[4] = 'grow closer together, which is the';
        message[5] = 'only way to open paths forwards."';
        exit;

    case "BirdStatue2": // King 2
        message[0] = "Taback - 862 - The Courageous";
        message[1] = '"I once traveled the four corners';
        message[2] = 'of the world in search of courage.';
        message[3] = 'It was only afterwards that I found';
        message[4] = 'it was the journey that gave it to';
        message[5] = 'me and lit up my way forwards."';
        exit;

    case "BirdStatue3": // King 3
        message[0] = "VanMol - xxx - The Strong";
        message[1] = '"I refuse to die!';
        message[2] = 'My thoughtfully achievements were';
        message[3] = 'those of a fool and I will shame this';
        message[4] = 'royal resting place when I do die.';
        message[5] = 'So I gave up my crown to my wiser';
        message[6] = 'brother and became his knight.';
        message[7] = 'I refuse to die. None shall touch him';
        message[8] = 'for as long as I still draw breath."';
        exit;

    case "BirdStatue4": // King 4
        message[0] = "Brahim - 915 - The Benevolent";
        message[1] = '"Have I faltered? Have I shamed the';
        message[2] = 'names of the great kings now resting';
        message[3] = 'beneath me?';
        message[4] = 'I die in the knowledge that I leave my';
        message[5] = 'kingdom behind turned half to stone.';
        message[6] = 'My only solice is that I believe the';
        message[7] = 'remainder of my people has been';
        message[8] = 'spared this madness of Medu."';
        exit;

    case "F1-03-Statue1": // Female archer
        message[0] = "Celeste - 797";
        message[1] = 'A female archer with skills rivaling';
        message[2] = 'most, if not all, others of her time.';
        message[3] = 'This often led to rival relationships.';
        message[4] = 'The most competative being with';
        message[5] = 'Atura. Died of illness far too young.';
        exit;

    case "F1-03-Statue2": // Male rival
        message[0] = "Atura - 827";
        message[1] = 'Master archer with a lifelong goal to';
        message[2] = 'surpass all others archers. He did,';
        message[3] = 'except with Celeste in their youth.';
        message[4] = 'To this day he resented her for';
        message[5] = 'dying before he could rival her.';
        exit;

    case "F1-03-Statue3": // Third knight
        message[0] = "Eternita - 831";
        message[1] = 'A bulky knight. Strong, respected';
        message[2] = 'and beloved by those left behind.';
        exit;

    case "F1-03-Statue4": // Father
        message[0] = "Sir. Bapel - 821";
        message[1] = 'First retainer to king Nahaj. Served';
        message[2] = 'long and together with of his son.';
        exit;

    case "F1-03-Statue5": // Fabled mountain fighter
        message[0] = "Hangre - 834 - The Mountain Giant";
        message[1] = 'Earned the nickname from his large';
        message[2] = 'physical appearance and strength.';
        message[3] = 'Was very well respected, even in the';
        message[4] = 'eastern lands, for his fighting skills';
        message[5] = 'with the axe.';
        exit;

    case "F1-03-Statue6": // Son
        message[0] = "Ivion - 838";
        message[1] = 'Retainer to king Nahaj. Followed his';
        message[2] = 'father in a long line of knights.';
        exit;
Some are written in first person, some are written in the third person. Choose one of the two styles, not both. It seems confusing. The best thing to consider is who tells the story about these people to Link. If each individual tells their own story, use the first person. If someone else tells Link about these people use third person style. At least stay consistent.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 27, 2012, 08:47:32 pm
I figured each person is different and died under their own circumstances. Some have their last words remembered. Others have their text filled in by those left behind. As the kings are important there words are written in first person / last words. For the rest you can expect them to be more or less all in third perspective.

I'll take your comment into consideration though, but I do not see a problem with alternating the perspectives a little bit.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Zaeranos on April 27, 2012, 08:54:28 pm
Okay, but the first king is also in third person. But if it is a eulogy, then it is best to keep it as third person, because they are written after death. And dead people don't write much. No matter how much the person terrorised the one who wrote the eulogy.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Master Yoshi on April 28, 2012, 05:09:58 am
After watching the videos on the front page of this thread, I am speechless. Amazing work. I'll be reading the rest of this thread right now.  :o
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 29, 2012, 08:58:08 pm
I always like reading these kind of comments. :)

@ Niek: I'll be editing all of the text to third person.
Does anybody have any other issues with the text as it is written right now?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on April 30, 2012, 07:24:33 pm
Progress update for this week:

0.12.124 (24 april)
+ Edited the intro text / length

0.12.125 (27 april)
+ Fixed issue: continuing after death in the boss fight makes the boss fight dissappear
+ Fixed issue: Fairies move through walls and such if outside of the current room
+ Edited fairy movement routine slightly
+ Improved collissions checking with fairies
+ Edited the intro text a little again
+ Fairies can be created from containers and enemies

0.12.126 (28 april)
+ Bottled fairies can now be released
+ Improved movement engine for fairies. Default fairies can now ignore terrains.

0.12.127 (29 april)
+ Edited released fairy positioning to prevent it from appearing inside a wall or something
+ Edited the text for some statues

0.12.128 (30 april)
+ Edited the text for some statues
+ Edited the fairy room a little
+ Fixed issues with copying gamefiles
+ Added text to some more statues
+ Enemy shadows can now use an alpha value
+ Picking the repeat text option clears the textbox content before continuing
+ Made a fair bit of progress on the dungeon ending scene

Still left to do till the next demo:
- Dungeon ending scene
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding skeletons with bows
- Tweaking the collectable fairies <-- now finished
- Finish quake medallion
- Editing the magic usage system
- Building a new depth system (!)
- Going through all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and to check performance.
- Make sure about 6 rooms of the desert dungeon are playable

EDIT: Here is also an image of the plant flud room I worked on last week.
(http://img155.imageshack.us/img155/3900/screenshot103f.png)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on May 03, 2012, 08:17:47 pm
I've rewritten some of the text for the statues. Here is all the text inside the dungeon (scenes and such excluded). Feel free to comment on anything you read. Feedback is always welcome.

The kings
Show content
    case "BirdStatue1": // King 1
        message[0] = "Nahaj - 824 - The Wise";
        message[1] = 'A kind king who used all of his wisdom';
        message[2] = 'and influence to protect the people.';
        message[3] = 'In turn they florished under his rule,';
        message[4] = 'loving him. He believed such a peace';
        message[5] = 'to be the true path into the future.';
        exit;

    case "BirdStatue2": // King 2
        message[0] = "Taback - 862 - The Courageous";
        message[1] = 'Before he became king, he ventured';
        message[2] = 'to the four corners of the world to';
        message[3] = 'find courage. It was upon his return';
        message[4] = 'that he finally realised it was the';
        message[5] = 'journey itself that brought it out.';
        exit;

    case "BirdStatue3": // King 3 - YEAR
        message[0] = "VanMol - ??? - The Strong";
        message[1] = 'Even as king he was widely known as';
        message[2] = 'strong and idealic. Unfortunatly, his';
        message[3] = 'was the rule to be plagued by season';
        message[4] = 'upon season of bad weather, nearly';
        message[5] = 'breaking the kingdom. After that he';
        message[6] = 'gave up the crown to his brother and';
        message[7] = 'swore to instead protect the people';
        message[8] = 'as head of the royal knights.';
        exit;

    case "BirdStatue4": // King 4
        message[0] = "Brahim - 915 - The Benevolant";
        message[1] = 'Where his brother, king VanMol, saw';
        message[2] = 'the kingdom weaken by the elements,';
        message[3] = "Brahim had to witness it's eventual";
        message[4] = 'destruction from within. The sight of';
        message[5] = 'his people turned to stone, without a';
        message[6] = 'doubt, broke his heart, but it never';
        message[7] = 'made him show anything but the kind';
        message[8] = 'and gentle ruler we had always seen.';
        exit;

The knights under King Nahaj
Show content
    case "F1-03-Statue1": // Female archer
        message[0] = "Celeste - 797";
        message[1] = 'A female archer with skills rivaling';
        message[2] = 'most, if not all, others of her time.';
        message[3] = 'This often led to rival relationships.';
        message[4] = 'The most competative being with';
        message[5] = 'Atura. Died of illness far too young.';
        exit;

    case "F1-03-Statue2": // Male rival
        message[0] = "Atura - 827";
        message[1] = 'Master archer with a lifelong goal to';
        message[2] = 'surpass all other archers. He did,';
        message[3] = 'except with Celeste in their youth.';
        message[4] = 'To this day he resented her for';
        message[5] = 'dying before he could rival her.';
        exit;

    case "F1-03-Statue3": // Third knight
        message[0] = "Eternita - 831";
        message[1] = 'A bulky knight. Strong, respected';
        message[2] = 'and beloved by those left behind.';
        exit;

    case "F1-03-Statue4": // Father
        message[0] = "Sir. Bapel - 821";
        message[1] = 'First retainer to king Nahaj. Served';
        message[2] = 'long and together with of his son.';
        exit;

    case "F1-03-Statue5": // Fabled mountain fighter
        message[0] = "Hangre - 834 - The Mountain Giant";
        message[1] = 'Earned the nickname from his large';
        message[2] = 'physical appearance and strength.';
        message[3] = 'Was very well respected, even in the';
        message[4] = 'eastern lands, for his fighting skills';
        message[5] = 'with the axe.';
        exit;

    case "F1-03-Statue6": // Son
        message[0] = "Ivion - 838";
        message[1] = 'Retainer to king Nahaj. Followed his';
        message[2] = 'father in a long line of knights.';
        exit;

Guardians daughter of king Taback
Show content
    case "B1-12-Statue1": // Younger guardian princess1 Taback
        message[0] = "Deman - 889";
        message[1] = 'Younger guard of princess Josiana.';
        message[2] = 'Moved with the princess to Hyrule';
        message[3] = 'upon her marriage and did not return';
        message[4] = 'till years later, after his duty had';
        message[5] = 'been fully fullfilled as a true knight.';
        exit;

    case "B1-12-Statue2": // Older guardian princess1 Taback
        message[0] = "Roysia - 865";
        message[1] = 'Older guard of princess Josiana';
        message[2] = 'Loyally protected the princess from';
        message[3] = 'birth till marriage, 26 years later.';
        exit;

Gatekeepers
Show content
    case "B1-22-Statue1": // Gatekeeper 1A - Remus
        message[0] = "Remus - 785";
        message[1] = 'Father of Sevrin. Famed for his great';
        message[2] = 'endurance in combat and succes in';
        message[3] = 'guarding the castle gates from all';
        message[4] = 'opposing forces.';
        exit;

    case "B1-22-Statue2": // Gatekeeper 1B - Reisan
        message[0] = "Reisan - 790 - Scar";
        message[1] = 'One of the few gatekeepers serving';
        message[2] = 'under both king Nahaj and Taback.';
        message[3] = 'His many battlescars were a clear';
        message[4] = 'testament to the many battles he';
        message[5] = 'fought to protect the kingdom.';
        exit;

    case "B2-08-Statue1": // Gatekeeper 2A - Cynewijn
        message[0] = "Cynewijn - 832 - The demon";
        message[1] = 'Daughter of Remus. Timid most of the';
        message[2] = "time, but a true demon in combat.";
        exit;

    case "B2-08-Statue2": // Gatekeeper 2B - Jeunan
        message[0] = "Jeunan - 852";
        message[1] = 'Guarded the gates of the kingdom for';
        message[2] = 'years after the passing of Cynewijn.';
        message[3] = 'In the end he was forced to retire by';
        message[4] = 'taking an arrow to the knee.';
        exit;

    case "B1-03-Statue1": // Gatekeeper 3 - Xapan
        message[0] = "Xapan - 902 - The gatekeeper";
        message[1] = 'As a young replacement for Jeunan';
        message[2] = 'he ended up serving longer then any';
        message[3] = 'other knight before him. And despite';
        message[4] = 'numerous attempts, not a single soul';
        message[5] = 'ever managed to best or pass him.';
        exit;

    case "B1-26-Statue1": // Gatekeeper 4A - Donnalto
        message[0] = "Donnalto - 903";
        message[1] = 'Secundairy gatekeeper under Brahim.';
        message[2] = 'Slain by Medu as he turned to warn';
        message[3] = 'his fellow knights of the danger that';
        message[4] = 'had come to their doorsteps.';
        exit;

    case "B1-26-Statue2": // Gatekeeper 4B - Folke
        message[0] = "Folke - 923 - The last";
        message[1] = 'Caught stealing out of poverty he';
        message[2] = 'was brought before Brahim. The king';
        message[3] = 'saw potential in the boy and offered';
        message[4] = 'a second chance as an enlisted man.';
        message[5] = 'He was eternally gratefull for this.';
        message[6] = 'In the end it was Folke who stayed';
        message[7] = 'behind as the last gaurdian for our';
        message[8] = 'now abandoned kingdom.';
        exit;

Ring of Eurus backstory
Show content
    case "B2-07-Statue1": // Eurus - YEAR
        message[0] = "Eurus - ???";
        message[1] = 'During his quest to find the golden';
        message[2] = 'land he stumbled upon a small ring.';
        message[3] = 'Whenever he held it in his hand a gust';
        message[4] = 'of wind came down from the east to';
        message[5] = 'put chills down his spine.';
        exit;

    case "B2-07-Statue2": // Notus - YEAR
        message[0] = "Notus - ???";
        message[1] = 'One of the four knights to bring the';
        message[2] = 'dreaded ring of Eurus to our kingdom.';
        message[3] = 'The ring was a cursed item, said to';
        message[4] = 'call the spirits of all its previous';
        message[5] = 'owners to haunt its current wearer.';
        exit;

    case "B2-07-Statue3": // Zephyrus - YEAR
        message[0] = "Zephyrus - ???";
        message[1] = 'The ring of Eurus was to be given to';
        message[2] = 'king Nahaj as a gift, but Zephyrus';
        message[3] = 'had doubts. He ended up locating an';
        message[4] = 'old mage to have her bind its power.';
        message[5] = 'The ring was hidden afterwards.';
        exit;

    case "B2-07-Statue4": // Boreas - YEAR
        message[0] = "Boreas - ???";
        message[1] = 'Younger brother of Eurus. They once';
        message[2] = 'argued over the ring that was found.';
        message[3] = 'Boreas put it on and instantly the';
        message[4] = 'skies turned dark with winds picking';
        message[5] = 'up. He never came near it again.'
        exit;

Misc
Show content
    case "B1-23-Block1": // Riddle info
        message[0] = "As king Nahaj renovated the tombs";
        message[1] = 'he called his five best workers.';
        message[2] = 'Each as strong as two regular men.';
        message[3] = 'The three working together best';
        message[4] = 'were allowed to go on ahead. The';
        message[5] = 'rest stayed to work on this room.';
        exit;
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on May 06, 2012, 05:43:52 pm
A LOT of progress has been made of the past couple of days. I am currently about halfway through implementing a whole new depth system. Let me tell you... it's a lot of work.

I'm playing it very safe by examining every single object and script in the game for depth usage, but that is no guarantee that I won't miss some new issues. If anybody is willing to do some testing then let me know. The checklist before the next demo is gradually shrinking and it'd like to have had some people test the game before I release it mid June.


Progress made this last week:

0.12.129 (1 mei)
+ Replaced the pendants with rings

0.12.130 (3 mei)
+ Edited ring sprites
+ More statues in the dungeon have something to say

0.12.131 (4 mei)
+ Finished dungeon ending scenes

0.12.132 (5 mei)
+ Started work on the new depth system (outside area is now fully converted)
+ Combined movable objects into a single object

0.12.133 (6 mei)
+ Continued work on the new depth system (sewer area is now fully converted)
+ Movable objects can now contain animated sprites
+ Tall torches / large torches / desert pillars have been converted into movable objects


Still left to do till the next demo:
- Dungeon ending scene <-- now finished
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding skeletons with bows
- Finish quake medallion
- Editing the magic usage system
- Building a new depth system (!) <-- about halfway finished
- Going through all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and to check performance.
- Make sure about 6 rooms of the desert dungeon are playable

EDIT: And here is video to celebrate the progress made.
http://www.youtube.com/watch?v=UlYmVIcLu-w
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on May 07, 2012, 12:30:11 am
Somebody slap me. I forgot to check in.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Max. on May 10, 2012, 02:12:27 am
Retro- SLAP!

Martijn, I'd be interested in testing, but I have next to no time on my hands. I've never tested any games for anybody before, besides my own and lord knows that's FULL of bugs :p
How much time do you reckon I'd need to clock in to be useful to you?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on May 10, 2012, 08:02:59 pm
The time you invest in it is fully up to you. Two hours a week would be swell, but I'll generally take what I can get. Mad skills isn't a requirement either. It's more important that you are able to describe what you did to get certain situations. Trying out everything the game has to offer, like weird combinations and such, is a bonus for me.

I'm still working on the depth engine so I'll present you with new demo's as I convert more of the game into the new depth mechanic. Testing out specific sections of the game will probably make it easier for you as well. Expect a first demo in about 1-1.5 days time.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on May 19, 2012, 10:00:24 am
So I had two people from elsewhere help test the last testers demo. Taking their feedback to heart I am about ready to present a secundary testers demo with both the sewers and desert rooms available. If anybody is willing to help out in this second testing phase, be sure to let me know.

Here is the latest progress made:

0.12.134 (8 mei)
+ Edited some of the statue text
+ Eyegores can be affected by stone attacks again
+ The dungeon end scene now transitions into the credits sequence
+ Containers no longer destroyed by simple touching them with your sword while charging it
+ Link does not get pushed back while being shocked

0.12.135 (11 mei)
+ Continued work on the new depth system (converted nearly all of the character actions)

0.12.136 (17 mei)
+ Fixed graphical issue with character shadow when touching staircases
+ Scattered temporary chests / chest content around the game for demo purposes
+ Edited wall cannon enemies
+ Edited beamos enemies
+ The hookshot can now ledge onto small torches, visible text objects and movable objects
+ Made sure about 6 rooms of the desert dungeon are playable

0.12.137 (18 mei)
+ Tweaked several details outside and in the sewers
+ In a new game the correct items are now shown in the overhead boxes by themselves
+ Finished converting level F1 of dungeon 1 to the new depth system
+ Continued work on the new depth system (converted everything in the second dungeon)
+ Fixed collission issues between character items and enemy projectiles


Still left to do till the next demo:
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding skeletons with bows
- Finish quake medallion
- Editing the magic usage system
- Building a new depth system (!)
- Going through all the rooms in the dungeons (with testers) to tweak things like item/enemy placement and to check performance.
- Make sure about 6 rooms of the desert dungeon are playable <-- now finished


Here is the edited intro scene:
(Nothing much to see here if you followed the topic, but I wanted to upload it for the first post anyway)
http://www.youtube.com/watch?v=R52YwD-rvmo
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on May 28, 2012, 09:40:06 pm
Currently I'm more or less still on schedule to release a demo mid June. (Man, that Quake Medallion took forever). I hope I make my deadline, because otherwise it will become end July or later before I can show anything due to my vacation and some other stuff.

Again, if anybody wishes to help out: I could use people willing to playtest my game. I can produce a testdemo with about 2/3th of the content available whenever.

Here is the latest progress made:

0.12.138 (19 mei)
+ Optimized tileset dungeon 1

0.12.139 (22 mei)
+ Fixed glitch: using the hookshot on two enemies or items at once makes it move beyond
+ Converted most of the enemies over to the new depth system

0.12.140 (27 mei)
+ Added a quick Murray/game introduction text
+ Moved more enemies and items over to the new depth system
+ Made progress with the quake medallion

0.12.141 (28 mei)
+ Finished the Quake Medallion

Still left to do till the next demo:
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding skeletons with bows
- Finish quake medallion <-- now finished (I'll try to upload a new video one of these days)
- Editing the magic usage system
- Building a new depth system (!)
- Going through all the rooms in the dungeons (with testers) to tweak things like item/enemy placement and to check performance.

EDIT:
And here is that quake video. I'm looking forwards to hearing what you guys thing about it. (The magic consumption is next on my list to fix. No worries there).
http://www.youtube.com/watch?v=KqEqnuJa-uY
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on May 31, 2012, 07:58:18 pm
If practically fells like an earthquake in there. Well done!
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on June 03, 2012, 07:13:34 pm
Here is the latest progress made:

0.12.142 (29 mei)
+ Tweaked Quake Medallion: Link's sprites now stay still while everything else shakes

0.12.143 (3 juni)
+ Redid the magic consumption set-up
+ Fixed depth issues while picking up containers looking north
+ Fixed errors when using the Quake Medallion during some specific circumstances
+ Edited character sprites during quake animation a little
+ More statues in the dungeon have something to say (50 statues left)
+ Fixed depth issues dungeon 1 - B2

Still left to do till the next demo:
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding skeletons with bows
- Editing the magic usage system <-- now finished
- Building a new depth system (!)
- Going through all the rooms in the dungeons (with testers) to tweak things like item/enemy placement and to check performance.

EDIT: And here is some more statue text if you're interested or want to help proofread:
Show content
    case "F1-05-Statue1": // Sevrin - YEAR
        message[0] = "Sevrin - ???";
        message[1] = "Loyal knight to prince Gatialo. Known";
        message[2] = "and respected as his second shadow.";
        exit;

    case "F1-05-Statue2": // Prince Gatialo - YEAR
        message[0] = "Gatialo - ???";
        message[1] = "Long ago a lone farmer came from the";
        message[2] = "south to seek help for his village.";
        message[3] = "He told Gatialo how it had turned to";
        message[4] = "stone and the prince responded by";
        message[5] = "gathering his men to investigate.";
        message[6] = "They found the warlock responsable,";
        message[7] = "but the village had already been lost.";
        message[8] = "Gatialo seemed older after that.";
        exit;

    case "F1-05-Statue3": // Catiua - YEAR
        message[0] = "Catiua - ???";
        message[1] = "In this world of endless conflict the";
        message[2] = "greatest danger is hopelessness.";
        message[3] = "Kings war, men fight and nobles plot";
        message[4] = "from behind their walls. Catiua would";
        message[5] = "fight any to shield us from all of it.";
        exit;

    case "F1-05-Statue4": // Medu - YEAR
        message[0] = "Medu - ???";
        message[1] = "A childhood friend of Gatialo and one";
        message[2] = "of the knight escorting him to Wyv.";
        message[3] = "A warlock had been the cause of it's";
        message[4] = "condition and so they attempted to";
        message[5] = "arrest him. It was at that time that";
        message[6] = "Medu saved the prince from a magical";
        message[7] = "attack. For this act of bravery, he";
        message[8] = "was later rewarded the warlock's rod.";
        exit;

    case "F1-05-Statue5": // Eupalamos - YEAR
        message[0] = "Eupalamos - ???";
        message[1] = "Personal guard to Gatialo. Being the";
        message[2] = "ever optimist, he would bring his lute";
        message[3] = "everywhere. To accompany his many";
        message[4] = "songs and tales whenever there was";
        message[5] = "a fireplace and moral ran low.";
        exit;
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on June 08, 2012, 04:39:17 pm
I got a little bored today and spontaneously added the Vulture enemy. He doesn't really fit in the demo, but I felt like it anyway. Deviating from the plan is refreshing once in a while.

(http://img24.imageshack.us/img24/8035/screenshot109u.png)

Maybe I'll add some more enemies this weekend.

Edit: The cactus is now also added, though there are still some issues to be sorted out tommorrow.
(http://img803.imageshack.us/img803/8282/vulture.png)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: path on June 08, 2012, 06:57:42 pm
nice, this seems like a classic ! i came across ur youtube videos a month ago, nice job.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on June 09, 2012, 08:13:34 pm
Thank you.

Here is a new progress update:

0.12.144 (8 juni)
+ Added new enemy: Vulture
+ Added new stage-hazard: Cactus

0.12.145 (9 juni)
+ Fix glitch: Vulture AI during Ether Medallion
+ Improved AI: Vulture moves faster if far removed from Link
+ Fixed error: Vulture follows you while you transition into another room
+ You can now turn cactus to stone / frozen state
+ Deibadora are invincible while underground
+ Started work on new enemy: Sandman

0.12.146 (9 juni)
+ When turning enemies to containers invicible sprites are no longer taken into account
+ Fixed glitch: positioning sparkle effects for enemies turned frozen
+ Finished new enemy: Sandman
+ Added new enemy: Leever (green)
+ Added new enemy: Leever (purple)


(http://img696.imageshack.us/img696/4228/screenshot115e.png)


EDIT: How does the skeleton in the attachement look? I've been experimenting some with implementing a skeleton archer and this is where I'm currenly at. Mostly just sprites for now btw.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on June 10, 2012, 07:45:47 pm
And here is the final progress of the weekend:

0.12.147 (10 juni)
+ Leevers now surfaces closer to the character then before burrowing
+ Worked on new enemy: Blue soldier archer
+ Worked on new enemy: Blue skeleton archer
+ Leevers only burrows and reappear on diggable ground
+ Tweaked leever stats
+ More statues in the dungeon have something to say (49 statues left)

0.12.148 (10 juni)
+ Sandman only moves across sand
+ Tweaked sandman stats
+ You can now hookshot towards enemies / cactus XD
+ Tweaked cactus stats
+ Fixed desert dungeon digging grid

All in all there was a pretty nice flow with 4 new enemies finished (and 2 others started) in a about 2.5 days.
Next weekend I'll see about creating a new video to show all the new enemies in action.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on June 10, 2012, 11:47:19 pm
The Stalfos Archer may feel at home with this one. Do you plan on differentiating it from the Soldier archers?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on June 11, 2012, 05:53:53 am
Ideally I'd make the Stalfos archer laugh after firing an arrow and possibly make his AI slightly worse then a default Human archer.
In reality though, I'll have to see what is possible. I'm also open for any other suggestions.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on June 19, 2012, 09:09:46 pm
http://www.youtube.com/watch?v=3yKT40_ol9E
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Shane on June 21, 2012, 03:08:48 pm
I've always loved aLttP styled fan games, so this is most certainly something I need to keep my eye on for updates. Nice work!
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on June 24, 2012, 10:04:27 pm
Here is the latest progress made again. It will be a while before I can work on it again, with the upcoming vacation and all. Originally I had hoped to release the next demo around this time, but adding some additional enemies got me a little sidetracked. The next deadline will be August 1st.

0.12.149 (11 juni)
+ Fixed glitch: could kill cactus with dirt from digging
+ Using Bombos medallion lites all torches in the room
+ Using Ether medallion extinguishes all torches in the room

0.12.150 (14 juni)
+ Improved object destruction for solid enemies

0.12.151 (16 juni)
+ Worked some more on the (skeleton)archer -- default patrolling AI
+ Added new hazard: landmine

0.12.152 (17 juni)
+ Worked some more on the (skeleton)archer

0.12.153 (24 juni)
+ Tweaked positioning Sandman and Leevers on sandy surfaces
+ Edited cactus masking/collisions
+ Added arrows for enemy archers + finished sprites
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: thestig on June 24, 2012, 10:23:40 pm
Martijn, I wouldn't worry about being sidetracked. You've been working on this project with diligence for quite some time now, so I think you deserve to indulge yourself at least a little bit. That being said, the updates look promising. :)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on July 15, 2012, 09:02:35 pm
I'm back from my vacation so it's time for another progress update:

0.12.154 (28 juni)
+ Fixed error while destroying archers
+ Edited enemy arrows to interact with the character shield

0.12.155 (14 juli)
+ Designed the subboss rooms for the desert dungeon (for a later demo)
+ Tweaked default Armos AI
+ Tweaked plant AI: they now make a little hop as they appear out of the walls
+ Finished converting the last of the normal enemies to the new depth system

0.12.156 (15 juli)
+ Converted the bosses over to the new depth system
+ Converted the hookshot over to the new depth system

0.12.157 (15 juli)
+ Improved sprites of frozen enemies (now takes depth more into account)
+ Worked some more on the archer movements (it can now allign itself with the character)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: RetroRespecter on July 22, 2012, 01:15:52 am
Pants that pop out of walls?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on July 22, 2012, 07:56:03 am
You mean plants? XD

Yes, there will be a room in the game where enemies start gushing out of the wall as you enter. Come to think of it. It's been so long since I released anything that I'm not entirely sure if the (empty room) was even present earlier.

Originally I had planned to work on my game like crazy this weekend, maybe even finishing it, then that STEAM summersale happened. Now I've got about 20 new games that all need playing. Life is hard sometimes :'(
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: FrozenFire on July 30, 2012, 02:15:24 am
http://www.youtube.com/watch?v=3yKT40_ol9E

I haven't been keeping up on this project and I just watched this video and saw Link turning things to ice, then picking up the frozen objects and throwing them to shatter them. :o I just had to comment saying how much I loved that. And the engine seems even more solid than I remember.

... Originally I had planned to work on my game like crazy this weekend, maybe even finishing it...

Wait... finishing it? Has that much really happened since I've checked this out?
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on July 30, 2012, 04:52:55 am
Finishing refers only to the first dungeon. There is still more then enough I want to add afterwards.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Crim on July 30, 2012, 05:28:58 am
any chance of multiplayer? like a co-op thing similar to 4 swords? actually, after typing this, i realize that's prolly not going to happen haha.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on July 30, 2012, 05:42:08 am
No, no multiplayer. Singleplayer is challenging enough already. Maybe in a couple of years if I want to try something new XD

Btw. Here is the latest progress report:

0.12.158 (24 juli)
+ Edited enemy arrows so they no longer interact with the shield after hitting solids
+ Worked a little on the text for the dungeon statues
+ Worked some more on the soldier/skeleton archers (sound/movement)

0.12.159 (25 juli)
+ Fixed some text issues with the soldier statues in the dungeon
+ Fixed getting the silver bow & arrow + net in the dungeon
+ When getting new items from chests the itemboxes are now updated
+ Fixed dust cloud positioning when breaking the floor
+ The quake medallion now provides a secundairy means to destroy fragile floors
+ Fixed issues with taking containers up or down a staircase and then throwing them

0.12.160 (26 juli)
+ More statues in the dungeon have something to say (46 statues left)
+ Max number of collectable arrows is lowered to 20 (for demo purposes)
+ Edited boss and subboss stats based on playtesting
+ Improved thrown containers masking / collision script

0.12.161 (28 juli)
+ Removed terrain movement soundeffect while pulling / pushing an object
+ Finished converting a bunch of more things over to the new depth system (last of the character actions + projectile / dungeon scenes / enemy death animations / various object)
+ Slightly tweaked the dungeon ending scene
+ Fixed some issues surrounding the doushing of torches using the full sword swing

0.12.162 (29 juli)
+ Fixed depth issues with dust clouds from fragile floors
+ Added two more scenes to give the player slightly more guidence with the torches
+ Finished converting all of the dungeon events to the new depth system


Still left to do till the next demo:
- Adding text to all the statues in the dungeon (to add some light lore) <-- pushed back till after the next demo
- Adding skeletons with bows <-- in progress
- Building a new depth system (!) <-- in progress
- Going through all the rooms in the dungeons (with testers) to tweak things like item/enemy placement and to check performance. <-- in progress
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Kienamaru on July 30, 2012, 06:44:35 am
Since no one else seemed to proofread your statue dialogue I did for ya.

Here are the few errors.

you mispelled responsible
a phrase or so after that you missed a comma after men fight. should say

men fight, and nobles etc
 You also neglected to capitalize Warlock's Rod. In the way you used it it sounds like an important item which would warrant capitalization.

lastly you mentioned the lute player. The word you meant to use was morale. There is an e after moral unless saying (moral of the story.)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: FrozenFire on July 30, 2012, 10:28:13 pm
Finishing refers only to the first dungeon. There is still more then enough I want to add afterwards.

Ah, ok, that makes sense, since you seem to be focusing on making tons of enemies, items, and working out the game mechanics before doing much of the world design. Which, imo, is a good way to go about developing a game. You're pretty much setting up your game so that it will all fall into place quicker with less difficulty as the game progresses, or so it seems. Or maybe I'm just thinking that you have my kind of thinking, ha ha.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on July 31, 2012, 04:44:49 pm
@ Kienamaru: Fixed, except for the warlock's rod. There it's meant as the rod from a warlock, which later becomes known as the Rod of Medu.

@ FrozenFire: Yeah, we still have a similar logic to these kinds of things apparently.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Kienamaru on August 01, 2012, 09:21:03 pm
ah, cool then. If you need any more proofreading done just let the world know and I'll check it out next time I'm here.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on August 03, 2012, 07:20:18 am
Thanks for the kind offer. In that case. Here are the last few piece of text I added to the game:

Show content
        message[0] = "Sir Leon - ???";
        message[1] = "After years of loyal service he was";
        message[2] = "promoted to protect this royal tomb.";
        message[3] = "For a knight it is the highest honor";
        message[4] = "as it also means to be entrusted with";
        message[5] = "all of the kingdom's secrets.";

        message[0] = "Sir Renji - ???";
        message[1] = "After his promotion to the tombs he";
        message[2] = "did much to improved the security.";
        message[3] = "Besides traps and blockades he also";
        message[4] = "added a room with statues to simply";
        message[5] = "draw attention from the real switch.";

        message[0] = "Sir Zant - ???";
        message[1] = "One of the prestigious guardians of";
        message[2] = "the royal tombs. Eventually given";
        message[3] = "the nickname Heavy Zant for falling";
        message[4] = "through a nearby floor under the";
        message[5] = "added weight from his armor.";
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Kienamaru on August 03, 2012, 10:34:21 am
Here we go.

Leon
msg 3- works either way... so (put a comma after knight) OR put a comma after honor

Renji
msg 2- change improved to improve
msg 3- place the word "away" after attention. (Example, to draw attention away from.. etc)

Zant
msg 5- change added weight from to "of" (You could also change the word added to extra)
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on August 04, 2012, 06:57:41 am
Thanks. I'll take a look at it.
Title: Re: [Demo] Tech demo - Horn of Balance
Post by: Martijn dh on August 09, 2012, 06:06:06 pm
Originally I had planned to fully finish the archers before I'd release the next demo, but I'm a little bored with that piece of coding so I'll release the demo next sunday without them. Finally XD

Here is another listing of the recent progress made:

0.12.163 (2 augustus)
+ Fixed various more (depth) issues

0.12.163 (4 augustus)
+ Improved creation code of collectable items (like rupees) from flying enemies / containers
+ Fixed depth issues within the collision scripts
+ Edited text on a few soldier statues
+ Fixed depth issues with splashing water
+ Improved archer allignment coordinates in relation to Link
+ Edited shield masking to improve collisions with enemy arrows
+ Improved the digging mechanic in combination with (enemy)containers

0.12.164 (4 augustus)
+ Fixed depth issues with large soldier statues
+ Fixed depth issues with the boss

0.12.165 (5 augustus)
+ Finally finished new depthsystem (!!)

--------------------------------------------------

EDIT: Here is the summarised list of changes in demo 13
- Added rooms to the sewers and dungeon 2
- Finished the last rooms for dungeon 1
- Added text to a large number of statues in dungeon 1
- Enemies can now reject some attacks
- Enemy movement scripting has been improved
- Character and enemy collisions have been completely redone
- Improved the use of the hookshot in various ways
- Improved the character movement script (incl. adding a pull and reject force)
- All timelines and paths have been converted into scripts
- Added a save and continue functionalities
- Added the victory animation for Link
- Finished collectable fairies
- Build in a new depth system
- Improved container masking, sprites and collisions
- Redid the magic consumption set-up
- The game now features scenes
- Added a sidekick character (Murray) during the scenes
- All sound effects are now stored externally
- Changes the way (solid) masking is handled (saving lots of resources and improving performance)
- Optimized the used tilesets
- Converted the game over to Gamemaker 8.1 (version 8.1.141)
- Updated the digging mechanic
- Added titlescreen and intro sequence
- Added button mash sword attack
- Added collectable full heart container + dungeon treasure
- Added hitswitches (just yellow ones for now)
- Implemented plant flud room (= enemies keep gushing out while in the room)
- Added new terrain: sandpits
- Added new terrain: metal surface
- Added new enemy: Hardhat Beetle (Blue + Red)
- Added new enemy: Deibadora (Green + Blue + Red)
- Added new enemy: Beamos + Eye Laser
- Added new enemy: Wall Cannon
- Added new enemy: Armos
- Added new enemy: Yellow Slime (creatable through the Quake medallion)
- Added new enemy: Vulture
- Added new enemy: Sandman
- Added new enemy: Leever (Green + Purple)
- Added new enemy: Zol (Green + Blue + Red + Yellow)
- Added new subboss: Vanmol
- Added new boss: Last Remnant
- Added new item: Quake Medallion
- Added new item: Boomerang (default)
- Added new hazard: Cactus
- Added new hazard: Landmine
- And much more, but it's too much to mention. Seriously.
Title: Re: Tech demo - Horn of Balance [Demo 13.00 has now been released]
Post by: Martijn dh on August 12, 2012, 07:24:57 am
Like the title says. Demo 0.13.00 is out!
Check the (updated) first post or click the following link: http://www.mediafire.com/download.php?ifuh4aetkcyg96s (http://www.mediafire.com/download.php?ifuh4aetkcyg96s)
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on August 19, 2012, 10:33:45 am
I must say. I'm a little dissappointed by the non existant feedback so far, but oh well.I anyboidy has any feedback on how to make the game more appealing to download or comment on then let me know.

In the meantime: progress continues. I've added the magic hammer this week and am now working a little on the desert dungeon's design and some new enemies.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Master Yoshi on August 19, 2012, 04:56:01 pm
I'm sorry to see the lack of feedback you've received from such amazing work. As soon as I have a working computer again I will give the demo a try. Any chance of a video to show where you're currently at, progress wise?
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on August 19, 2012, 06:16:11 pm
Thank you.
I will work to create a new video somewhere next weekend.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Freki on August 19, 2012, 07:04:12 pm
You're doing a great job in this game, it looks very promising. What needs a change it's the sword attack, in ALttP it is a little bit more easier to hit the enemy.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on August 19, 2012, 07:34:39 pm
Can you give me an example of an enemy and circumstance where you feel things could be improved? Changing the enemy collisions is a bit complicated, but I might be able to tweak things. That being said, I did recently alter the collisionhandling in order to make it more "realistic". It's not just a case of sprite A collides with sprite B anymore.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Freki on August 19, 2012, 08:10:01 pm
Maybe increasing the area of sword attack collision can make it better, I don't know... I just feel it doesn't give you too much reaction time compared to ALttP when an enemy move towards you.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: cheesepie on August 19, 2012, 08:52:10 pm
WOW THIS IS AMAZING!!!!,  ;) This has some serious potential keep it up, don't let non existent feedback hold you back. I can only imagine a completely new ALTTP zelda game with new dungeons! KEEP IT UP  8)
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Atrius on August 19, 2012, 09:59:03 pm
Very good work so far, It feels a lot like LttP.  The engine is coming along very nicely, and has a good level of polish to it.


There is room for improvement though, here are a few things I noticed.  My main complaint right now is the controls so the first few have to do with them.

- Why can the player have two items equipped, and there's one button for using one, and one button for switching between which one you use?  2 items, 2 buttons, why make it confusing, let the player assign one item to each button instead of making them have to worry about accidentally having the wrong one highlighted.  Or get rid of the second item slot to cut down on your number of controls since you probably have too many right now anyway.

- Why is the button used for activating/initiating interaction also a cancel button in menus?  It's like saying green means go, but also sometimes stop.

- I want to assign the item menu to the enter button, why does it also swing my sword anyway?


Anyway, enough about controls, on to the rest.

- Freki's right, something feels off about attacking enemies sometimes.  I don't think it's the range of the sword, I think it might have something more to do with the timing of it detecting the hit sometimes.  I don't know for sure though, it's kinda hard to say.

- The physics of item drops look awkward, like they're moving at a constant speed as they fall and bounce.  There should be more acceleration/deceleration to it.  Gravity speeds things up as they fall, and slow them down when they're moving up.

- Why can I throw a boomerang over this (http://img.photobucket.com/albums/v698/AtriusV/Random%20Screens/WhyNoArrow.gif), but not shoot an arrow over it?

- Is it just me or is the beeping when your life is low even more annoying than it was in LttP?  Is it quicker, or something?

Also, I hope you get rid of the default F1 menu, I kinda face palm every time I see that used seriously in a GM game.

Keep up the good work, I can tell a lot of effort went into this.  I haven't beaten the dungeon yet, but I really like what I see so far.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on August 20, 2012, 08:02:28 pm
Thanks for the constructive criticism.

1. Sword collisions: I find it hard pinpoint what I should improved, but I'll see what I can do. Any further details from you or others is always welcome.
2. Altering between the two items... I'm not really sure anymore what my initial thoughtprocess was behind that. I do know nobody complained so I kept it XD I'll see about mapping individual buttons to the items. Downgrading to just one item is something I'll probably not do. I plan on connecting the lantern'' s light to wether or not you are carrying the item. Seemed like a nice little touch to add. Also, bosses or enemies requiring two items (like the water temple boss with hookshot + hammer) become much more user friendly.
3. Action button that is also cancel. Is it really that annoying? I'll listen to any alternative you might have, but I'm not for adding more buttons.
4. The enter button being reserved as the "okay" button (and inherently the sword attack). This was done so people can navigate the game with arrows, enter and esc in the very beginning. What I could do is map the enter as the secondary attack button, but have that functionality dissolve once the player chooses to map the enter key to some other function. It might feel a little counter intuitive to some though. Anybody have any feedback on this idea?
5. Items dropping with set speed only. I'll take a look at it. It shouldn't be too hard to alter.
6. Arrows blocked. Now that you mention it. Something went wrong there. I'll take a look at it,
7. Annoying health sound. Nope, similarly annoying to the original. That's not to say the original can't be improved upon. I've lowered the volume a little bit. That might help.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Atrius on August 21, 2012, 03:40:34 am
Quote
3. Action button that is also cancel. Is it really that annoying? I'll listen to any alternative you might have, but I'm not for adding more buttons.
Neither am I, the way I see it there are three options:

1) Make the sword button the cancel button, which is in line with many of the Zelda games using the B button for the sword & cancel.

2) Making the sword button and/or item buttons context sensitive so they can also activate objects, like many of the portable Zelda games did for the A button.  It's not terribly difficult either, basically just detect if the player can interact with something in front of them and if not perform the normal function of the button.

3) Turn the Sword into an item freeing up it's button for either action or cancel.


By combining some of these you could even get rid of a button or two further simplifying your control scheme if you do it intelligently.



Using the Enter button on the main menu is fine, but I don't see why it has to be mapped to anything the player doesn't want it to be in game.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on August 21, 2012, 08:52:48 pm
The next demo will now have the sword button as the cancel button and the action button as the confirm button.
I've also removed the pre-set functionality for the enter button (but kept the space button).

EDIT: The F1 functionality has been disabled. The text that was there will instead be readable in a readme.txt accomanying the executable.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on August 26, 2012, 07:47:15 am
Just a quick progress update:
(http://img835.imageshack.us/img835/2131/screenshot104ml.png)

I'm also working on the green patrolling soldier. Maybe I'll have a screenshot of that guy later today.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: RetroRespecter on August 30, 2012, 07:33:14 pm
Humph! I remember those electric jellyfish (if I knew their names, I would curse them by it). They're the most annoying enemies I have ever come across in The Legend of Zelda: A Link to the Past.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on September 02, 2012, 09:37:06 pm
Here's another progress report:

0.13.05 (19 augustus)
+ Worked some more on the blue buri
+ Worked some more on the design for the desert dungeon

0.13.06 (21 augustus)
+ Lowered volume of the health alarm
+ The attack button (instead of the action button) now doubles as the cancel button
+ The enter button no longer has a preset functionality

0.13.07 (24 augustus)
+ The F1 functionality has been disable and the text has been relocated to a readme file
+ Adjusted several things on the optionsscreen
+ Fixed issue: arrows blocked by passable solids while the boomerang is not

0.13.08 (26 augustus)
+ Implemented constants to indicate the character's base state (rather then just indexes)
+ Turning a cukeman to ice and then hitting it with a hammer turns it to a buzz blob
+ No random items can be gained through burning enemies
+ Finished new enemy: Blue Buri
+ Added new enemy: Red Buri + Tiny Buri

0.13.09 (28 augustus)
+ Improved enemy and character movement script (=corner cutting mechanic)

0.13.10 (2 september)
+ Fixed depth issue sometimes occurred when landing from crashing into something and continuing running downwards
+ Object speed is no longer used for character movements. Something I've been phasing out for a while now.
+ Also improved the character movement script when flying from crashing into something
+ It's no longer allowed to pause the game while being shocked
+ Enemies can now have more then one set of defensive stats
+ Started work on new enemy: Turtle

I'll post a new screenshot or video soon hopefully. (Helped my brother move to his new apartment somewhat this weekend).
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on September 09, 2012, 02:22:45 pm
Just a little screenshot showing the latest progress (turtle and goriya enemies).

(http://img253.imageshack.us/img253/9689/screenshot101y.png)

I'll probably update this post at a later time for another detailed progress listing.

EDIT:
And here is an overview of the latest progress:

0.13.11 (4 september)
+ Raised volume health alarm
+ Health alarm now starts when health is below 1/6th full health or below 1,5 hearts
+ Eyegore enemies can no longer turn to stone while in contact with Link

0.13.12 (8 september)
+ Finished adding new enemy: Turtle
+ Hitting an armored enemy with the hammer slightly pushes you backwards

0.13.13 (9 september)
+ Added new enemy: Green Goriya
+ Tweaked Turtle stats
+ Improved collisions between (some) projectiles and the character's shield
+ Fixed glitch: arrows do not respond properly to collisions with indestructable containers
+ Added new enemy: Red Goriya
+ Attacks can now also be fire attacks (no special benefits or penalties present at this time)
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: RetroRespecter on September 10, 2012, 03:57:56 am
Man those Goriya were a pain. They move the opposite of where you mive and the Red one spew fire at those intercepting their path.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: ALTTP Fan on September 12, 2012, 08:38:39 pm
AMAZING demo! Well done indeed! I still havent finished it yet(need to get my gamepad working) but once  do, I will return with some feedback.
About the sword, I remember using an already existing movement engine and getting the sword to be 100% accurate to ALTTP when cutting a bush and it took ages to get right. Wish I still had that .gmk....
I would like to help out if I can on little things like sprite animations/speed and collisions etc

1 quick question before I go - are you using links shadow as the collision mask or a 16 x 16 sprite?
Collision seems strange.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on September 12, 2012, 09:20:36 pm
If you want to help out with sprites and such then that would be great! I have some very specific sprite requests I could really use hand with. Shall I send you a list of the request within the next couple of days?

Getting the sword animation exactly like in the original is VERY hard because the original is 60fps and mine is 30fps. An approximation of the feel is best I can do given that.

The collisions are pretty complex. There is a mask sightly different from Link's shadow that is used for collisions while walking (= detect solids and such). Then there is a square mask roughly in the centre of Link to handle collisions with enemies in place of his body. Running also using this mask to determine if an enemy is hit. And of course there are separate collision sprites for his shield, sword and other damaging items.
Collisions on the enemy side are handled in one of three ways:
1. There is an invisible mask near the based of enemy somewhat different from the shadow.
2. The enemy sprite is used for collision checking. Or more specifically: any or all of the enemy sprites attached to an enemy control object can be switched on to do this.
3. Flying / falling / jumping enemies use the above mentioned methods to detect collisions with Link, but with the added condition that the enemy, placed at the ground, should also be in collision with the character. (I'm doing this from memory right now, but that's the idea).
That's all aside from a main mask used in the movement engine.

I'm actually planning on programming in the helmasaurus enemy some time during the next couple of weeks. To do that I'll also give the enemy sprites/masks an indicator to make them armored. This would mean that during collisions they take precedence over other sprites much like how Link's shield works in relation to Link's "body". If an arrow hits the shield before it hits the body then the arrow is blocked. The other way around means Link is hurt. For armored sprites you'd get: if a sword attack hits the armored sprite first then the attack is rejected, otherwise the enemy is hurt. This will make it possible for an enemy to be invincible from the front, but vulnerable from the back.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: ALTTP Fan on September 13, 2012, 02:42:53 am
Sure, send me the list and I will do my best :)
Collisions really do sound complicated! I wish I was skilled in coding and such but I'm still a complete beginner.
Even still, I think the shape and dimensions of the sprite mask is important for walking and stuff. For my walking collisions, I changed the mask from a shadow to a 16 x 16 square and the collisions are much more accurate to the way they are done in ALTTP.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Kienamaru on September 13, 2012, 10:29:36 pm
If you need any more proof reading done, I'll be available nearly anytime.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on September 14, 2012, 11:06:41 am
Thank you. I'm currently focusing more on enemy mechanics so it'll sadly be a while before I get to text/scenes. When I do get around to it though I'll be sure to posts what I have in this topic.

What I also can always use help with are sprites and mapping of the overworld.

EDIT: Here is the latest addition to the game:
(http://imageshack.us/a/img43/897/soldierrookiea.png)
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Kienamaru on September 14, 2012, 07:04:17 pm
Alright then. Sorry about the again. I may have confused this topic with another. But either way, I'll help when you get to it. I can't map or sprite so hmm, I'll just keep up with this. It looks great really.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on September 16, 2012, 03:36:18 pm
Here is the progress made this weekend. It's a work in progress so I'm still using placeholders for containers, wall lights, pillars and a chest. Let me know what you think.

For context: This route is the secret backdoor entrance for the second dungeon. You enter in the upper left and the lower right exits you in the dungeon's main garden. You progress by solving some puzzles or killing all the enemies.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on September 18, 2012, 07:02:55 pm
Worked on the website for NCFC. Which of the following site headers looks best?
(http://imageshack.us/a/img31/8015/naamloosun.png)
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: thestig on September 18, 2012, 07:33:53 pm
Bottom one. Top is way too plain with the font.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Zhello on September 18, 2012, 07:48:08 pm
Bottom one. Top is way too plain with the font.
Seconded. A plus in detail is always best  XD
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on September 19, 2012, 12:13:52 pm
Then that's what I'll go with.
You can see the current progress between the old and new website in the attachement. Feel free to comment.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: RetroRespecter on September 20, 2012, 01:00:13 pm
The new one looks more organized.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on September 22, 2012, 03:42:23 pm
In the attachment is another visual of the progress I am currently making.
This map will replace the one screen outside area from before. It's all just temporary till after the second or third dungeon is finished.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Kami on September 22, 2012, 03:49:45 pm
Ahh, that's kind of like a more expaned beta zone.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on September 22, 2012, 04:55:08 pm
Yes, that is correct. The small area was getting a little crowded while testing. And I figured players might appreciate it. You're dissappointed?

I'm currently working on outside screen transitions in order to split the area up. That should help keep the framerate low for user with weaker computers.

EDIT:
And ere is an another overview of the latest progress:

0.13.14 (14 september)
+ Added new enemy: Green rookie soldier (+ intergrated it's coding with that of the archer's)
+ Tweaked stats Goriya enemies
+ Changed colors skeleton archer

0.13.15 (21 september)
+ Expanded outside area (visuals only for now)
+ Worked on updating the website for the new NCFC
+ Worked on several new rooms for dungeon 2 + updated the map accordingly

0.13.16 (22 september)
+ Fixed depth issues when burning enemies
+ Recoded parts of the transition objects to make them more uniform
+ Altered running and walking animations (when not holding a container)
+ Finished masking the outside area
+ Added outside screentransitions
+ Altered walking / running animations during transitions

0.13.17 (23 september)
+ You no longer stop when releasing the run button. Instead you need to press a different directional button. (which is in line with the original game).
+ Fixed issues with vulture following you into a new area
+ Tweaked the default walking animation
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: ALTTP Fan on September 25, 2012, 07:23:44 pm
The new website and map look GREAT!! I really like your new outside dungeon map!  XD
Incredible work, my friend.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on September 30, 2012, 09:29:30 pm
Weekly progress:
Plenty of small improvements. Next week I'll attempt to actually add some more new things again.

0.13.17 (23 september)
+ You no longer stop when releasing the run button. Instead you need to press a different directional button. (which is in line with the original game).
+ Fixed issues with vulture following you into a new area
+ Tweaked the default walking animation

0.13.18 (24 september)
+ Fixed issues with disabling objects outside of the current room after using the item menu
+ Edited the digging grid for some rooms in the desert dungeon
+ Can't dig underneath cactus
+ Pulling power of sandpits has been decreased slightly. You can now escape through walking straight (with effort)
+ Fixed Goriya fireball shooting if it's standing with it's back to a wall and facing south

0.13.19 (25 september)
+ Adjusted the coding/animation for trying to dig in grass areas

0.13.20 (29 september)
+ Expanded the digging mechanic to be able to dig in up to 10 different surfaces on a single map where it was previously just a single type (desert sand / grass land / etc)
+ High grass now respawns simular to containers and enemies
+ Worked some more on the game's website
+ Finished the new outside area
+ Fixed issues with holding your weapon while getting shocked
+ Switched over to constants to keep track of Link Special Status

0.13.21 (30 september)
+ Altered grass masking
+ Altered hammer collisions + interaction with water
+ Improved sprites for broken walllights
+ Improved performance by combining high grass terrain objects
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on October 06, 2012, 10:50:45 am
It's been a while, but here is a new video finally.
http://www.youtube.com/watch?v=om3hiv1fI18
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: ALTTP Fan on October 06, 2012, 03:10:04 pm
Awesome! :) I love that you can stun enemies by getting dirt in their face from using the shovel!! Thats a great little touch!
Does this update - "+ You no longer stop when releasing the run button. Instead you need to press a different directional button. (which is in line with the original game)." fix the glitch of causing Link to automatically keep walking forward when entering a room? I had that glitch happen quite few times.
Oh, and I havent forgot about helping with some of your requests. I will definitely get round to doing some as soon as I can.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on October 06, 2012, 09:16:53 pm
It's good of you to remind me of that issue. It might be fixed for running animations, but I'll have to check. I've already tried to fix the entire thing properly a couple of times now, but it's tricky not to do more damage then good. Maybe I'll try again soon.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: link125 on October 07, 2012, 12:27:07 am
Murray the skull

Monkey Island?
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on October 07, 2012, 07:00:24 am
Yes. Somebody got the reference XD
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: link125 on October 08, 2012, 08:12:01 am
Yes. Somebody got the reference XD
Haha nicely done :)
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on October 08, 2012, 09:35:50 pm
There is actually a second reference made with this character, through his appearance and the way he laughs. I thought anybody would get the monkey island reference so who knows if somebody finds the second one.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on October 19, 2012, 01:31:07 pm
Sorry for the absense of updates last weekend. XCOM came out XD
Basically I'm finished for the upcoming NCFC event contentwise and I'm looking for people to help me test and tweak the game. Anybody interested?
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Felix en co. on October 19, 2012, 11:23:26 pm
After a long period of absence, glad to see this game is still in production! Haven't tried out the lastest demo yet, but will try it out as soon s i have access to Windows. I would like to help test out the demo for the NCFC!

[dutch]Altijd bereid om een Nederlander te helpen he;)[/dutch]
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on October 20, 2012, 11:22:36 am
Thank you. Your help would be most appreciated. Let me know when you're ready and I'll set up a testdemo.

Come to think of it. I haven't updated the dutch gamemaker forum in ages. Might as well get on that as well this weekend.

EDIT: Btw. Does anybody remember who made the contribution in the attachement? I always intented to use it in dungeon two (which I'm currently working on), but it's been so long that I forgot who made it.
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on October 21, 2012, 04:19:58 pm
Another update:

0.13.22 (6 oktober)
+ Improved efficiency of interaction between enemies and terrain objects
+ Finished new enemies: Soldier / Stalfos archers
+ Made it easier to fall into pits
+ Tweaked the jumping Stalfos to land smoother

0.13.23 (7 oktober)
+ Started work on new enemy: Soldier Grunt Blue
+ Started work on new enemy: Soldier Grunt Red
+ Tweaked Buri masking
+ Improved Archer detection

0.13.24 (16 oktober)
+ Started work on new enemy: Stalrope

0.13.25 (20 oktober)
+ Recoded system for colors/pallets enemies and containers (the old one was getting bloated)
+ Altered interaction between shovel and poles
+ (Finally) managed to fix issues concerning continued walking after missed button releases
+ Tweaked overworld content slightly
+ Designed more rooms for the second dungeon

0.13.26 (21 oktober)
+ Designed and masked 4 more rooms for the second dungeon
+ Started work on new enemy: Spiked blocks


The attachment shows one of the four new rooms for dungeon2. (Will not be playable in the NCFC demo yet though)
Title: Re: [Demo 13] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on November 04, 2012, 09:24:04 am
In an attempt to learn from last years NCFC I have decided to release the demo one week early so people can playtest beforehand. Please let me know what you think. As always: any and all feedback is welcome.

Download link (demo 14):
http://www.mediafire.com/?4w4d2c4a8zxk0bk (http://www.mediafire.com/?4w4d2c4a8zxk0bk)

Things altered in comparison to demo 13:
+ Added new item: Magic hammer
+ Added poles (to crush with the hammer)
+ Added new enemy: Blue Buri
+ Added new enemy: Red Buri + Tiny Buri
+ Added new enemy: Turtle
+ Added new enemy: Green Goriya
+ Added new enemy: Red Goriya
+ Added new enemy: Soldier archer
+ Added new enemy: Stalfos archer
+ Added new enemy: Green rookie soldier
+ Added new enemy: Stalrope
+ Altered the outside area and dungeon 2
+ The attack button (instead of the action button) now doubles as the cancel button
+ The enter button no longer has a pre-set functionality
+ The F1 functionality has been disable and the text has been relocated to a readme file
+ Turning a cukeman to ice and then hitting it with a hammer turns it to a buzz blob
+ Improved enemy and character movement scripts (incl better movement along corners)
+ Recoded the transition objects and added outside transitions
+ Altered running and walking animations (when not holding a container and during transitions)
+ You no longer stop when releasing the run button. Instead you need to press a different directional button.
+ Tweaked the use of the shovel in various ways
+ Expanded the digging mechanic to be able to dig in up to 10 different surfaces on a single map where it was previously just a single type (desert sand / grass land / etc)
+ Improved game performance
+ Tweaked pull from pits dirt holes
+ Recoded system for colors/pallets enemies and containers
+ (Finally) managed to fix issues concerning continued walking after missed button releases
+ A large number of smaller things
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on November 10, 2012, 01:41:05 pm
Just a little update. Here is the website voor the NCFC event:
http://martijndh.woelmuis.nl/index.htm (http://martijndh.woelmuis.nl/index.htm)

Did anybody find any issues in the current demo that needed fixing? I still have about 1 day to adress whatever is found.
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: thestig on November 10, 2012, 02:47:36 pm
Such nice progress through unquestioned dedication. I surely do hope you get the recognition you deserve, Martijn.

Anyhow I'll check out the new demo to confirm freezing on my end later today. For now, I must go shave this god damn beard off.
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Kienamaru on November 11, 2012, 02:39:34 am
does this demo play on any computer or do I need to install some sort of game player? Asking because I'll be getting it once I go over my friend's place. I know itll be too late for the event but I can still see if I find anything good or bad with the game so far..
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: BlazeBigBang on November 11, 2012, 02:42:45 am
does this demo play on any computer or do I need to install some sort of game player? Asking because I'll be getting it once I go over my friend's place. I know itll be too late for the event but I can still see if I find anything good or bad with the game so far..

You can run it in any computer, it's an .exe file.
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on November 11, 2012, 10:40:09 pm
Found and fixed a little glitch just in the nick of time. Here is a report of today's progress:

0.14.01 (11 november)
+ Altered Link's collision masking (now easier to get hit)
+ Tweaked Deibadora masking / AI
+ Tweaked masking cannonballs / popo / headless skeleton / bari's / cactus
+ Fixed issue: skeletons drop down during text as you light torches in dungeon 1 (also fixed in NCFC demo)
+ Fixed graphical errors in the overworld (also fixed in NCFC demo)
+ Tweaked arrows sticking to enemies
+ Finished new enemy: Spiked blocks (stationairy)
+ Finished new enemy: Stalrope
+ Tweaked Rope enemy
+ Added new enemy: Spiked block (automatic movement)
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on November 16, 2012, 07:46:02 pm
So, the NCFC is almost over and I've once again been humbled. :-\ I'm not really sure what went wrong but out of 5 entries (of which only two had an actual demo) I'm currently standing second to last....Ouch. I'll continue regardless, but some positive feedback would have been nice ego boost. Oh well. Guess I'll just have to try harder next time again. If anybody has any feedback or advise then I'm al ears. As usual.

Here is a new overview of the latest progress:

0.14.02 (16 november)
+ Addressed sound issues with automatic moving spiked blocks
+ Tweaked Sandman AI
+ Made various small alterations to dungeon 2
+ Added one new room to dungeon 2
+ Added new enemy: Spiked block (triggered movement)

Move! Move!
(http://img809.imageshack.us/img809/2053/screenshot102n.png)
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: FrozenFire on November 17, 2012, 10:10:03 pm
So, the NCFC is almost over and I've once again been humbled. :-\ I'm not really sure what went wrong but out of 5 entries (of which only two had an actual demo) I'm currently standing second to last....Ouch. I'll continue regardless, but some positive feedback would have been nice ego boost. Oh well. Guess I'll just have to try harder next time again. If anybody has any feedback or advise then I'm al ears. As usual.

Martijn! Hey, so you're in 3rd atm and you are close to Oracle of Secrets. It's EoA that's really killing it out there.

So, what I think happened is pretty simple. Your thumbnail presentation picture is probably the reason you haven't gotten more votes. EoA is made of eye-catching colors for one thing, and it's using graphics with more colors and it's just nicer on the eyes.

My advice for next year is this: Don't downsize your graphics to make a whole screen fit in the thumbnail. Keep the graphics scale at 1x, and of course, never let it stretch in any way. Use a screenshot of the most vividly colorful and interesting area, maybe capture some kind of fighting action or NPCs in the screenshot. Possibly overlay the game title graphic on top of the screenshot (placement depends on what is in the screenshot). Doing this will make it feel more like a representative graphic to the game as a whole rather than just a part. This makes a very subtle difference, but it's a very good way to go if done correctly. Next year, go ahead and put up your planned thumbnail here first, so the ZFGC community can give you feedback on what might make it look more inviting.

Besides the presentation, the only other thing I can think of as far as the actual game engine is that more people like MC graphics over the ALttP graphics. MC has more colors, the shading looks nicer, and the colors are more vivid. So my only other advice is to eventually make an alternate version that simply replaces the ALttP graphics with MC style, and possibly the audio as well. As long as you can easily grab the resources, this would be fairly simple to do. I believe that, if you did this, you'd get the most votes next time, easily. Your engine is solid and it's got a lot of content.
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on November 18, 2012, 01:04:41 pm
Thank you. I'll keep that in mind for next year's event!

As for the minish cape visuals. I believe you are right in that it might be the way to get more votes. It just isn't for me. If that is the sole reason not to get to first place then I am perfectly at peace with it. I get that a lot of people care for those graphics more (maybe 'cause they are too young for alttp?), but there are also a lot of fangames based on the GBA and NES visuals so it's appearantly not for everyone. It also factors in that I like the alttp style far more myself as well.

Who knows. Maybe I will drastically change course in the far future, but changes are it will be to a public alttp game engine (like OpenZelda) or to a reskin/rebuild which could potentially make money (two completely opposite mindsets, I know XD).

While I'm posting. Here is the latest progress made:

0.14.03 (17 november)
+ Game starts now starts with 5 arrows
+ Fixed glitch with the spiked blocks
+ Fixed graphical issue picking up stones in the desert setting
+ Adjusted various things in existing rooms in dungeon 2
+ Tweaked Gel / Zol movement AI
+ Added more movable objects and chest contents
+ Added one of two pillar puzzles to dungeon 2's basement
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: RetroRespecter on November 18, 2012, 02:12:29 pm
Don't give up! This could be a perfect game to re-introduce ALTTP to everyone.
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: FrozenFire on November 19, 2012, 12:11:34 am
I'm actually very glad to hear that you are sticking to ALttP. I like both the ALttP and MC graphic styles about equally, but there really aren't enough ALttP games, since MC has become the 2D Zelda standard, er something.
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on November 25, 2012, 09:34:59 am
Thank you both for the kind words. I meant to reply last week, but I've been busy (= now tutoring 4 children and on occassion working late).

The attachments seem to have been erased with the site migration so I'll repost the last one along with a new one.

Here is the latest progress:

0.14.04 (22 november)
+ Added second pillar puzzle to dungeon 2
+ Fixed glitch: missed release of the grab button

0.14.05 (24 november)
+ Tiles I use to visualise room borders are now always turned of ingame. So all screenshots and videos will hence forth be without those colored backgrounds.
+ Altered the titlesequence a little and added "PRESS SPACE"

Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on December 01, 2012, 10:17:48 am
Here is another small progress report from last week:

0.14.06 (25 november)
+ Added three new large crates as containers (require gloves)
+ Tweaked dungeon 2 room designs
+ Added (new) digging grid to several dungeon 2 rooms

*Also (since hyping is not a natural state of mind for me) I've promised myself to share one new screenshot or video each and every time I post in this topic. So check the attachement.
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on December 02, 2012, 05:37:16 pm
This weekend's progress report:

0.14.07 (2 december)
+ Fixed error with containers positioned outside of a diggrid
+ Added and implemented a movable bookcase
+ Rod's magic attacks can move through torches
+ Tweaked Leever AI (now appears less close to the character and only appear if he's within a certain distance)
+ (Re)designed 5 more rooms for the desert dungeon
+ Updated map of dungeon2
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: RetroRespecter on December 07, 2012, 03:51:41 pm
I can tell that there is a lot of effort in this one.
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on December 07, 2012, 06:29:22 pm
Thanks. It was indeed a bit of work to cover all the possibilities.

@Linkwolf48: I've attached your request in the attachment.
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: RetroRespecter on December 09, 2012, 01:24:05 am
A sandman?
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on December 09, 2012, 07:25:16 pm
Yes, he asked me if I had those sprites and the forum seemed like a handy way of giving them to him.

Here is this weekend's progress. It's a little less then normal, because I'm also helping out another project for a while.

0.14.08 (9 december)
+ Tweaked Leever / Sandman AI (will now only appear if Link is standing (slightly) on sand)
+ Slightly tweaked the credits sequence
+ Added new type of hitswitches: can alternate between on and off
+ Finished backdoor entrance to dungeon 2
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: RetroRespecter on December 16, 2012, 04:59:03 am
You are helping in another project? Who's?
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on December 16, 2012, 07:46:19 pm
I'm also working on programming the ingame menu in Echoes of Aurelia. It's in exchange for custom sprites (you'll likely love the custom boss sprites) and some variations is good every now and then.

As always. Here is this weekend's progress along with attached screenshots.

0.14.09 (15 december)
+ Masked and finished 5 rooms in the desert dungeon
+ Started work on the kitchen entrance scene

0.14.10 (16 december)
+ Finished work on the kitchen entrance scene
+ Tweaked leever AI (adressed appearing / dissappearing outside of sandy areas)
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on December 23, 2012, 12:52:19 pm
Here is this weekend's progress report. Along with another screenshot.

0.14.11 (22 december)
+ Screen refresh rate has been fixed to 60 fps
+ Fixed glitch with changing depths in sandy rooms (in some instances)
+ Optimized some backgrounds
+ Improved Leever AI (now stops following if you change floors and they are able to burrow)
+ Fixed surface errors in the hud
+ Fixed surface errors on the starting screens
+ Tweaked wall crashing

0.14.12 (23 december)
+ Tweaked AI soldier archers
+ Finished new enemy: Soldier Grunt Blue
+ Finished new enemy: Soldier Grunt Red
+ Added new enemies: Soldier Grunt Green + Yellow
+ Further optimized backgrounds
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: RetroRespecter on December 26, 2012, 05:10:20 am
The soldiers now have new colors? Do they get new weapons as well?
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on December 27, 2012, 12:37:11 pm
Well, I have been thinking about it but I haven't come up with any good ideas yet. I can think of other enemies like a sword, bow or spear (like a halbert) but those don't anything new to the gameplay. I'll listen to requests/suggestions if you have any though.

The extra color is because the world will be split into at least four areas. I seemed logical to already add the fourth version.
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: RetroRespecter on December 28, 2012, 06:39:15 am
For weapon suggestions, try these:
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on January 01, 2013, 03:55:53 pm
A soldier swinging an axe (or possible two handed sword) about might work well in a 2-dimensional space. I'll write it down to consider at a later time.

Here is last years progress report along with a new screenshot:

0.14.13 (29 december)
+ Further optimized backgrounds
+ Adressed error: Game throws "division by zero" error at the start of the game due to compatability issues with certain graphic cards.

0.14.14 (30 december)
+ Tweaked item placement from destroyed containers
+ Added new container: dark world skull
+ Added Armos variant that does not wake up
+ Added Armos variant that only awakens if you attack or try to interact with it

0.14.15 (01 jan 2013)
+ Added master chest room to dungeon 2

--------------

EDIT: Turns out that at least two people get a "divide by zero" error when trying to play my game. Maybe there are more people who encounter this, but I've decided to work on uploading a fixed demo in the next couple of days. For those of you who are interested: the divide by zero error occurs on some graphical cards if you use the gamemaker function sprite_create_from_surface() during the creation event of an object while the sprite you want to create has a width value that can be divided by 8. Go figure. ::)
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: mickeyg on January 04, 2013, 10:31:05 am
I really love your work here, i've been following it for a while.(NL). but now i wanted to reply so i registered :P

1 question tho.. is it possible for you to tell me how you did the effect when shocked by the green chuchu?
i tried allot of stuff in gamemaker but can't seem to find out.

thanks man! good luck with your game :D
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on January 04, 2013, 11:36:56 am
Yeah, I may have slightly neglected the NL forum.... When I release a fixed demo this weekend I'll update the topic there as well.

About the screen effect. I'm not going to lie... it's a little complex. I'm not sure how much use you'll get out of the explanation, but I'll give anyway.

1. Turn a switch which makes all the objects I want to remain unaffected draw pitch black. As in: Link's sprites, the HUD and enemies. This is handled in the draw events of the various objects themselves. Also the coloring is important. It has to be pitchblack and the same color can't be used anywhere else in the game ('cause then those pixels would also remain unaffected).
2. Save a screenshot to a surface.
3. Save the surface as a sprite (which I'll call A), also making the black areas transparent in the process.
4. Draw sprite A onto a surface as a fully black image. The result will be an inverted screenshot basically in the sense that all is black with silhouettes for the "constant" elements in the original screenshot (=Link's sprites, the HUD and the enemies)
5. Make a new surface and draw the screenshot and then the surface from 4 onto it.
6. Save this latest surface also as a sprite, again turning the black color transparent. With this you'll have isolated all the sections of the original screenshot that should remain unaffected. Or in other words: You'd have a transparent surface with ONLY the character, enemies and HUD drawn onto it and only the pats you see in the original screenshot. That last part is especially important, because without it "constant" elements on screen will always be drawn on the forground during the effect. If you have an enemy standing behind a bridge or tree you probably don't want to have him pop up in front of said bridge or tree. I'll call the latest sprite B.
7. Next we take sprite A (which had the holes in it) and draw it 5 times onto a new surface. Draw them at the following positions (the sprite should not have any offset values and also the order and placing is importanthere): draw at (0,-8), (-8,0), (0,8), (8,0) and finally like normal at (0,0). The result is sprite A, but with the empty spaces (mostly) filled up with similar colors as the surrounding pixels. You'll get weird graphical effects if skip this. I call this sprite C.

Basically step 1 through 7 have been preparation for the blocky effect. They can best be done just once at the initiation of the shock effect to save resources because the following takes a lot of processing power.

8. Next we created the main effect. From left to right I keep taking a vertical slice (every n pixels) from spriteC and draw it onto a new surface while stretching it the same n pixels in width. I do the same with the resulting image onto the actual screen, only then drawing horizontal slices stretched in height. n equals the size of the resulting blocks. So let's say you are at the start of you're shock sequence and want to create a blocky effect with blocks of 2x2 pixels. Create a drawing loop that draws every second vertical line of sprite C at the same location on a new surface, but with a width x2. Repeat this with the resulting surface to the actual screen but looping through the height rather then the width. Take every second horizontal line in the surface you want to draw. Draw it at the same position on the screen, but draw it with height x2. The result is the blurred screenshot without having used the character, enemies and other constant elements. I must note that drawing lines and stretching them is WAY more efficient then doing it block by block, obviously.
9. Finally draw sprite B (which held just the constant elemants) onto the screen.

And voila. Screen successfully distorted.

I'd like to say that's all, but I'm still having problems with preexisting (partly transparent) surfaces in the original screenshot because they are not saved to surfaces correctly. It's a gamemaker issue so I'm not try to solve it at this time. I'm also unable to get the performance to 30 fps (yet :)), but it's hardly noticeable because of the nature of the effect (luckily).
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on January 05, 2013, 12:26:44 pm
Sorry for the double post. I've taken the time to create a new gameplay video that I wanted to share:
http://www.youtube.com/watch?v=pamhU9j9jjQ
Title: Re: [NCFC demo] The Legend of Zelda: Horn of Balance
Post by: Atom on January 06, 2013, 01:05:34 pm
Very, very nice, I deffinately like the ai of some of your enemies more then the stuff that I am working with myself. The soldiers really react well on link his presence. Just like in alttp itself.

well I'm off again, (have to find a way to fix my dodongo snake, yet have failed in that for several weeks), will check back on this project again soon.
Title: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on January 06, 2013, 03:52:50 pm
Thanks. I spend a lot of time trying the AI just the way I like it, so it's nice to hear it's appreciated.

Here is this weekend's progress report. No screenshot, but I will work on a new demo later today. Sadly I will exclude the recently added soldiers because the collissions with their swords still need work.

0.14.16 (04 jan 2013)
+ New Armos variant now also wakes if you touch it
+ Adjusted script that prevents enemies and containers from spawning into each other.
+ Started work on new enemy: Stal

0.14.17 (05 jan 2013)
+ Finished new enemy: Stal
+ Fixed oversight in coding that enables and disables objects outside of the current room
+ Fixed issue: ledge jumping over doorways
+ Fixed issue: incorrect trigger dungeon 2 cellar scene
+ Improved coding for screenpush room transitions to also be able to handle longer distances

0.14.18 (06 jan 2013)
+ Masked dungeon 2 main plaza and subplaza
+ Added new movable object: royal chair
+ Fixed new issues room transitions left / right

0.14.19 (06 jan 2013)
+ Enemy control objects and enemy sprites can now have their own (seperate) defensive stats
+ Updated enemy mechanics: Soldier swords/spears now reject the character (still needs work)

----------------------------------------

EDIT: Here is the new demo: http://www.mediafire.com/?qucof6ea0wtcfvg (http://www.mediafire.com/?qucof6ea0wtcfvg)
I'll update the starting post next weekend.

Changes based on demo 14:
+ Added new enemy: Stalrope
+ Added new enemy: Soldier Grunt (4 variantions)
+ Added new enemy: Spiked blocks (stationairy / automatic movement / triggered movement)
+ Added new enemy: Stal
+ Added more Armos variants
+ Added or changed various rooms in dungeon 2
+ Added more containers, movable objects and chest contents
+ Tweaked the masking or AI of various existing enemies
+ Fixed various surface errors
+ Fixed error: Game throws "division by zero" error at the start of the game due to compatability issues with certain graphic cards
+ Lots of smaller things
Title: Re: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: mickeyg on January 07, 2013, 12:19:02 am
Hahaha you where right  :huh: but thanks for the reply i think i could work with that.. if not i'll ask again! thanks allot ^_^
Title: Re: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: Kami on January 07, 2013, 12:38:24 am
Just tried out the new demo, but right when it finished loading I got this error:
Code: [Select]
___________________________________________
ERROR in
action number 2
of  Step Event
for object obj_Game_Select_Control_Tile:

Error in code at line 13:
   if (Character_State = 1)
       ^
at position 6: Unknown variable Character_State
Title: Re: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: Starforsaken101 on January 07, 2013, 12:44:21 am
Looks like somebody didn't commit all of their code ;)
Title: Re: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on January 07, 2013, 07:10:15 am
Just tried out the new demo, but right when it finished loading I got this error:
Code: [Select]
___________________________________________
ERROR in
action number 2
of  Step Event
for object obj_Game_Select_Control_Tile:

Error in code at line 13:
   if (Character_State = 1)
       ^
at position 6: Unknown variable Character_State

:huh: Could you give me more information about what you did before you got this error? Did you get this error on the titlescreen, intro sequence, game select or somewhere else? Can you reproduce it? I can't reproduce it myself and I have just confirmed that this variable is properly initiated when the mentioned object is created. So I'm scratching my head a little. Did you press Ctrl+Alt+Del or something to switch between screens? That shouldn't cause problems anymore either, but I could look into that further if needed.
Title: Re: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: Kami on January 07, 2013, 08:05:16 pm
Right after the GM Loading bar finished loading I got that error.
It was before the game even started.
Title: Re: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on January 07, 2013, 08:31:43 pm
Did you have the same issue with the previous demo:
Link demo 0.14.00 (http://www.mediafire.com/?4w4d2c4a8zxk0bk)

Also, does anybody else have this problem?
Title: Re: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: Atom on January 09, 2013, 08:59:23 pm
Not that problem, The first time I tried loading it, it gave me some error about not being able to find a certain file, ( but I fear that I forgot to save the error for you ) The second time I tried loading the demo it worked without a problem.
Title: Re: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on January 12, 2013, 08:49:01 am
Not that problem, The first time I tried loading it, it gave me some error about not being able to find a certain file, ( but I fear that I forgot to save the error for you ) The second time I tried loading the demo it worked without a problem.

That narrows it down a little. Would you be willing to try out some private testdemo's so that I can further pinpoint the problem?


------------------

EDIT: Also, I'm currently working on the game's control scheme. More specifically: I'm making it so each equipped item can be accessed via a different button. I'll add some related before and after screenshots in the attachments. Feedback is always welcome.

EDIT2: Also added HUD screenshots. The item boxes changed.
Title: Re: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: Atom on January 12, 2013, 05:38:07 pm
Not that problem, The first time I tried loading it, it gave me some error about not being able to find a certain file, ( but I fear that I forgot to save the error for you ) The second time I tried loading the demo it worked without a problem.

That narrows it down a little. Would you be willing to try out some private testdemo's so that I can further pinpoint the problem?


Sure, I can do that.
Title: Re: [DEMO 15] The Legend of Zelda: Horn of Balance
Post by: Martijn dh on January 13, 2013, 07:22:23 pm
Expect a message shortly.

------------

Here is this weekends progress:

0.15.01 (12 jan 2013)
+ Fixed item menu surface errors
+ Slightly tweaked item menu / HUD
+ Changed the game's control scheme: now seperate buttons for the two equipable items

0.15.02 (13 jan 2013)
+ Added hidden staircase to bossroom dungeon2
+ Added and fully masked/finished additional room to dungeon 2
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on January 20, 2013, 06:46:07 pm
Hello all,

I've been a bit of a mess this week so I didn't do any of the things I had originally planned or promised. Instead I just did whatever I felt like to relieve some stress. So Atom and Gonken: I'll get around to error catching and Menu building shortly.

Also, I accidentally deleted the first post of this topic when trying to update the project's info on the main page. I'll piece it back together over time.

Here's the latest progress report with some accompanying screenshots attached.

0.15.03 (14 jan 2013)
+ Tweaked text Murray entrance scene
+ Tweaked some small issues in the option menu

0.15.04 (18 jan 2013)
+ Added new enemy: Large spiked block
+ Tweaked dungeon 2 main plaza

0.15.05 (19 jan 2013)
+ Enemy types are now referenced as constants rather then strings
+ Added new enemy: Medusa
+ Started work on new enemy: Trickbox

0.15.06 (20 jan 2013)
+ Fixed error in fireball collisions
+ Finished new enemy: Trickbox
+ Added new enemy: Wizzrobe (Default)
+ Added new enemy: Wizzrobe (Undead)
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on January 21, 2013, 04:00:15 pm
Wow! That day must have been a mess for you.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on January 26, 2013, 12:29:31 pm
Not a problem, just contact me when you are ready for it.
I know all about doing things to relieve stress, is January the most stressed month of the year. (or at least for me )
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on February 03, 2013, 06:30:28 pm
Thanks. I've got some choices to make with regards to my work (nothing bad though) and a week long course coming up, so I'll be taking it easy for a little while longer. With regards to the error: I've decided not to pursue it till more people report something similar, going under the assumption that the game is still fully playable regardless.

Here is the progress from the last couple of weeks.
+ Adjusted masking large spiked blocks
+ Added cyclops statue movable object
+ Added enemy variation: desert flying tiles
+ Designed 7 new rooms to dungeon 2
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on February 10, 2013, 05:30:27 pm
Not too much progress this week. Just another new enemy.

0.15.08 (10 feb 2013)
+ Added new enemy: Spiked Roll (horizontal / vertical)
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on February 15, 2013, 09:19:20 pm
Here is another progress listing and screenshot. I'm still a little absent minded due to work, but maybe I'll get some more work done in the weekend.
For those that care: I applied for division head recently, but (due to circumstances out of my control) might just as well get a temporary downgrade from coordinator back to programmer/tester in the near future... Great... :-\

0.15.09 (15 feb 2013)
+ Added enemy variation: Beamos can now be switch on and off on a whimp
+ Finished programming beamos puzzle/trap in room 23 of dungeon 2
+ Fixed issue: item gets equipped twice after opening a chest
+ Fixed issue: equipped items no longer get refreshed if you get un upgrade from a chest
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on February 17, 2013, 07:31:32 pm
Here is some more progress done and another screenshot.

0.15.10 (16 feb 2013)
+ Added third pillar puzzle (room) to dungeon2
+ Designed another room for dungeon2

0.15.11 (17 feb 2013)
+ Fixed error: destroying flying tiles (with your body) while running throws an error
+ Combined locked doors into a single object
+ Simplified conditional door objects
+ Tweaked dungeon 2 pillar puzzles to stay permanently solved
+ Added in another huge staircase like at the start of dungeon 1
+ Finished another room in dungeon 2
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on February 19, 2013, 03:11:10 pm
Exactly how big are you trying to make this dungeon?
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on February 19, 2013, 05:21:26 pm
Uuhm. Dungeon1 had 44 rooms. Dungeon2 wil have about 50 rooms. I honestly intented to make the second one smaller then the first one, but I keep have more idea's for rooms.

What do you all think? Bigger is better or Less is more? I'm curious.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Kienamaru on February 20, 2013, 11:23:47 am
That depends entirely on what you put inside the dungeons. You can make less more, or vice versa.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on February 21, 2013, 01:59:52 pm
Agreed.
Let me rephrase the question a little. Would you, as players, prefer a small dungeon with a few puzzles or a larger one with also some "pauses" designed inbetween the action and/or puzzles?
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: FrozenFire on February 24, 2013, 06:00:57 am
Personally, I like fairly short dungeons in Zelda games, but lots of them. This is because I usually can't play for too long at one time, not like I used to when I was younger and had loads of free time on my hands. When I save and start the game up again, I'm at the entrance to the dungeon (in most Zelda games, this is the case), so that usually means that I have to go through a few rooms to get back to where I left off. Furthermore, if the dungeon is too big it might be a little hard to remember where I was last, though I doubt you'll make a dungeon massive enough for that to be much of a problem.

A good thing to do is to ALWAYS make the boss room fairly close/quick to access from the dungeon entrance, no matter how small or large a dungeon is (unless it's some kind of mini dungeon). That is especially important if you won't have quick saving or some way to save exactly where you left off. Another thing you might notice about Zelda games is that they tend to make previously ventured dungeon rooms a lot easier/quicker to navigate after you get the dungeon item, which is a neat little dungeon design trick to make backtracking not seem so boring or tedious to the player, but that's just part of good dungeon design, and it only works if you plan to follow the same system (i.e. getting an item mid-way through that is required to reach the end of the dungeon and will most-likely be required on the boss to win); if you don't design a dungeon to work like that then it obviously doesn't work, but you can do it on a much smaller scale with keys unlocking doors, or buttons that open up previously locked doors to open up shortcuts - stuff like that.

If you design a dungeon well using tricks like those, then you can have a much larger dungeon and still make people like me fairly happy as well as people that love really lengthy dungeons. Though I do still stand by shorter dungeons, but lots of them. ;)

-

Btw, I totally forgot about testing your demo until now. Do you still need any help testing? The latest I have is the "Zelda 0.14.13" test demo and I see you now have a demo 15 out, so I think I got a little out of the loop from being gone, but I'm healed up a lot now and I'm active again so I can help out a bit if needed. In addition to testing, I can easily record high quality and smooth gameplay. I could even put together a simple trailer if you ever need it. Or, if you don't have your own good recording software and you are looking to purchase a good one, then you can get Bandicam, which is what I use to record. There is another good one called PlayClaw, and it may even be better for you if you want all that third-party stuff and the various overlays. Both of those programs are far superior to Fraps, and all 3 are just under $40.

Guess I could've sent that last part as a PM, but I was already posting a reply... guess I'm a little lazy atm. :P
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on February 24, 2013, 08:19:42 am
Yes please! XD I'd love to get some help again. Both with testing and creation a trailer. Would you also be willing to brainstorm a little on good dungeon design (concerning both dungeon 1 and 2)? I haven't had anyone to bounce my ideas of in a while now so I'm not entirely sure the dungeons are all that they could be.

I'll wrap up my current version to present a private demo sometime later today.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: FrozenFire on February 24, 2013, 08:43:42 am
Yes please! XD I'd love to get some help again. Both with testing and creation a trailer. Would you also be willing to brainstorm a little on good dungeon design (concerning both dungeon 1 and 2)? I haven't had anyone to bounce my ideas of in a while now so I'm not entirely sure the dungeons are all that they could be.

I'll wrap up my current version to present a private demo sometime later today.

Sounds good. I can test some and I can make a trailer, but I'm not sure I can help much with the dungeons besides saying what I already pointed out in my previous post, but I'll see what I can do when I play the demo and check things out a bit.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on March 03, 2013, 04:03:25 pm
Another progress report:

0.15.12 (21 feb 2013)
+ Finished masking two more rooms for dungeon 2
+ Added hitswitch that only reacts to arrows

0.15.13 (22 feb 2013)
+ Items from above can now appear with a delay
+ Added some hidden rupees underneath a bridge and from shooting a cyclops statue
+ Tweaked pillar puzzle 3

0.15.14 (2 mrt 2013)
+ Started work on new enemy: Tektite
+ Added new enemy: Deadrock
+ Started work on new enemy: Octorok

0.15.15 (3 mrt 2013)
+ Finished new enemy: Octorok
+ Added new enemy: Slarok
+ Tweaked chase routine soldiers + hardhat beetles
+ Improved the movement efficiency of enemy projectiles some more
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on March 10, 2013, 10:33:07 pm
Time for the weekly update.

Lately I've been adding all kinds of new enemies from the original, more or less because I can. Well, this weekend I thought up a purpose for these out of place creatures: a hidden bonus dungeon (consisting of 9 rooms and without a boss). It's supposed to be a lot harder then the regular dungeons, but in return you gain the best items in the game (like the silver bow & arrows and the master sword). I'll link it to the overworld soon. Anybody feel like playtesting when that's done?

Ooh and I finally fixed all (known) surface errors that occured when pressing CTRL+ALT_DEL. 8)

--------------------------------------

0.15.16 (9  mrt 2013)
+ Fixed graphical glitch in the HUD after CTRL+ALT+DEL key combination
+ Finally managed to get rid of those pesky surface errors (in regards to ground surfaces) after pressing CTRL+ALT+DEL

0.15.17 (10 mrt 2013)
+ Adjusted AI Wizzrobe
+ Adjusted AI Large spiked block (chasing type)
+ Added "The gauntlet" mini dungeon (9 rooms)
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on March 16, 2013, 08:06:50 pm
Hello all. Well, today has been an exceptionally productive day. FrozenFire did a "Let's Play" on my game yesterday (and found a bunch of issues with it) and I've working hard on analysing it and tweaking my game where needed. The results thus far can be read below.

No screenshots or video today. Maybe tommorrow.

0.15.18 (11 mrt 2013)
+ Added conditional doors to gauntlet dungeon
+ Broke up the gauntlet dungeon into two gamemaker rooms

0.15.19 (14 mrt 2013)
+ Fixed graphical issue in (some) warp transitions
+ Fixed graphical issue with soldier starting frames
+ Fixed hud issues with redetermining equipped items if no items are equipped yet
+ Fixed character collisions with fireballs while having the default shield equipped

0.15.20 (15 mrt 2013)
+ Fixed glitches with locked doors
+ Fixed hud issues with redetermining equipped items while dying
+ Changed contents for all green chests

0.15.21 (16 mrt 2013)
+ Tweaked dungeon 1 difficulty through altered enemy placement / numbers
+ Tweaked enemy stats: Stalfos headless, Stalfos floating head, Stalfos Archer
+ The room with the three movable small soldier statues in dungeon 1 now has the statues locked in place. They were only ever implemented as a red haring.
+ Removed some rupees from dungeon 1, because it was too easy to get lots currency
+ Changed the workings of the lower left and lower right doors in the master chest room of dungeon 1. You now have a permanent shortcut to this room from the lower part in the room to its right.
+ The creation positioning of magic from the rods has been altered.
+ Special chests are now displayed as green blocks on your dungeon map, rather then the regular yellow. This way players know what chest are and are not needed to progress through an area.
+ Tweaked text when lighting the first torch in dungeon 1
+ Fixed glitch: your character can no longer keep walking during the beginning of a scene unless explicitly stated otherwise.
+ Altered the chest contents of special chests in dungeon 1 some more
+ Fixed outside scene after dungeon1, along with the transition into the credits
+ Fixed slowdown when destroying multible containers in specific rooms in the desert dungeon
+ Added breakable wall to gauntlet dungeon
+ Adjusted the starting positioning of thrown boomerang
+ Adjusted the starting positioning of magic created by the various rods
+ Once you clear a room with just flying tiles in it the tiles now stay destroyed till you exit the dungeon. This goes for both dungeon 1 and 2.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on March 20, 2013, 01:50:22 am
Man, you are beyond human, Martijn dh. Do you have a team behind you or are you doing all this yourself?
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: FrozenFire on March 20, 2013, 02:04:53 am
+ The room with the three movable small soldier statues in dungeon 1 now has the statues locked in place. They were only ever implemented as a red haring.

And anyone who could see my LP would laugh when reading this, ha ha. On that note: I should be doing another LP in a couple of weeks or so, and hopefully it won't be a fail so I can release it as public instead of keeping it private between Martijn and I. :P

Man, you are beyond human, Martijn dh. Do you have a team behind you or are you doing all this yourself?

Martijn is one of the very few people I know who is really efficient and committed. I really wish I was more like him in that regard. As far as I know, he has been doing almost everything himself. In the past, I have given him a very small bit of sprite work and he has had a bit of testing done by various people. Besides that, I think he's done most of it himself. Of course he's also gotten help by listening to the suggestions made by the ZFGC community.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on March 20, 2013, 05:50:16 pm
He deffinately is the most committed one of all of us here. None of the others here ( including myself ) show this much progress all of the time. Its hard to keep on going all the time, to keep inspired to do more and not to let other fun things take most of that little spare time there is for this kind of things.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on March 22, 2013, 02:02:03 am
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on March 22, 2013, 06:00:49 pm
Man, you are beyond human, Martijn dh. Do you have a team behind you or are you doing all this yourself?

Nope, no team. FrozenFire send me a Let's Play last friday and that got me all fired up to better my game. Just two feedback issues left from that btw. They require quite a bit more effort then the rest, but I'll try to get them done this weekend as well.

    Now it is time to get serious.
    • What is the inspiration behind the gauntlet dungeon?
    • Will we see any more classic Legend of Zelda bad guys and good guys?

Title: Re: Alttp - Horn of Balance [demo 15]
Post by: arceusrules on March 23, 2013, 02:11:10 pm
Im surprised i havent seen this before O.O
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on March 24, 2013, 09:45:05 pm
Some of the progress made this week.

0.15.22 (17 mrt 2013)
+ Items will once again dissappear in real time after you exit the room.
+ Tweaked floor button in dungeon 1 to (de)activate cannonball spawning at the start of the dungeon.
+ Tweaked hinttext in dungeon 1 in the cannonball puzzle room
+ Added hinttext in dungeon 1 near the weakened floor puzzle
+ Increased the volume of the crumble effect used to point out fragile floors
+ Lowered volume health alarm
+ Adjusted Stalfos movement AI

0.15.23 (24 mrt 2013)
+ Containers no longer spawn their contents more then once unless you die or exit the area/dungeon
+ A little something something for FrozenFire concerning archers
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: FrozenFire on March 29, 2013, 03:49:36 am
LET'S PLAY!

Martijn gave me version 0.15.24 for me to do a "Let's Play", and I have done so. Before you watch, understand that it will not be a normal LP, because I already played through most of the dungeon in previous demo versions. Also, there are a few minor bugs I ran across while playing. Usually an LP will be of a game that is complete and also the person playing usually hasn't played much - if any - of the game, and that is not the case here, so in a lot of ways it just isn't as good, as it doesn't have that genuine LP feel to it for the most part.
Furthermore, it is over an hour... yes, I know, that's really long and even I wouldn't find it exciting to watch the whole thing. So, unless you are REALLY bored, a stalker of mine, or you are just that much of a Zelda fan, you will probably not really enjoy watching this:

http://www.youtube.com/watch?v=eaO0aHQph60
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on March 29, 2013, 07:53:00 am
Thanks!
I'll be going over the demo today, fixed all issues that I find in the video, and then I'll release that demo for the others as well.

EDIT: Watched the whole thing and wrote down a bunch off things that I'll be tweaking in the near future. Also, I laughed my ass off after you beat the game! Sorry for that XD. We nearly made it though perfectly I guess. Hahaha.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: FrozenFire on March 29, 2013, 10:08:04 pm
Also, I laughed my ass off after you beat the game! Sorry for that XD. We nearly made it though perfectly I guess. Hahaha.

Yeah, that was actually the same error I got at the first start up (I didn't record that part). I just didn't realize that I got it again because it reset after the ending. So it wasn't the end of the game that triggered it, it was the beginning. And it seemed to be something to do with the bg sound turn off switch, which is not in any public version, so it's not a big deal. I tested the bg, turning it off and on and it was fine, so I should also be able to make a trailer pretty soon using that version. It won't be anything too fancy, but it should be a nice solid trailer. :)
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on April 01, 2013, 11:25:43 pm
Here is this weeks progress:

0.15.24 (26 mrt 2013) - The one in FrozenFire's Let's Play
+ Added a testerfunction to be able to turn the background music off/on

0.15.25 (29 mrt 2013)
+ Fixed sprites for locked doors that need a master key
+ Fixed possible error after credits
+ Large chests that do not required keys to open now appear on the dungeonmap as yellow
+ Chests have been partly recoded for more efficiency
+ Fixed chest glitch in dungeon 2
+ Fixed HUD glitch: sometimes equipped items change incorrectly after gaining a new item
+ Fixed a small graphical glitch in the magic meter
+ Tweaked subboss difficulty (boomerang no longer damages him, magic damage to him is cut in half, his main attack does less damage, his opening is slightly longer)

0.15.26 (30 mrt 2013)
+ Tweaked dungeon 1 ending scene. Character now alligns before exiting.
+ Now using constants to define container type
+ Fixed error while freezing cukeman
+ Fixed small glitch with frozen enemy colors
+ Added an additional "hint"text near the crash switch in dungeon 1
+ Added new container: desert bush
+ Fixed glitch: freezing a bush draws a stump on the ground
+ Fixed error: using hammer on frozen bushes

0.15.27 (31 mrt 2013)
+ Recoded container destruction to draw using of colorpallets
+ Slightly optimised background sprites
+ Tweaked pushback direction for enemies: projectiles push in the direction they travel
+ Tweaked pushback direction for enemies: block of somaria pushes away from self
+ Fixed glitch: if enemies touch the block of somaria enough using the cane again doesn't create a new block the first time you use it

0.15.28 (1 april 2013)
+ Terrain surface is now saved as .bmp instead of .png for better speed
+ Fixed glitch: able to dig where bushes leave stumps
+ You will now get a little rejection effect if you try to stab stone containers
+ Added new container: pile of stone (the type you'll want to run into - two visual variations)

And two screenshot in the attachment
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on April 07, 2013, 06:16:26 pm
Not a whole lot to report this weekend. :( I tried all sorts of new things, but most of it backfired and eventually got scrapped again. Here is what got changed that's left in:

0.15.29 (6 april 2013)
+ Added tree object (= trees are no longer tiled + colors are now variable)
+ Optimized tilesets a little more

0.15.30 (7 april 2013)
+ Tweaked tree spriting
+ Optimized tilesets further
+ Fixed graphical glitch on the edges of dug ground surfaces
+ Combined the dug ground surfaces and the diggrid array within a single object
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on April 09, 2013, 07:19:19 pm
"Never give up. Trust your instincts.:
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on April 14, 2013, 06:11:55 pm
Thanks. It's a bummer if things don't planned and you have to undo earlier work (like this weekend as well), but not catastrophic. I'll just try new things next weekend.
Here is this weekend's progress:

0.15.31 (13 april 2013)
+ Fixed slowdown while destroying 4 or more bushes at once

0.15.32 (13 april 2013)
+ Improved efficiency during some room transitions
+ Redid tree objects, fixing a large number of issues

0.15.33 (14 april 2013)
<Build an system to handle object shadows dynamicly, but sadly it conflicted with the pause system. This is because blending effects don't work well with surfaces. Fixing that manually killed the framerate.>

0.15.34 (14 april 2013)
+ Turned back all changes made in 0.15.33 :(
+ Added shadows for trees
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on April 16, 2013, 08:59:35 pm
These snags can be a pain to deal with.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on April 21, 2013, 09:44:34 am
Weekly update + new screenshot:

0.15.35 (21 april 2013)
+ Added Pieces of Heart (in chests)
+ Added new connection room between overworld and Desert Dungeon's secundary entrance
+ Added new connection between overworld and Gauntlet Extra Dungeon
+ Tweaked torch creation event
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on April 23, 2013, 01:12:31 pm
Heart Containers? Those should be Pieces of Heart.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on April 23, 2013, 04:38:43 pm
You're right. It's been corrected.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on April 28, 2013, 09:18:47 pm
Here is another weekly update:

0.15.36 (27 april 2013)
+ Tweaked small tiling glitch in dungeon 1
+ The floorbutton in the the first cannonball room in dungeon 1 now creates a shortcut
+ Cukeman no longer shocks you if you hit it with dirt or a shovel

0.15.37 (27 april 2013)
+ Enemy positioning is reset once you re-enter a room
(More specificly: When entering a room active enemies are always destroyed and recreated at their original spawn locations if that position is free of collisions. Destroyed enemies still only respawn after you've traveled through enough other rooms. One-time only enemies (like enemies falling from the ceiling) always get permanently destroyed when you leave a room. Continuesly spawned enemies are uneffected.)
+ Added a couple of containers to room in dungeon 1 where you are supposed to fall through the floor. This done to give a reason to walk over the fragile floor and hear it crumbling.

0.15.38 (28 april 2013)
+ Projectiles outside of the current room get destroyed
+ Fixed small tiling issue in dungeon 1
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on May 05, 2013, 08:41:33 pm
And another weekly report + new screenshot:

0.15.39 (3 mei 2013)
+ Added new collectable item: heart piece
+ Status of collecting heart pieces is now part of the savefile

0.15.40 (4 mei 2013)
+ Simplified cannonball-puzzle in dungeon 1 (a lot)
+ Added optional warp tile hidden underneath containers (like a rocks)
+ Edited hinttext for entrance puzzle  in dungeon 1
+ Added small hole in the ground that hurt you

0.15.41 (5 mei 2013)
+ Added small hole in the ground leading to a room below
+ Added secret mini-cave containing 3 heart pieces
+ Added endless holes attached underneath containers
+ Added hole to next floor attached underneath containers
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Shane on May 06, 2013, 11:28:22 am
I know I said this already but I'm really looking forward to this. A Link to the Past (and Link's Awakening and the Wind Waker for that matter) is the best thing to ever happen in the Legend of Zelda series for me and making a game based off of it and yet making it more interesting is an instant look forward to.

Keep up the good work!
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on May 12, 2013, 03:36:35 pm
Thanks. I can't really make any promises with regards to a releasedatum for the next demo. If all else fails then it'll come out around the next NCFC I guess.

Made a moderate amount of progress this weekend. Also, I updated the enemy listing (to slowly get the starting post back in order... eventually) and I'll include another screenshot with this post.

Weekly progress:

0.15.42 (9 mei 2013)
+ More statues in dungeon1 have something to say (44 statues left)
+ Fixed graphical issues in cave to desert palace secret entrance
+ Started work on new enemy: Gibo

0.15.43 (11 mei 2013)
+ Finished new enemy: Gibo
+ Character weapons can now hit multiple enemies within the same step

0.15.44 (12 mei 2013)
+ Link can now only get damaged by one enemy per step
+ Added new enemy: Guruguru Bar



Latest enemy listing:
(http://img683.imageshack.us/img683/4310/planta.png) - Popo
(http://imageshack.us/a/img99/4485/ropa.png) - Ropa
(http://img705.imageshack.us/img705/9189/antifairy.png) - Anti-Faerie
(http://img178.imageshack.us/img178/9703/polsvoice.png) - Pol's Voice
(http://img830.imageshack.us/img830/5558/yellowslime.png) - Yellow Slime
(http://img213.imageshack.us/img213/9470/wallcannon.png) - Wall Cannon
(http://imageshack.us/a/img507/8153/turtleo.png) - Turtle
(http://imageshack.us/a/img59/1640/stalx.png) - Stall (new)
(http://imageshack.us/a/img203/5092/gibo.png) - Gibo (new)
(http://imageshack.us/a/img546/480/medusaa.png) - Medusa block (new)
(http://imageshack.us/a/img809/6816/spikedblock.png) - Spiked block (new)
(http://imageshack.us/a/img401/3511/trickboxa.png) - Trickbox (new)
(http://imageshack.us/a/img835/9938/deadrock.png) - Deadrock (new)
(http://img507.imageshack.us/img507/1526/beamos.png) - Beamos
(http://img269.imageshack.us/img269/2267/armosf.png) - Armos
(http://img803.imageshack.us/img803/8282/vulture.png) - Vulture
(http://img221.imageshack.us/img221/3226/snakeau.png) (http://imageshack.us/a/img809/1633/stalroped.png) - Rope / Stalrope (1x new)
(http://img441.imageshack.us/img441/8293/leevera.png) (http://img839.imageshack.us/img839/8097/leeverb.png) - Leever
(http://img713.imageshack.us/img713/1887/buzzblob.png) (http://img14.imageshack.us/img14/9355/cukeman.png) - Buzz Blob / Cukeman
(http://img97.imageshack.us/img97/4766/hardhatbeetlea.png) (http://img822.imageshack.us/img822/2994/hardhatbeetleb.png) - Hardhat Beetle
(http://img801.imageshack.us/img801/7935/sandmanx.png) - Sandman
(http://img641.imageshack.us/img641/8014/cannonballlarge.png) (http://img4.imageshack.us/img4/88/cannonballsmall.png) - Cannonball
(http://img401.imageshack.us/img401/4420/flyingtile1.png) (http://img31.imageshack.us/img31/6361/flyingtile2.png) (http://imageshack.us/a/img694/8894/flyingtile3.png) - Flying Tile (1x new)
(http://img190.imageshack.us/img190/9718/zola.png) (http://img594.imageshack.us/img594/1644/zolc.png) (http://img543.imageshack.us/img543/8163/zolb.png) (http://img3.imageshack.us/img3/3020/zold.png) - Gel / Zol
(http://img840.imageshack.us/img840/1448/cyclopsguarda.png) (http://img6.imageshack.us/img6/9393/cyclopsguardc.png) (http://img706.imageshack.us/img706/9012/cyclopsguardb.png) - Eyegore
(http://img202.imageshack.us/img202/3695/skeletonb.png) (http://img26.imageshack.us/img26/7917/skeletona.png) (http://imageshack.us/a/img52/9087/skeletonch.png) (http://img854.imageshack.us/img854/1663/skeletonarchera.png) - Stalfos
(http://img12.imageshack.us/img12/5565/deibadoraa.png) (http://img155.imageshack.us/img155/3250/deibadorab.png) (http://img716.imageshack.us/img716/6475/deibadorac.png) - Deibadora
(http://img41.imageshack.us/img41/219/baria.png) (http://img15.imageshack.us/img15/6821/bariby.png) (http://img16.imageshack.us/img16/9884/baric.png) - Bari
(http://imageshack.us/a/img528/3311/goriyaa.png) (http://img51.imageshack.us/img51/5446/goriyab.png) - Goriya
(http://imageshack.us/a/img692/3276/spikedblocklargea.png) (http://imageshack.us/a/img853/3088/spikedblocklargeb.png) - Large spiked block (new)
(http://imageshack.us/a/img62/5561/wizzrobe.png) (http://imageshack.us/a/img837/3516/wizzrobeundead.png) - Wizzrobe / Undead wizzrobe (new)
(http://imageshack.us/a/img208/5021/octorok.png) (http://imageshack.us/a/img824/1963/slarok.png) - Octorok / Slarok (new)
(http://imageshack.us/a/img209/5083/spikedroll.png) - Spiked roll (new)
(http://imageshack.us/a/img59/6537/tektitea.png) (http://imageshack.us/a/img839/7348/tektiteb.png) (http://imageshack.us/a/img842/3447/tektitec.png) - Tektite (new)
(http://imageshack.us/a/img94/5034/soldiergruntabcd.png) (http://img545.imageshack.us/img545/184/soldierarchera.png) (http://imageshack.us/a/img43/897/soldierrookiea.png) - Soldiers
(http://imageshack.us/a/img267/65/gurugurubarb.png) (http://imageshack.us/a/img62/6740/gurugurubara.png) - Guruguru bar (new)
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Whitay on May 12, 2013, 03:44:58 pm
Wow, all that enemy AI is very impressive. Great job on this, it always looks professional with these updates.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: wildex999 on May 12, 2013, 04:06:33 pm
Love these updates =) Game looks great so far!
You seem to be making a amazing amount of progress each week  :o
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on May 13, 2013, 07:00:28 pm
Thanks to both of you! I'll try my best to keep this up then. XD
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on May 20, 2013, 11:23:34 am
No progress this weekend. I had two teeth pulled a couple of days ago and I haven't been in a mood to do much of anything because of that. (My cheek's all swollen) :-X
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on May 20, 2013, 12:29:43 pm
Get well, Martijn. We're pulling for you at Zelda Fan Games Central.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on May 27, 2013, 11:13:03 am
Well, I survived. Who would have thought :)
Also, I made some more progress on the gauntlet area (additional room to house the latest enemies) and overworld (a staircase hidden underneath rocks + the accompanying transitions). Sadly I don't have the progresslog on me this week so details/screenshots will have to wait till next weekend.

----------------

EDIT:
And here is the latest progress report. I was living in a hotelroom with far too expensive internet access this past week so I mainly focused on design for a change.

0.15.45 (26 mei 2013)
+ Added transition effects: fade out from floor starcase into default entrance (and visa versa)
+ Added staircase underneath pile of stones
+ Finished secret mini-cave
+ Fixed sprite of heart piece collected from chests

0.15.46 (27 mei 2013)
+ Tweaked gauntlet dungeon tiling slightly
+ Added additional entrance room to gauntlet dungeon
+ Fixed properties of (previous) gauntlet entrance room
+ Added entrance scene to gauntlet dungeon

0.15.47 (27 mei 2013)
+ Designed more rooms for dungeon2: staircase room and library room
+ Tweaked 4 roomdesigns in dungeon

0.15.48 (28 mei 2013)
+ Optimized overworld tileset some more
+ Removed a room from dungeon2 for later use in dungeon3. It was a bit too grandious for all the way in the back of the dungeon.
+ Redid large parts of dungeon2's grand design
+ Designed sleeping quarters for dungeon2
+ Redesigned one of the rooms at the start of dungeon2
+ Tweaked some more dungeon2 room designs

0.15.49 (29 mei 2013)
+ Optimized overworld tileset some more
+ Redesigned 3 more dungeon2 rooms
+ Designed another new room for dungeon2

0.15.50 (30 mei 2013)
+ Optimized the overworld tileset some more
+ Altered the dungeon2 basement setup
+ Changed the textmessages left in dungeon2
+ Designed 2 more rooms for dungeon2

0.15.51 (1 juni 2013)
+ Optimized the overworld tileset some more
+ Designed an additional dungeon2 room
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on June 02, 2013, 03:45:45 am
OK, I am now concerned. Do you even have time to rest from all this?
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on June 02, 2013, 07:14:37 am
Well, this is kinda like resting for me. Coming back to the hotel after a LONG day of programming courses just fantasysing about what my game could be like (and then building it) is relaxing. Also gaming and sleeping in helped :) I'm not the type of person who likes to go out and hang around in bars and such so there wasn't all that much else to do anyway. Plus, the change of scenery did me good in the creative sense.

Thanks for the concern though. It is appreciated.


BTW: I noticed it's been 4 months since I last uploaded any kind of progress video on youtube. I personally prefer to spend my time on building rather then advertising. I don't suppose anybody else would be willing to record a new gameplay video or trailer for me? Using my latest personal version of course.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: wildex999 on June 02, 2013, 10:10:28 pm
Oooooohhh, secret mini-cave, now I'm curious  XD

Design is a good ting to focus on, you need to program around what you design =P

I would help you record if my computer didn't seem to hate everything GM related -_-
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on June 03, 2013, 01:29:13 am
Matijn dh, you don't need to advertise your game. I can tell that this will replicate The Legend of Zelda: A Link to the Past most accurately.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Max. on June 25, 2013, 11:55:49 pm
It's been forever since I've ventured out of the KoT forum (it's scary out here! D: ), but it's super impressive to look at Horn of Balance again after so long! You're doing a fantastic job, martijn, it's really mind blowing, and your game is turning out great. Keep up the good work, and especialy the enthusiasm, the most impressive part about all this is that you've kept at this for so long. It's awesome!
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on June 26, 2013, 05:37:03 pm
Thanks. I have been a little dormant this month, but that's due to life. The game is still on my mind though and I'll continue working on it in the near future. I'm especially interested in implementing/showing of the boss for dungeon 2. The sprites look awesome and the concept (if it ends up like I'm envisioning it) is quit unique.
So, again, thank you and expect more awesomeness in the future XD.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on July 06, 2013, 08:25:41 am
It's been a few days since my last post again. Progress is slow but I wanted to post something to show that there is movement. Check the attached image for the latest new enemy I'm working on (which is clearly still a work in progress). Also here is an overview of the latest progress.

0.15.52 (2 juni 2013)
+ Fixed issue with non appearing heart piece text
+ Fixed some graphical issues dungeon2
+ Added puzzle to get the master key in dungeon2
+ Finished starting area dungeon2 completely

0.15.53 (3 juni 2013)
+ Tweaked wall cannon shooting sound (it's now a little weaker if far off)
+ Started work on new enemy: Lanmola

0.15.54 (23 juni 2013)
+ Tweaked object properties torch objects
+ Fixed error when picking up / throwing frozen enemies
+ Worked some more on new enemy: Lanmola

0.15.55 (30 juni 2013)
+ Worked some more on new enemy: Lanmola


Maybe it's good if I explain a little bit why things are progressing slower then before. For those that are interested I mean. At my work I'm part of a kind of talent program with my personal goal being that I grow towards an official coordinating function. I'm most definitely a loner in a lot aspects in my life so the natural result of this is me being faced with weighty selfreflecting and such. (And it's still even in the early stages of the program). You can imaging I come home drained after work when such sessions have taken place and don't feel like tinkering in software for a while after.

On the other hand: I also want to say that I care a lot about this project and that I will continue it. Like I mentioned in the last post I am really looking forward to implementing boss 2 (because the sprites and concept are awesome). Also I'm assuming the NCFC will be back again this year and I also really want dungeon 2 to be presentable to redeem last years results. You know.. ego and stuff.. XD It'll all continue. Just maybe with a little bit more leisure if I feel that's best.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on July 29, 2013, 01:00:45 pm
Hello again. The latest enemies are now almost done (check the screenshot). There are only a few more issues to tweak, which I'll hopefully get around to next weekend.

0.15.56 (6 juli 2013)
+ Worked some more on new enemies / (sub)bosses: Lanmola, Sanmola

0.15.57 (7 juli 2013)
+ Worked some more on enemies / (sub)bosses: Lanmola, Sanmola

0.15.58 (13 juli 2013)
+ Worked some more on new enemies / (sub)bosses: Lanmola, Sanmola
   - Now includes appear / dissappear (sand)animation
   - Enemies can now hurt and be hurt
   - Sanmola responds to damage like a boss

0.15.59 (21 juli 2013)
+ Fixed glitch in boss 1 collision scripting
+ Worked some more on new enemies / (sub)bosses: Lanmola, Sanmola
   - Added default death for Lanmola and boss death for Lanmola

0.15.60 (29 juli 2013)
+ Worked some more on new enemies / (sub)bosses: Lanmola, Sanmola
   - Quake medallion kills it instantly while underground
   - Ether medallion doesn't hurt while underground
+ Enemies can now be linked to multiple shadow sprites
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Max. on July 29, 2013, 02:14:27 pm
Quote
   - Sanmola responds to damage like a boss

Responding like a boss being, taking it like a man?

Haha, twisting your updates into weird american similes aside, your game is getting more and more fantastic all the time. So impressive! Keep it up, amigo!

Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on July 29, 2013, 07:35:42 pm
Nice, more progress. I always enjoy reading these new updates of yours.
Though there is something strange about that Lamola shadow, the heads shadow seems to be slightly misplaced.
At the side, I have to admit that I failed to make the tail function myself and replaced this boss with something else. So if that shadow thingy is the only minor problem it has, then I can only say: well done.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on July 30, 2013, 04:43:50 pm
Once again, thank you both for the kind words.

The snakes are still in progress. The body finally flows through the air somewhat acceptable, but the shadows are still set at a fixed distance from underneath the tailpieces. I still have to fix it so their y position is based on the corresponding tailpiece height. Also, there are some depth issues to sort out for specific situations.

After that.. well I guess it would be smart to have them tested for glitches and difficulty. With them having pretty complex AI and all. Anybody interested in helping me out?
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: shongshui on July 31, 2013, 05:22:13 am
Hmm, it seems like the game's dungeons are turning out to be very similar in design to the original Lttp. Do you have any ideas in terms of new dungeons, bosses, items planned?


I have to agree with atom here. The sprites for the lanmola look a little off. In the original, the parts of the body appeared to be more closely linked together. In addition, the boss had a sort of 3D-ish feeling to it while this one seems a bit flat, but it may be more helpful to look at a video instead of a single image.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on July 31, 2013, 10:05:50 pm
Dungeon sprites are the same as in the original, but the designs are fully original. This deliberate, but I'm considering deviating for dungeon 3 to make that a water dungeon.... The boss for dungeon 2 will be fully original as well (both in sprites and AI). There are no new items planned aside from the rod of medu. There are some ideas in my head (like the bunny cape), but it way too far off the mention them.

I'll see what I can do about the head's placement. The 3d-like effect I believe I've already mimiced quite well, but it doesn't really show on a single picture.

Thanks for the feedback.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: shongshui on August 01, 2013, 03:42:10 am
You're welcome  XD.

I guess I will have to see it in action then. The movement of the Lanmola seems very intriguing to me, especially since I've recently gone from trying to emulate the movement patterns of another snake-like boss (Gleerok from MC). I am not entirely sure yet, but my guess is that the boss follows some sort of sinusoidal movement pattern, at least for the sprites, since its shadows seem relatively stable enough.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on August 04, 2013, 03:45:22 pm
So I'm currently attempting to switch over to Gamemaker Studio (because of the *MASSIVE* performance increased and shorter/no start up time for the resulting exe). There are a ton of issues and annoyences already discovered in Studio though so it's probably be a while before I can fully release a (test)demo running via Studio to show the results. Also I had planned to use the convertion to also upgrade the game to 3x scaled graphics and 60 fps in the same go (using the newly available processing power), but I've abandoned that idea for now due to extra developmenttime needed. Maybe next year. I WILL be adding an edit mode to the game though since all the game's features need to be retested anyway. If anybody fells like helping out with all that testing be sure to let me know. XD I would be most gratefull.

This weekend's progress.

0.15.61 (2 augustus 2013)
Getting ready for convertion to Gamemaker Studio Standard
+ Removed "obselete" functions:
   - variable_global_exists
+ Adressed:
   - resources getting distorted during import (due to naming issue) and subsequent issues
   - switch can no longer handle variable case values
Default progress:
+ Altered background music for the caves and bonusdungeon

0.15.62 (3 augustus 2013)
Getting ready for convertion to Gamemaker Studio Standard
+ Removed "obselete" functions:
   - variable_local_exists (some)
+ Adressed:
   - sounds in studio are better stored ingame
Default progress:
+ Fixed issue with resolution setting on option screen
+ Tweaked Goriya AI (now detecting Link better to shoot fireballs)

0.15.63 (4 augustus 2013) *Compile errors*
+ Imported file into Gamemaker Studio (All further changes will be made in studio)

0.15.64 (4 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Backgroundmusic in studio is better stored ingame
+ The old system for background music has been removed
+ All sound_ functions have been converted over to audio_ functions
Default progress:
+ Renamed all sound resources to snd_ or mp3_
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: hawthorneluke on August 04, 2013, 03:52:28 pm
I must admit, gamemaker's recent progress/changes really do intrigue me. Good luck with the rest of the switch over :D
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on August 11, 2013, 08:11:18 pm
This weekend's progress:

0.15.65 (10 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Adressed:
   - surface dimension can no longer be 0 by 0 (some)
   - altered font seperation space
+ Got the titlescreen / intro fully working like old
Default progress:
+ Renamed obj_Partical into obj_Particle
+ Fix surface errors (due to ctrl+alt+del) in the text engine

0.15.66 (11 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Adressed:
   - surface dimension can no longer be 0 by 0 (some more)
   - altered font seperation space (for more fonts)
   - Fixed font issues (with spaces) on starting screen
Default progress:
+ Set up debug overview textfile
+ Renamed a few rooms and objects to make more sense
+ Edited text engine to be able to include (heart pieces) sprites
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on August 11, 2013, 10:08:21 pm
Looks like you're getting the hang of Gamemaker Studio.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on August 18, 2013, 07:03:57 pm
Weekly update. I'm running into the most bizar glitches right now (and straight out crashes due to studio) but it's coming together ever so slowly. Finally got the main game running again if I turn some features off. XD The idea is to upload alphas in the near future in case people want to help me with debugging. The first one will probably (only) have a working startingscreens, textengine en creditscene.

No screenshot this week. I'll still have to see about being able to create those in studio.

0.15.67 (17 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Adressed:
   - switch doesn't seem to be able to handle variables that might be string or integers
   - surface dimension can no longer be 0 by 0 (some more)
+ Got the game select screen working like old
+ Added a fourth option for the screensize
Default progress:
+ Renamed a number of scripts
+ Added constants for most of the settings of the textengine

0.15.68 (18 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Adressed:
   - surface dimension can no longer be 0 by 0
+ Got the creditsscreen working like old
+ Moved more object actions to scripts
Default progress:
+ Renamed master control object
+ Renamed character control object
+ Renamed area control objects
+ Introduced a debug object
+ Added debug commands:
   - End game
   - Restart game
   - Start / stop / status background music
   - Start creditscene
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on August 25, 2013, 02:33:32 pm
Weekly update + screenshot debug room
(Yeah I know. Studio messed some graphics up. It's on my list).

So phase 1 of the transfer is now pretty much finished. The starting screens, text engine and credits now work like old (or better). I've also added a debug room and debug options. The only thing I'm still pondering on is wether or not to allowing the player to type in their name on the "enter name" screen. It might be weird to have the game controls switch all of a sudden. Let me know if any of you have thoughts on the matter. If anybody wants to help with testing.

Phase 2 will start next weekend and will focus on the ingame menu's and HUD. I'm guessing it will take over a month to complete because of the various improvements I have in store (as in: structure overhaul / more menus / overworld map menu / less buttons needed). If anybody wants to help me with spriting some additional hud icons, items and/or menu layouts be sure to drop me a message.

-----------------------------------

0.15.69 (24 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Removed "obselete" functions:
   - Replaced set_automatic_draw with draw_enable_drawevent
+ Moved more object actions to scripts
+ Fixed surfaces errors during the credits
+ The composed textengine frame got all messed up, so it's just a single sprite now
Default progress:
+ Added debug commands:
   - Display character name
   - Textengine: created various test textboxes
+ Added debugroom (if the character is named debug)

0.15.70 (24 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Got the entire starting screen working like old
+ Started using scaled sprites for masking the largest solid objects on the maps
+ Tweaked textbox frame
Default progress:
+ Added debug commands:
   - Exit. Does the same as End, namely exit the game
+ While in debug mode no other objects can handle key commands
+ Renamed area control objects

0.15.71 (25 augustus 2013) *Compile errors*
+ Continued using scaled sprites for masking the largest solid objects on the maps
+ Got the text engine working like old
Default progress:
+ Added debug commands:
   - Screenshot
   - Display room data
   - Textengine: create/fill/close freeform textdisplay
+ Made default masking sprites transparent for more user friendly room building
+ Debug can not proces key commands while the text engine is active, unless the text engine is opened as freeform with the debug object
+ Fixed debug area properties
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on August 27, 2013, 04:54:52 pm
hm, still sounds like a lot of work converting it to game maker studio's.
I wonder is it really worth it, yes it loads faster, but it gives so much extra work to replace things that no longer work or which functionality has changed.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on August 27, 2013, 05:25:15 pm
True. The convertion time has always been the reason why I didn't move over to an "superior" language earlier. After some days of testing it actually ended up in a draw between studio and 8.1, seeing as how both have big advantageous and big disadvantageous over the other. Studio however is the future and I felt it was the right time to jump aboard. Also I felt it was a plus to take the opportunity to go over my coding again to clean, improve and expand (like with a debug mode). I'm still discovering things I like (=scaling in the room editor) or hate (= can't only view tiles on one specific depth in the roomeditor) every weekend so the verdict is still out on wether or not it was a good idea to switch. XD

If you're on the fence as well then I could list some more ups and down for you if you want. You'd better hurry though. Studio version 1.2 doesn't support 8.1 import anymore I believe.

Also. I'll try to upload an alpha build (containing only the starting screens and debug room) so people can get a first impression of the result. I'm interested to find out if it indeed runs as well on other machines.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on August 27, 2013, 06:33:22 pm
Well, I did think about it for a time, but then I noticed that it doenst support the room transitions and several other functions that I use.

Considering how far I am with my project and experience with previous conversions ( when I started with Chaos Rising gamemaker 5.3.a was still new so I already did several conversions. ) I dont think it to be a very good idea to make do the conversion.

But I hope that in the end it will be worth it for you.
Just let me know when you are ready for some testing. I always have the ability to find time for testing.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 01, 2013, 09:17:37 pm
Weekly update: I had familiy over this weekend so there is less progress then normal. I've implemented a far more simple pause mechanic (which unlike gamemaker 8.1 can handle blended visuals). There are still some issues to work out though so I was not able to also build a public alpha demo yet.

0.15.72 (30 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ argument variables are only allowed in scripts (from the studio v1.2 update onwards)
+ Continued using scaled sprites for masking the largest solid objects on the maps

0.15.73 (1 september 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Fixed overflow errors that came up because of Studio v1.2
+ Changed the pause mechanic (still has issues in combination with the text engine and (changing) screen resolutions)
+ Renamed a number of scripts to something more logical
+ Removed the old pause scripts and objects
+ Textbox, hud and pause screens are now drawn to the GUI
+ Removed "obselete" functions:
   - sprite_create_from_screen
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on September 02, 2013, 06:46:13 pm
It seems that Gamemaker Studios is causing you some trouble and setting your work back. Why not switch to your old Gamemaker?
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 03, 2013, 05:04:04 pm
You're correct. The latest Studio update did set me back a bit. Quite frustrating actually, but I've made the decision to go down this road so I might as well continue and do it right. I guess I could push a the bulk of the planned improvements back till after the conversion. That should save a lot of time.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on September 04, 2013, 02:18:09 pm
That would be wise.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 08, 2013, 08:43:13 pm
Weekly update: The pause system now works (!), I figured out how to handle multible screen resolutions (!), the save&quit options work again and the hud + item menu are nearly back to their old states. Next weekend I'll finish wrap up the old menu's+hud, add a bunch of debug functions and create an alpha debugdemo.

0.15.74 (6 september 2013) *13 compile errors remaining*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Fixed the latest graphical issues when changing screen resolutions
+ Fixed some issues with changing screen resolutions
Default progress:
+ Further optimized overworld tileset
+ Continued using scaled sprites for masking the largest solid objects on the maps

0.15.75 (7 september 2013) *13 compile errors remaining*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Finished implementing the new pause mechanic - Finally!!
+ Adjusted HUD to draw correctly on all screen resolutions
+ Adjusted text engine to draw correctly on all screen resolutions
+ Fixed glitch when ending text engine
+ Fixed save and quit functionality
Default progress:
+ Added debug commands:
   Depth - Change character depth
   d - Change character depth
   Screenres1 - Screen resolution is set to 320x240
   Screenres2 - Screen resolution is set to 640x480
   Screenres3 - Screen resolution is set to 1280x960
   Screenres4 - Screen resolution is set to full screen
   Rupee1 - Max rupees set to 100
   Rupee2 - Max rupees set to 500
   Rupee3 - Max rupees set to 999
   Rupee+  - Gain 100 rupees
   Rupee-  - Lose 100 rupees
   Link Victory - Perform victory swing
+ Continued using scaled sprites for masking the largest solid objects on the maps
+ Renamed HUD object/scripts/sprites to make more sense.
+ All HUD actions now relocated to scripts.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on September 09, 2013, 03:59:50 am
Maybe you can fix the "Game Over" screen. When Link loses all of his hearts, the "Game Over" screen is overlaped by the options to either Save & Continue, Save& Quit, or Quit.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 09, 2013, 05:32:57 am
It is? I'll get right on that.

EDIT:
So far I have been unable to reproduce this issue. Can you explain how you can?

BTW: After yet another weekend of random errors and frustration I've given up on Studio. Maybe I'll try again in two year or so if it becomes more stable but for now I just want to forget the ordeal. Studio has a lot of advantages but it's counteracted by: 8+ minutes of compiling (for me at least), a very slow save feature that does not even save under the correct name (unless you use save as) and various issues I can't be sure of isn't a problem within Studio itself. This also means all progress over the last month or so is gone and I'll need to go over various things in my old code so see if they still work.
Looking at it from the bright side however: I'm back on gamemaker 8.1 and with a newfound love for it's userfriendly design. Expect me to be fully up and running again in a week or so. XD
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 15, 2013, 05:32:59 pm
So, as stated in the previous post: I've given up on Studio and switched back to gamemaker 8.1. Below is a listing of today's progress (as all progress in Studio is useless now) followed by a link to an alpha build.

Progress made

0.15.78 (15 september 2013)
*Moved back over to Gamemaker 8.1 because of unstability in Studio (nullifying all progress since 0.15.61)
+ Delete and Backspace now do the same thing as Escape on the title and gameselect screens
+ Adjusted intro text slightly
+ Added extra screen resolution (1280x960)
+ Renamed gameselect object
+ Renamed HUD object / scripts / sprites / surfaces
+ Fixed item menu drawing slightly
+ Renamed particle objects
+ Fixed surfaces errors in the text engine (it's quit possible you'll lose the text already shown, but it's still better then game breaking errors)
+ Renamed some of the game's rooms
+ Renamed some more scripts and resources
+ Improved efficiency while selecting a saved file
+ Text engine can display item sprites
+ Improved Goriya AI

0.15.79 (15 september 2013)
+ Renamed obj_Master, obj_Character_Control, obj_Area_Control and parent_Control objects
+ obj_Master old debug functions now only work if the character is named debug and left ctrl is held down. I'll include leave these feature on in future releases. You'll find a textfile with instructions in the next release.
+ Added death debug function
+ Added debug room for alpha/debug releases. It's big and empty, but I'll add contents over the next couple of weeks.
+ Fixed surface errors during Credits
+ Renamed scripts / sprites / objects associated with obj_Deathscreen, obj_Item_Menu and obj_Dungeon_Map
+ Fixed small graphical issue in the itemmenu


Alpha build

Please note that this (http://www.mediafire.com/?qu2glnav8fq9giq) download only contains one large empty room. Please only download it if you have a interest in helping debug the engine. I wouldn't want to dissappoint anybody looking for more. Also, please excuse the filesize. I'll cut some fluff out of the next one.

The following requires testing:
- Titlescreen
- Gameselect / options / name enter
- Item menu
- HUD
- Save & Quit
- Credits (check the attached debug file for how to get this)
- Death (check the attached debug file for how to get this)

If you find anything that needs fixing, be sure to let me know.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on September 15, 2013, 05:44:12 pm
Good to see your back to gamemaker 8.1.
I think you will make a lot more progress this way then you have done in the last month with all the bugs.

Downloaded test room:

- in debug file: I character does should be I character dies
- when you die and save and continue, rooms restarts without the link object and health is still 0
- when you equip 2 different items, on f the bug catching net, then release a fairy and recapture it using the net on f, you will have the net equipped on both action buttons.

something you cant fix: it only runs after I set the properties of the .exe to run as administrator.

further then that I see no bugs at the moment.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 15, 2013, 07:19:26 pm
Downloaded test room:

- in debug file: I character does should be I character dies
- when you die and save and continue, rooms restarts without the link object and health is still 0
- when you equip 2 different items, on f the bug catching net, then release a fairy and recapture it using the net on f, you will have the net equipped on both action buttons.

something you cant fix: it only runs after I set the properties of the .exe to run as administrator.

Thank you for the quick feedback!
1. Adjusted
2. Fixed
3. Fixed

You'll find the fixes in the next alpha, which (since they are just alpha's) shouldn't be too long from now.

Did you have the administrator thing with the earlier versions as well? And with other games?
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on September 15, 2013, 07:28:40 pm
Thats some fast fixing you do there.
Well, when there is a new alpha I will do a new test.

The administrator thing is new, I had usually had issues with loading the first time because of a save game problem, but didn't see that this time.
Haven't had it with other games, but then I have to say I haven't played that many games made with gamemaker 8.1. Could still just be my pc acting strange.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: GieVeNT on September 16, 2013, 07:09:09 am
Seems like a solid engine.  Messed around a bit; the only 'problem' I found was if I attacked and held the sword out (but before it is fully charged up) and open the menu then close it, Link will continue charging his sword even if I've let go of the sword button.  This is really small and probably doesn't matter.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 16, 2013, 05:54:00 pm
No, it does matter. Thank you for the comment. I'm a bit of a perfectionist so this is exactly the type of feedback I am looking for.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 23, 2013, 08:55:35 am
Another weekly update. I'm on a break this weekend so expect more updates then normal in the coming days.

After the menu's I'm currently focussing on the game's movement engine (and terrain_types).
The engine could already handle:
-walking
-running
-carrying (while walking/running)
-pushing/pulling
-friction (horizontal/vertical)
-using the hookshot
-getting pulled (into holes)
-pushback from damage or armored enemies

The following will be added:
-moving platforms (check screenshot)
-sliding on ice
-getting pushed by objects
-swimming (+drowning)

Did I miss any movement options?


Progress made:

0.15.80 (16 september 2013)
+ Fixed typo in debugfile
+ Fixed continue after death in the debugroom
+ Fixed: catching a fairy in a bottle display one item twice in the HUD

0.15.81 (22 september 2013)
+ Added obj_Moving_Platform
+ Moving plaforms can take up to three (90 degree) turns before returning

0.15.82 (23 september 2013)
+ Being transported by moving platforms prevents you from falling into endless pits underneath
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on September 23, 2013, 01:16:41 pm
hm, I don't see the option jumping down. In alttp you already had the option to jump down a ledge.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 24, 2013, 08:05:57 am
Right, thanks. I forgot that one. I'll go over ledge jumping as well.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: shongshui on September 24, 2013, 07:22:28 pm

...
-sliding on ice
-getting pushed by objects
...


Personally, I absolutely hated the ice movement in Attp. Didn't really feel natural to me and it felt really week in compaqrison to something like MC's ice movement. Is it possible, maybe, to revamp the ice movement to better match the latter?

As for getting pushed by objects, do you mean those blue bouncy balls, or are you referring to objects really pushing you as they move along?

Oh yeah, and I think you forgot being pulled by treadmills (this could be handled by the moving platform engine though).

Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 25, 2013, 07:54:10 am
Personally, I absolutely hated the ice movement in Attp. Didn't really feel natural to me and it felt really week in comparison to something like MC's ice movement. Is it possible, maybe, to revamp the ice movement to better match the latter?

As for getting pushed by objects, do you mean those blue bouncy balls, or are you referring to objects really pushing you as they move along?

Oh yeah, and I think you forgot being pulled by treadmills (this could be handled by the moving platform engine though).

I've never played MC, but I'll include a new alpha below so you can review what I've cooked up so far.

By pushing objects I mean objects really pushing the player as they move themselves. I'm also contemplating wether or not I should allow Link to get crushed between objects (like between walls in a trap etc).

I'm not really sure what you mean by threadmills. Could you post a picture/screenshot/further description?


Progress made:

0.15.83 (24 september 2013)
+ Named all sound resources mp3_ or snd_
+ Optimized overworld tileset some more

0.15.84 (24 september 2013)
+ Added ice terrain / ice movement

0.15.85 (25 september 2013)
+ Tweaked ice movement


Alpha build:

Download link (http://www.mediafire.com/?neq6e8r3100gn92)

Two new concepts are added:
- Moving platforms
- Icy floors

The issue GieVeNT found is still open
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on September 25, 2013, 11:28:00 am
Looks like some interesting progress again.
Though you might want to check the platforms.
When you walk at the bottem side of the pit, as near to it as you can without falling in, and stop moving at the moment a platform moves by, it will take you with it while you are not standing on it.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 25, 2013, 02:27:02 pm
Check the attachment for something new I was working on earlier today (lower right). The additions are not too intrusive I hope? I'm keen on getting some feedback / improvement suggestions.

@ Atom: I've adjusted the collisions between the character and moving platforms a little. Thanks for the feedback.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on September 25, 2013, 04:01:29 pm
Always a pleasure helping you finding the smaller things.

Not certain what to think about those new buttons though.
They don't fit in with the Hud that is for sure, they should have been larger for that.
But more then that I question the need for such buttons, you already have r and f as action buttons.
And having G for an attack button is a bit strange unless you also plan to do other functions with that button, the same goes for the menu button. I think it be enough to tell people the menu button once when they get the first item, I doubt it to be required for them to see a reminder all the time.
But it is your game, if you think they add value to it you should implement them.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 25, 2013, 04:46:48 pm
Well, I wanted to try out a dynamic action button like in OoT. The other buttons came later.
I'm still pondering on wether or not it should be kept, scrapped or adjusted.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: shongshui on September 25, 2013, 04:54:02 pm
I've never played MC, but I'll include a new alpha below so you can review what I've cooked up so far.

Yeah, I just played it. There seems to be an issue with the ice movement when you change direction. Like if you move left on the ice then move up, for some reason you will be moving slightly diagonally. Also in Lttp, Link's animation speed increases when he is moving on ice and his speed comes to a complete halt upon entering the ice in normal movement.

Quote
I'm not really sure what you mean by threadmills. Could you post a picture/screenshot/further description?

Perhaps treadmills wasn't the best word, but I don't know of any other. I mean those animated floors, where you stand on it and get tugged in a direction. Like an assembly line in a factory.

Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 28, 2013, 12:16:31 pm
Below is the latest progress report.
Both the feedback from shongshui and Atom has been adressed.
I tried to fix the issue GieVeNT found but was unable to recreate it.

Progress made:

0.15.86 (25 september 2013)
+ Tweaked collissions between character and moving platforms
+ Added command buttons to HUD

0.15.87 (26 september 2013)
+ Movementspeed is (partly) reset as you enter onto icy surfaces
+ Movementspeed on ice is slightly increased
+ Tweaked movement direction while on ice somewhat
+ Tweaked coding of textengine somewhat

0.15.88 (28 september 2013)
+ Removed latest HUD additions again
+ Further optimized tilesets dungeons
+ Added conveyer belts
+ Renamed most of the character movement scripts
+ Made it so you never respawn on conveyor belts

Alpha build:

Download link (http://www.mediafire.com/?y8621664amr1q7u)

Three changes made:
- Moving platforms have been tweaked
- Icy floors have been tweaked
- Conveyor belts have been added
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: shongshui on September 28, 2013, 10:31:01 pm
Oh, conveyor belts, thats the word! I suck at descriptions, but anyways, with regards to the update, the movement is much better now. The diagonal movement still exists though, but only when I am trying to move right from moving downwards. Are you using some sort of directional based movement for Link's movement? If so, that could be the problem.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on September 29, 2013, 05:24:23 am
Yes, I am using eight direction character movement, but all other movement sources (such as getting pushed back by enemies) can alter that to any random direction. I'm not sure how this will be a problem, but maybe I'm missing something. What were you talking about?

As for the ice. I can adjust it further but feel some sliding is required. If I go out in the winter and start running on ice then I too will keep sliding if I make a hard right/left. More so than in the game because gameplay shouldn't suffer.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Theforeshadower on September 29, 2013, 02:08:43 pm
The issue with the sliding is because ,as far as I can remember, it was never used in a scrolling room.  What I mean is, in LttP the ice was used in single room areas.  I think it was used in a vertical scrolling room.  The camera only moved on one plane so it didn't jitter.

Also, I think Link's animation speed increases(the walking cycle anyway) when he gets on the ice.  It helps it look like he is slipping.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: shongshui on September 29, 2013, 04:29:20 pm
Yes, I am using eight direction character movement, but all other movement sources (such as getting pushed back by enemies) can alter that to any random direction. I'm not sure how this will be a problem, but maybe I'm missing something. What were you talking about?

I was referring to a 360-directional movement, where 0, or 360 refers to right. Given the fact that the problem only occurs when I am moving down, then right, and not up then right, the problem could be that the direction isn't able to reset itself. I have no idea whether or not Lttp uses it, but I am pretty sure that games like MC use it.

Quote
As for the ice. I can adjust it further but feel some sliding is required. If I go out in the winter and start running on ice then I too will keep sliding if I make a hard right/left. More so than in the game because gameplay shouldn't suffer.

Go ahead. You shouldn't try to emulate the game perfectly. If you feel like there is potential for improvement, then by all means do it.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on October 06, 2013, 08:05:43 pm
Here's another progress report. Some more stuff has been added to the alpha for you to check out.

Progress made:

0.15.89 (29 september 2013)
+ Tweaked ice movement (illusion of faster walkcycle)
+ Tweaked ice movement directions some more
+ Fixed error with landmine object
+ Tweaked sandpit creation code
+ Attached terrain types to moving platform (like ice)
+ Allowed for movement on ice on top of moving platforms and endless pits.

0.15.90 (5 oktober 2013)
+ Improved the transition between standing on ice and conveyor belts
+ Tweaked metal floor
+ Fixed jumping from ledges (including diagonal and from greater height)
+ Altered stairs object to be more flexible
+ Tweaked change_depth terrain object

0.15.91 (6 oktober 2013)
+ Added new terrain: spiky floor
+ Renamed various terrain scripts


Alpha build:
Download link (http://www.mediafire.com/?zg4shphohjae1b8)

Latest additions to the debug room:
- Staircases
- Metal floor
- Spiky floor
- Sandpits
- Landmines
- Ice attached to moving platforms
- Ledge jumping*
* The testing area in the upper left of the debug room is just a visual illusion to test ledge jumping extended distances.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: RetroRespecter on October 17, 2013, 06:32:12 pm
Did you say "Conveyor Belts?"
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on October 20, 2013, 08:27:20 am
So I just came under the sudden realisation that the NCFC IS going to be held this year. (I figured they quit or something). Guess that means that I have to step up my game considerably if I want to participate this year. In short: expect to see actual game releases again real soon.

If anybody wants to help me out: I'm looking for a writer (for soldier backstories) and one or multiple testers (for feedback on enemies and dungeon2's design).

EDIT:
And here is an overview of the latest progress. There's no new alpha download to save time, but I am including a screenshot in the attachment.

0.15.92 (19 oktober 2013)
+ Added idle animation for Link (waving)

0.15.93 (20 oktober 2013)
+ Added shield to iddle animation
+ Made sure idle animations are not interrupted by pause
+ No idle animations allowed during scened
+ Fixed issue with room transitions
+ Transition objects no longer use optional variables (for Studio)
+ Renamed transition scripts
+ Expanded debug area for transition testing
+ Fixed dungeon floor indicator in the HUD
+ Increased wait before idle animation starts
+ Tweaked dwindelstair animations (east and south)
+ Fixed issue with walking up straight stairs (east and west)
+ Fixed surface error when picking up quarter key
+ Tested various terrain objects (friction / swithing visibility / (jumping into) shallow water
+ Tweaked visuals broken fragile floors
+ Redesigned a room in dungeon 2
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Atom on October 21, 2013, 04:16:09 pm
Well, there is only so much time in a week, but if you need some help so you can participate at NCFC ( and I think registration will open up soon ) I guess I could miss an hour or 2 a week to help you out, without delaying the release of a demo of my fangame at NCFC.( and around the same time the beginning of alpha-testing of the completed version )

Just let me know what you need to be done and I will see what I can do.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on October 21, 2013, 08:30:45 pm
Thanks. I really appreciate the help.
I'll send over a demo soon to try out the new (bonus) gauntlet area to test for difficulty.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on October 27, 2013, 07:41:48 pm
Here's this weekends progress:

0.15.94 (21 oktober 2013)
+ Tweaked design for one dungeon 2 room
+ Masked 2 dungeon 2 rooms

0.15.95 (26 oktober 2013)
+ Designed one more room for dungeon 2
+ Updated dungen map for the latest added rooms
+ Masked one more room
+ Fixed error when you slash a projectile shot by an octorok / slarok

0.15.96 (26 oktober 2013)
+ Altered Octorok / Slarok attack pattern (to reduce difficulty)
+ Adjusted volume of health alarm
+ Adjusted volume of magic refill sound
+ Expanded Goriya AI: they now also mirror your movement while you are charging your sword
+ Fixed error with showing the Gauntlet dungeon map

0.15.97 (27 oktober 2013)
+ Masked three more rooms in dungeon 2
+ Updated dungeon map for more rooms
+ Fully finished two more room for dungeon 2
+ Masked another two rooms for dungeon 2
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on November 03, 2013, 02:06:17 pm
Another progress report:

0.15.98 (31 oktober 2013)
+ Cane of Byrna now uses double magic power
+ Fixed error with using the shovel

0.15.99 (1 november 2013)
+ Designed two more rooms for dungeon 2 (only 3 remaining)
+ Masked three more rooms for dungeon 2
+ Finished contents for two more rooms for dungeon 2

0.15.100 (2 november 2013)
+ Designed another room for dungeon 2 (2 remaining)
+ Tweaked some older rooms in dungeon 2
+ Remasked dungeon 2 basement rooms
+ Improved shaking camera
+ Finished dungeon 2 secret wall mechanic
+ Implemented some more conditional doors to dungeon 2

0.15.101 (3 november 2013)
+ Adjusted subboss rooms (redesigned + remasked) somewhat
+ Expanded dungeon 2 tileset
+ Altered dungeon 2 chest contents somewhat
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on November 08, 2013, 09:39:32 am
Another short update.
Due to an upcoming vacation and the NCFC I will round up development in the next couple of days. So expect a public demo for testing soon.

Progress update:

0.15.102 (4 november 2013)
+ Added diggrid to 20 rooms in dungeon 2
+ Redesigned and masked boss room dungeon 2

0.15.103 (5 november 2013)
+ Fixed digging issues
+ Fixed missing ledge in dungeon 2 room
+ Fixed glitch: able to grab invisible ledge object
+ Fixed issue: not saving overworld chest status
+ Adjusted dungeon 2 enemy and container placements
+ Tweaked dungeon 2 kitchen scene

0.15.104 (6 november 2013)
+ Fixed issue: possible to get locked in subboss rooms
+ Designed, masked and finished last two rooms in dungeon 2
+ Finished dungeon 2 map and chest locations

0.15.105 (7 november 2013)
+ Finished contents/mechanics for another room in dungeon 2
+ Added secret sound when the vault in dungeon 2 is unlocked
+ Fixed various tiling issues dungeon 2
+ Added testertext in the debug room
+ Fixed issue: Choicing the repeat option in a textbox multible times messes up the text engine
+ Fixed issue: Murray does not always face the correct direction
+ Simplified the dungeon 1 cannonball puzzle further
+ Added scenes to the conclusion of the dungeon 2 subboss rooms

0.15.106 (8 november 2013)
+ Finished final dungeon 2 puzzle room
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: FrozenFire on November 08, 2013, 11:18:09 am
Loving the demo, but I have one problem with the way some pushing puzzles work:

There are a lot of pillar pushing puzzles and most of them are similar to one another (not sure if they are all planned to stay as is or not), and pushing/pulling them is very slow going. Now that I think about it, I felt like having to push those 4 statues in the first dungeon was a bit much as well (maybe keep it as is, but just take away 2 buttons?). Also, you have to be very precise on some of the pillars for them to actually fully lock in place. There have even been times that I've found myself wondering which one wasn't quite in place because it was only off by a pixel or so vertically, so I had to try to push and pull all the pillars around to find the culprit.

For me, the important and rewarding part of a puzzle is figuring out the solution and seeing/experiencing the result of the solution, but with these puzzles you pretty much know the solution right away, yet you still have to take a lot of time putting the pieces into place before you get the result of figuring out the solution, so it's kind of like the puzzle solving part is over at that moment, but then you're still stuck with having to push things around, so it ends up feeling like the "filler" that those long animes tend to have, needlessly boring you, making you just deal with it until it gets good again (my mind is thinking a bit oddly right now, but I expect you see what I'm trying to say), but obviously this isn't as boring/bad as most anime filler, lol. Maybe I'm just a bit impatient these days, or just an action junkie. :P Whatever the case, the current way that pillars work is something that needs fixing up in some way.

Solution idea 1:
For the ones that need to lock into position, it'd be nice if they slid into place when close enough. It might be slightly tricky to get it working well, but making the player get it exact seems to kill the fun factor at that moment, making it more of a chore than it should be.

Solution idea 2:
You could have the pillars slide like in OoT and other 3D Zelda games (I don't recall if any of the 2D ones did this). Basically, they lock onto a grid and slide in chunks (not explaining it very well, but I expect you already know how they move?). However, this would be unlike ALttP and I'm not sure how it would feel or if other people would like it that way. Is there a reason to keep the precision movement in the blocks? I can't think of one, but maybe others can. Even if you could only push blocks in 8 pixel chunks, I don't see that there would be any lack of important options for puzzles or strategies, etc. It seems like the best argument for keeping it as is would be to keep it the same as ALttP, unless I'm overlooking an advantage for precise block movement.

So those are my thoughts on the matter. All I know is that it's a bit annoying and tedious as is. But I have no other issues; loving the demo. And there's more to it than I thought! For example, I never saw the gauntlet before! I died pretty quick though, as I was trying to rush around and get good video. And on that note, I'll get back to making that trailer now. ;)
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on November 09, 2013, 12:22:23 pm
I'm proud to present the new trailer FrozenFire made for the NCFC 2013 event:

http://www.youtube.com/watch?v=Q6bQuObwECI

I'm still working ard on the upcoming demo, so expect to see that hopefully in about half a day's time.

@FrozenFire: I'll definitely see about adjusting the puzzles, though I can't say if I'll get around to it for today's demo.
Title: Re: Alttp - Horn of Balance [demo 15]
Post by: Martijn dh on November 09, 2013, 08:43:00 pm
Finally. After a little less then a year there is a new public demo release:
http://www.mediafire.com/?g5k90zgfflxrbz5 (http://www.mediafire.com/?g5k90zgfflxrbz5)

I will be submitting the game for the NCFC 2013 shortly but last year has tough me you can never get enough testing done. I have two more days before I leave on vacation so please see this as an invitation to play and try to break the game as much as possible before then. If at all possible I'll try to incorperate all the feedback.

Here is a list of the larges changes compared to demo 15:
+ Fixed all known (surface) errors and issues in the previous version
+ The game now has seperate buttons for the two equipable items
+ Massively expansed of dungeon 2 to near completions. (It still likes bosses but it can be fully completed beyond that)
+ Balanced out dungeon 1 through things like enemy stats, placements and (puzzle) designs
+ Spend a lot of time making the coding simplier and/or more efficient
+ Tried to convert to gamemaker studio, got fed up and discarded over a month of work
+ Added another mini dungeon called the gauntlet (meant as a hard mode)
+ Added a one screen mini-cave to the overworld
+ Changed the contents of all the green chests
+ Added a debug mode which can be called by calling your character debug
+ Added new enemies: medusa, trickbox, wizzrobe (alive and undead), large spiked block, more flying tiles, spiked roll (vertical / horizontal), deadrock, tektite (3 versions), octorok / slarok, gibo, guruguru bar
+ Started work on dungeon 2 (sub)bosses: Lanmola and Sanmola
+ Adjusted / improved existing enemy AI for: soldiers, hardhat beetles, stalfos, beamos, cukeman, goriya
+ Enemies can now shoot each other
+ Added desert bushes, piles of stones and trees
+ Added heart pieces and heart containers
+ Added three new types of room transitions
+ Containers can now hide things underneath like holes, stairs and warptiles
+ Optimized the existing tilesets
+ The game's engine now includes: moving platforms, icy floors, conveyor belts and spiky floors
+ Added extra screen resolution (1280x960)
+ Added new character action: idle (=waving to the camera)
+ Added hitswitch that only reacts to arrows
+ Room with flying tiles stay cleared during a dungeon visit
+ Enemy positioning is reset once you re-emter a room
+ Containers spawn their contents only once per dungeonvisit
+ Lots and lots of other smaller tweakes, fixes and additions
Title: Re: Alttp - Horn of Balance [demo 16 now out!]
Post by: Theforeshadower on November 10, 2013, 09:47:45 am
Suggestions:

Fix the sword mechanics.  In LttP, if you hit something while slashing or while the sword is held out, it resets so that you have to slash again.

While scrolling from room to room, the enemies should not be getting updated(IE moving and such).

Do not know if it is your engine or not, you cannot move up-left while holding out the sword, at least while in the Desert Palace.

Work on your camera system.  Link like "vibrates" as the view scrolls and such during movement.

Slightly increase Link's movement?  It feels as if I am moving slow when compared to LttP.

Work on corner-cutting.  I can get within about 3 or 4 pixels or so of straight edge and Link won't corner cut it.

Movement in general feels a bit stiff.

Enemy deaths are too fast.  The monster should be blown back, wait a half second or so, then play the death sound and animation.  You seem to have it getting slightly blown back and the sound playing as soon as it gets hit.

Add a black fade in/out when going up and down stairs to different levels.  it just looks weird to have instant change of scenery.


ERROR in
action number 2
of Other Event: User Defined 15
for object obj_Container:

In script script_Update_Terrain_Surfaces:
Error in code at line 114:
   switch (argument[7].array_terrain_type[argument[1]])
                       ^
at position 22: Unknown variable array_terrain_type or array index out of bounds
Getting that all the time whilst trying to slash pots with sword after descending to B1 then coming back up to the pots surrounding the statue in the huge main room.

Also, attached is an error image.
Title: Re: Alttp - Horn of Balance [demo 16 now out!]
Post by: Martijn dh on November 10, 2013, 11:56:19 am
Thank you for the feedback Theforeshadower.
The error (and I believe also the simular errors that Atom ran into) should be fully fixed in the following v16.01 demo:
http://www.mediafire.com/download/clqtn7spycab4yk/Horn_of_Balance_0.16.01.zip (http://www.mediafire.com/download/clqtn7spycab4yk/Horn_of_Balance_0.16.01.zip)

Due to time constraints I'm only able to go after the major errors/issues/glitches right now. ALL other feedback is (as always) also more then welcome (!). I'll just have to look at it in more detail once I get back from my vacation.

The up-left combination does not work probably due to your keyboard. Mine's the same in that regard. I believe the exact problem is that most keyboards can't handle three buttons at once. Back when I looked into it I was sadly unable to discover a workaround, though I'm still open for suggestions in case I missed anything.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Theforeshadower on November 10, 2013, 12:12:12 pm
Thank you for the feedback Theforeshadower.
The error (and I believe also the simular errors that Atom ran into) should be fully fixed in the following v16.01 demo:
http://www.mediafire.com/download/clqtn7spycab4yk/Horn_of_Balance_0.16.01.zip (http://www.mediafire.com/download/clqtn7spycab4yk/Horn_of_Balance_0.16.01.zip)

Due to time constraints I'm only able to go after the major errors/issues/glitches right now. ALL other feedback is (as always) also more then welcome (!). I'll just have to look at it in more detail once I get back from my vacation.

The up-left combination does not work probably due to your keyboard. Mine's the same in that regard. I believe the exact problem is that most keyboards can't handle three buttons at once. Back when I looked into it I was sadly unable to discover a workaround, though I'm still open for suggestions in case I missed anything.

It's not my keyboard.  I can go in any other diagonal direction whilst holding the sword out except Up-Left.  When I play other games and emulators, I can move up-left and hold the sword fine. :/
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on November 10, 2013, 12:32:38 pm
We ran into the same problem about two years ago:

I'm was working on Nubcake's suggestions when I ran into a strange new glitch. Could someone check the following with the available demo: walk in the upper left direction using both the up and left key pressed in any order. That should work. Now try the same thing while pressing the sword button to charge to sword. My character does not move left. Only up. The Button_Held event doesn't even recognize the left button being pressed.

I want to determine if it's just me or if other computers have the same problem.

EDIT: Not really a solution I'm satisfied with, but it appear the problem is solved if I set left and up to letters like J en I. Right...... Anybody ever have a simular experience. Or beter yet. Does anybody know the reason behind something weird like this. :huh:

I get the following results testing directional keys while charging the sword with the current demo:

Pressing up first does not allow left, but allows right
Pressing left first does not allow up, but allows down
Pressing down first does not allow right, but allows left
Pressing right first does not allow down, but allows up

I see a simple pattern here, perhaps it has to do with the key code values.

Strange. My computer does not have any issues with the combination M, Down and Right. My older laptop appearently does not have any problems whatsoever ::)
Also, and this is something I did not notice earlier, when I press M, Up and Left a beeping sound can be heard. It would be my guess that the combination of keys is already in use by some other system. Gamemaker doesn't even recognize the last of the three keys being getting pressed (it not that it just skips the pressed event). I checking the  string of previously entered keycommands.

Since I'm now fairly convinced that this is not a problem I can neatly fix, I am inclined to just leave the things as they are. The players already have the options to edit any of the controls if they experience issues.

Some keyboards have key priority issues and object to certain combos of keys. Other keyboards are amazing. XD But yeah, don't worry yourself about this as it's very likely a hardware-specific issue.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Diminish on November 25, 2013, 10:02:57 am
As with Chaos Rising, I haven't been able to play Horn of Balance's NCFC demo yet but wanted to say thanks for representing ZFGC and entering into the event. You have always put a lot of consistent, high-quality work into this project and I hope that others at the event can appreciate that too.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on November 29, 2013, 01:14:09 am
Thanks. I got back from Indonesia yesterday but judging by what I've seen so far the love on NCFC is far to be found. Guess I'll have to try again next year.

In the livestream recording of my game various solid objects seem to have dissappeared (probably due to surfaces not getting created due to too much memory usage). Has anybody else encountered simular problems in the game?
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Atom on December 02, 2013, 07:04:28 pm
Its not as bad at it seemed at first, you are still receiving votes even now NCFC has ended. You are at 13 votes now.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on December 15, 2013, 05:14:40 pm
And here is another status update. The last few weeks have been a little rough for me so that's why there wasn't any news last weekend.

Progress update:

0.16.01 (10 november 2013)
+ Fixed error: destroying containers in rooms where digging is allowed sometimes throws errors

0.16.02 (1 december 2013)
+ Edited hinttext for cannonball puzzle in dungeon 1
+ Further optimized overworld tileset

0.16.03 (10 december 2013)
+ Further optimized overworld tileset

0.16.04 (15 december 2013)
+ Fixed pick up animation while looking left
+ Further optimized overworld tileset
+ Added new item: Magic Mirror ("return to beginning" effect only)
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on December 29, 2013, 07:21:39 pm
Sorry for the lack of updates lately. It's the holiday season and all.
I've attached some screenshots of the new darkness system I've been working on (as I've been working to add it). Nothing too flashy, but it ended up being a lot more complex to integrate, amongst everything, else then I had expected. I'll need another weekend to finish it I'm hoping and maybe some more time to tweak the light area sprites.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: FrozenFire on December 31, 2013, 08:33:13 am
Interesting. How is the lighting system going to work? From the screens so far, it doesn't really make sense or seem consistent, but I'm pretty sure that's because it's just set up for testing stuff? And I'm pretty sure everyone's projects slow down during the holidays, so no big deal, no need to be sorry.
Title: Re: Alttp - Horn of Balance [NEW POLL ADDED]
Post by: Martijn dh on December 31, 2013, 09:16:18 am
Well, I've been pondering on various systems and I'm now working with three layers of darkness. The lower floor (= the hole in the 2nd image), the upper floor (= the dark area in the 2nd image) and the highest floor (the red area). If a lightsource is on the lower floor then the light only effects the lower darkness. If the source is on the upper floor, it effects both the upper and lower floor. The highest floor is only effected by room wide light sources... That's the theorie anyway. It's a work in progress. The hard part is defining the three surfaces efficiently (which what the screenshots show).

I'll create a video to show the concept soon.
Title: Re: Alttp - Horn of Balance [NEW POLL]
Post by: Martijn dh on January 05, 2014, 09:35:05 pm
@ FrozenFire: Finally got around to (almost all of) your feedback from two months ago. Would you be willing to test the new situation after the next weekend?

Progress report:

0.16.05 (22 december 2013)
+ Started work on darkness engine
+ Reorganised how area data is defined

0.16.06 (29 december 2013)
+ Continued work on darkness engine (fixed a ton of issues and added interaction with medallions)
+ Integrated higher blending effects with darkness system to cut resources

0.16.07 (1 januari 2014)
+ Fixed error when turning plant enemies into slime enemies using the quake medallion
+ Redid part of the darkness system to prevent glitches when moving between floors / areas

0.16.08 (2 januari 2014)
+ Improved darkness system: added light sources for light (with and without lanturn as equipped item)
+ Fixed glitch: darkness engine can now handle lightsources with alpha values
+ Added darkness to dungeon 1

0.16.09 (4 januari 2014)
+ Fixed glitch: darkness engine no longer throws errors when ctrl+alt+del is used
+ Link's light cone can now handle diagonal directions (while on dwindelstairs)
+ Link's light cone now takes height above ground into consideration
+ Added new type of pressure plate (=needs continious weighted pressure), though I ended up scrapping actually using it anywhere. Hahaha. Maybe at a later date.
+ Made the three pillar puzzles (and another small puzzle) in dungeon 2 more forgiving with regards to their placement requirements
+ Altered / simplified pillar puzzle 2 in dungeon 2

0.16.10 (5 januari 2014)
+ Redid third pillar puzzle in dungeon 2
+ Redid "movable small statues" puzzle room in dungeon 1
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Whitay on January 05, 2014, 10:44:02 pm
Really love how the lighting turned out, looks very nice and more realistic. Care to give a little insight on how the system works?
Title: Re: Alttp - Horn of Balance [NEW POLL]
Post by: FrozenFire on January 06, 2014, 09:27:32 am
@ FrozenFire: Finally got around to (almost all of) your feedback from two months ago. Would you be willing to test the new situation after the next weekend?

I'd be happy to. And the latest progress on the lighting looks nice. ;)
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on January 06, 2014, 10:54:03 pm
Really love how the lighting turned out, looks very nice and more realistic. Care to give a little insight on how the system works?

Check my posts on the 30th and 31th of december.

One downside to the system though is that the character's light will shine through walls that are narrow enough. I'm not sure if I want to build something elaborate to counter that, compensate via room design or just ignore it.

Does anything in the attached images bother anyone?

@FrozenFire: Thanks. I'll contact you when I've addressed the last of the suggestions.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Whitay on January 07, 2014, 12:18:58 am
I feel like it should just stay that way, as otherwise the light also may be too limited when in complex built rooms. You have gotten very far and made a really cool system for the lights here, and i feel like any more would just be wayy to much for the result of something like that small of a detail.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Kami on January 09, 2014, 12:08:49 am
Sorry for the lack of updates lately. It's the holiday season and all.
I've attached some screenshots of the new darkness system I've been working on (as I've been working to add it). Nothing too flashy, but it ended up being a lot more complex to integrate, amongst everything, else then I had expected. I'll need another weekend to finish it I'm hoping and maybe some more time to tweak the light area sprites.
This looks pretty good and it looks like it could be used well with different kinds of things for example if you end up makeing a fire temple/dungeon you could use the lower lightsource for rooms with lava on the bottom.(2nd, 3rd, and 4th examples) and hte last one obviously being for a dark area below the room. This is getting pretty big, and it's looking really good, kinda like sequal to lttp on the snes in it's own way but with alot more things and a completely different plot. I'm looking forward to seeing how much more effort you put into this project~
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on January 12, 2014, 12:21:02 pm
Just a quick update inbetween. I've smoothed out the sprites used for light sources (check the attachments), but now I'm wondering wether or not this clashes too much with the tone of the game.

What do you guys think?

@FrozenFire: A testdemo is coming within the next day or so. I'm just finishing up some loose ends and adding lanturns.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Whitay on January 12, 2014, 07:48:06 pm
I liked the smooth style better actually, although it somewhat clashes it does make it look alot better and less pixel like. i like the newer one
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on January 12, 2014, 09:08:33 pm
Good to hear. I'll keep it for now then.

Here is this weekend's progress report:

0.16.11 (11 januari 2014)
+ Further optimized tilesets
+ Removed old test pop-up after dying + selecting continue
+ Increased speed of fireballs created from Somaria blocks
+ Added (placeholder) additional lightsources for the darkness engine

0.16.12 (12 januari 2014)
+ Improved darkness engine:
   - Surfaces no longer get refreshed during pause modes
   - Fizzling fires are now also a lightsources
   - Smoothed out sprites used for lightsources
+ Fixed issue: pause the game destroys all active projectiles
+ Added new item: Lantern
+ Added new item: Fairy lantern (can damage enemies)
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Atom on February 09, 2014, 07:27:45 pm
it has been almost a month since the last update, thats a longer time then you usually let us wait for a new update. So for the curious ones: you got any news on this project?
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on February 09, 2014, 09:30:34 pm
Thanks for asking.

The project has kept going these last couple of weeks, but rather slowly. And a large portion of that time has been dedicated to removing functions that are obsolete (in Studio). Some was also lost on trying to implement a new idle animation (juggling). I'm not 100% procent happy with the animation yet so that hasn't really resulting into anything tangible either I'm sad to say.

(Gaming might have also taken a large portion of my time lately. Starcraft - Zerg, Heartstone, Rogue Legacy, L.A. Noire, Knight and Merchants etc etc. Uuuhm... I mean I was researching a lot of game design in other games. Yeah, that's what I meant.)

On the positive side though:
After much pondering I have finally settled on a concept for the boss of dungeon 2. I incidentally started work on him yesterday. Much like with the boss 1 the boss will be a fully unique thing not like in the original, with a few attack patterns and a ramping difficulty. This also means it will be weeks before I'm finished. Heck, I'm at around 200 lines of boss specific AI coding and pattern one isn't even fully finished. XD All in all I'm very excited with the (very) early results and I'm really looking forward to find out how people will eventually respond. I'll request a few testers here once I'm fairly close to finishing the fight.


Here is the latest progress report:

0.16.13 (19 januari 2014)
+ Reviewed the following objects and updated them to the latest coding standards:
   - Collectable items
   - Action objects
   - Last of the terrain objects
   - Misc. objects
+ Finished breakable walls (finally)
+ Fixed enemy sprites for slarok enemy
+ Replaced more uses of the function local_variable_exists

0.16.15 through 0.16.16 (detailed notes lost)
+ Mostly worked on coding efficieny and preparations for an eventual transition to studio

0.16.17 (7 februari 2014)
+ Started work on the dungeon 2 boss
+ Tweaked dungeon 2 boss room

0.16.18 (8 februari 2014)
+ Renamed some objects for more consistency
+ Made progress on boss 2: Added basic first attack pattern

0.16.19 (9 februari 2014)
+ Made progress on boss 2: Added collisions and boss death
+ Made progress on boss 2: Fixed a number of issues with attack pattern 1
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: RetroRespecter on February 09, 2014, 10:56:01 pm
Dungeon #2 is almost complete. I see that Gamemaker Studio is not giving you any problems, Martjin dh.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Atom on February 12, 2014, 05:43:02 pm
Slow progress is still progress and I like progresss  :D
I wonder what that boss will be, 200 lines of coding for only its first part sounds interesting.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on February 23, 2014, 09:58:25 pm
The latest progress:

0.16.20 (23 februari 2014)
+ Made progress on boss 2: Edited shadows + grouped sprites closer together
+ Redesiged 6 rooms around the subboss fights in dungeon2 into one new large room
+ Enemy sprites can now be drawn rotated
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: RetroRespecter on February 25, 2014, 06:09:03 pm
Are these dungeons going to be in the full-fame or are they just for testing?
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on February 26, 2014, 08:29:02 pm
No worries. Both dungeon 1 and dungeon 2 will be fully playable in the next demo.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on March 03, 2014, 05:53:58 pm
Here is last weekend's progress. More was planned but Gamemaker suddenly has issues starting for me. It now takes 10+ min before it actually starts after the appropriate starticon has been clicked and I have no idea why. :huh: I don't suppose anybody else has had such issues (since a week or so)?

0.16.21 (1 maart 2014)
+ Removed the last uses of the function local_variable_exists( ) - finally!

0.16.22 (2 maart 2014)
+ Integrated room floor data within the darkness engine
+ Fixed creation error Stalfos Floating Head
+ Fixed small issue darkness engine: darkness indicator now used properly
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: RetroRespecter on March 07, 2014, 02:13:51 am
These things often happen. The best way is to take care of it and move on.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on March 09, 2014, 08:06:58 pm
This weekend's progress:

0.16.23 (9 maart 2014)
+ Added additional idle animation: juggling
+ Did some more work on boss 2

Check the attachment for the animation.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Atom on March 10, 2014, 05:01:55 pm
that's a lot of work for an idle animation, especially as it is not even the first version of it.
I wonder, can we expect to see a glimplse of the boss anytime soon or do we have to wait till you have finished working on it.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on March 10, 2014, 05:56:26 pm
Yeah, I was running up against some brainscratchers with the boss so I added the animation for some variation. It's custom made by Dervilacus and I edited it over time.

The boss... well I really really want to show it off. But I also want it to be a surprise for the people that want it to remain a surprise. If I post it here everybody will see and it'll ruin the mystery. Like with the dungeon 1 boss I am spending a lot of time on it to make it a real reward for the player who reaches it.

What to do? What to do? I don't suppose you'd want to help me out as a tester for this boss?
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Atom on March 11, 2014, 06:48:32 am
sure I will test it for you, that gives you a chance to show it off and I get to see it early and I can help you find any remaining glitches.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on March 11, 2014, 07:47:36 pm
Deal. I'll send you a demo in a few hours. Let me know what the first impressions are.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: FrozenFire on March 12, 2014, 07:07:36 pm
The boss... well I really really want to show it off. But I also want it to be a surprise for the people that want it to remain a surprise. If I post it here everybody will see and it'll ruin the mystery. Like with the dungeon 1 boss I am spending a lot of time on it to make it a real reward for the player who reaches it.

While reading that, my reaction was kind of like this..
Show content
(http://i.minus.com/iYsy8FhC0d1RV.gif)
Except I'm not a cute girl.

To me, good boss fights really help make games more fun and to shine in a little extra special epic sort of way, so I'm excited to see that you are putting some effort into it. I'd rather wait to experience it in game. ;)
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on March 23, 2014, 10:32:46 pm
Here is the latest progress report:

0.16.24 (12 maart 2014)
+ Improved alternation between idle animations
+ Improved boss 2 (attack pattern 1):
   - Improved collisions
   - Fixed depth issues
   - Improved settings for the sprites

0.16.25 (15 maart 2014)
+ Fixed glitch: ín some instances the balls from the idle animation don't dissappear
+ Added a room options to turn off items from digging (like in the boss 2 room)
+ Tweaked boss 2 sprites

0.16.26 (16 maart 2014)
+ Fixed shadow issue with boss 2 death sequence

0.16.27 (22 maart 2014)
+ Added second attack pattern to boss 2
+ Added boss 2 roar
+ Edited the last of the boss 2 sprites for the hurt coloring effect

0.16.28 (23 maart 2014)
+ Improved boss 2 AI:
   - Finished second attack pattern
   - Added sand visuals
   - Randomized first attack pattern
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on March 30, 2014, 10:34:50 pm
Here is the latest progress report:

0.16.29 (29 maart 2014)
+ Remove one of the last two uses of the sleep function ('cause Studio removed it)
+ Improved boss 2 AI:
   - Reversed visuals sandpit + removed pull effect
   - Improved pattern 2 spawning locations (for better flow)
   - Sped up pattern 2 attack speed
   - Adressed various depth issues with pattern 1 and 2

0.16.30 (30 maart 2014)
+ Improved darkness engine:
   - Connected rooms now can have different room darkness values
   - Room darkness values are now dependant on the various available lightsources
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on April 06, 2014, 08:26:13 pm
The good news is that the boss creation is now getting into it's final stages (=tweaking stats and adding finishing touches). XD

Here is the latest progress report:

0.16.31 (5 april 2014)
+ Fixed glitches with the darkness engine:
   - During pause
   - During room transitions
   - In the first room of the game
+ Moved some more code to scripts
+ Made progress on boss 2: Added introduction pattern

0.16.32 (6 april 2014)
+ Made further progress on boss 2:
   - Redid room (smaller / bare)
   - Improved spawning locations
   - Fixed some more depth issues
   - Tweaked collission boxes
   - Added introduction scene
   - Improved alternation between attacks
   - Added collectable heart
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: RetroRespecter on April 13, 2014, 01:06:04 am
Wow! No bad news.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on April 18, 2014, 08:28:12 am
Here's another new progressupdate + screenshot.
I've got some extra free time this weekend so expect more progress soon.

0.16.33 (12 april 2014)
+ Made further progress on boss 2:
   - Tweaked boss spawning locations
   - Fixed glitch: boss isn't fully destroyed
   - Added treasure upon defeat

0.16.34 (13 april 2014)
+ Moved more coding over to scripts
+ Removed the last uses of the sleep() function

0.16.35 (18 april 2014)
+ Tweaked subboss fight 1 (longer delay after main attack)
+ Fixed small issue: grabbing to your left and right was sightly out of sink
+ Added new container: breakable beer bottle (see attached screenshot)
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: RetroRespecter on April 18, 2014, 07:18:45 pm
Beer bottles?
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on April 18, 2014, 07:23:12 pm
Those red and blue bottles on the counter. You can now break those. Also, if I place them on the floor somewhere you'll also be able to pick them up to throw.

This all doesn't have any function though. I just added them because I can XD
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on April 21, 2014, 04:32:41 pm
And here is more progress to report:
I finally came around to doing some tricky chores from my to-do list

0.16.36 (19 april 2014)
+ Optimized dungeon tilesets some more
+ Changed boss positioning on the dungeon maps
+ Implemented three new subboss rooms (fully replacing the old 6 rooms)

0.16.37 (20 april 2014)
+ Redesigned parts of subboss rooms (floors / entrance / object placements / etc)
+ Cleaned up dungeon temporary condition variables
+ Added hidden switch to "trap" room in dungeon 2

0.16.38 (21 april 2014)
+ Walking into solid objects will now make you push them
+ Edited the difficulty curve for dungeon boss 2 (+ tweaked stats)
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on May 10, 2014, 10:02:06 am
Sorry about the lack of activity these last two weeks. I don't have much time for my hobby this weekend either, but I did want to share a little progress. Currently I'm working on a shop like in A Link Between Worlds (just buying, not renting). Hopefully it'll be done next week. And of course the boss of dungeon 2 is almost done thanks to the feedback from Atom.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on May 24, 2014, 05:59:31 pm
I'm still not back to my old routine, but I did want to share a new picture to show that the project is being worked on. Check the attachement. Also, the boss for dungeon2 has been tweaked and I'm comfortable saying it's now finished. (No picture 'cause I still don't want to spoil it).

@Atom: I'll send you a private demo shortly.

That just leaves the dungeon scenes and midway fight before the next release, but I'm thinking about cutting some corners to be able to show a beta version of the dungeon next month or so.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: RetroRespecter on May 28, 2014, 02:20:29 am
Why are you talking about "cutting corners", Martijn? You never cut corners before.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on May 28, 2014, 05:11:45 pm
I'm just a little tired from both work at work and on this project, I guess. Also, cutting corners might have been a little poor wording on my part. I should have chosen something along the lines of: push some ideas back to a later date, for an earlier next release. It feels like ages since I released a demo.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on June 09, 2014, 11:17:44 am
Just a quick update on the latest progress. Currently I'm working on simple NPC's for faster the shopkeeper and faster scene building. There isn't too much progress to be shown because it's lot's of planning ahead before actually building those.


0.16.39 (26 april 2014)
+ Designed sprite for dungeon NPC (Queen)
+ Worked on custom sprite NPC (Roy)
+ Worked on ending scene dungeon 2

0.16.40 (10 mei 2014)
+ Expanded the overworld a little
+ Started work on overworld shop (9 items to buy)

0.16.41 (24 mei 2014)
+ Finished boss fight dungeon 2:
   - Added final "stage" to boss fight
   - Tweaked stats
   - Added some more sound effects / subtle tells
   - Tweaked interaction with the medallions (while underground)

0.16.42 (25 mei 2014)
+ Finished text in the overworld shop
+ Added contextual textboxes (useful for NPC's and such)

0.16.43 (29 mei 2014)
+ Added proper "get item" animation after buying items in the shop
+ Tweaked shop prices
+ Speed up rupee value changes in the HUD by x3

0.16.44 (30 mei 2014)
+ Tweaked shop: items don't show up if you already own them
+ Edited contents secret chests in the dungeons

0.16.45 (9 juni 2014)
+ Started work on simple NPC's (stationary / able to talk)
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: FrozenFire on June 09, 2014, 12:30:44 pm
It feels like ages since I released a demo.

Just wanted to say, I'd like to do a new "Let's Play" with the next demo. That first one I made is SOOOO long and really boring. It wasn't really intended to be casually watched. :P I'd like to make something more interesting and better quality with better commentary. I noticed you linked my LP in the last NCFC booth of yours, but I think it may have done more damage than good, ha ha. Anyway, I'll try to keep an eye on this project so I can do that whenever a new demo rolls around. ;)
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on June 09, 2014, 12:51:24 pm
I'd really like that! I'm always interested to watch someway as they play my game.
You plan on making it a series of smaller video's this time?
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: FrozenFire on June 09, 2014, 03:25:08 pm
You plan on making it a series of smaller video's this time?
It really all depends on how my play through goes. I might end up doing a lot of editing (mostly cutting boring footage) and just make a sort of highlights video of my playthrough. But if I can avoid being boring or annoying, I can minimize cutting and I would likely end up making a series if that was the case. For games with puzzle elements and stuff, it's hard not to make it boring for a viewer if I get a little lost or have to back track too much.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on June 09, 2014, 04:35:45 pm
Cool! If at all possible I'd also like to take a look at the uncut version. Screwups are also very important information... for me as the creator anyway  XD
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on June 17, 2014, 08:03:56 pm
I was unable to get to this site last weekend so it's a little late, but here is the latest progress again. The boss + boss scenes are now fully finished. This leaves the subboss (scenes) and glitch hunting before I can release the next demo.

0.16.46 (13 juni 2014)
+ Finished simple NPC's (stationary / able to talk)
+ Implemented NPC: shopkeeper (also looks at you while describing items)
+ Implemented NPC in scene: queen

0.16.47 (14 juni 2014)
+ Fixed some tiling issues
+ Started work on boss entry and dungeon end scenes

0.16.48 (15 juni 2014)
+ Implemented NPC in scenes: Roy
+ Allowed for slightly more complex NPC's: they can now also walk in scenes and turn to energy like subboss 1
+ Finished dungeon end scene (get heart / get treasure)
+ Finished boss introduction scene
+ Tweaked color mouth boss2
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: AimesGames on June 20, 2014, 05:57:31 am
Love it!
I like the cheesy start to it.  It reminded me of the start (just a bit) of Majora's Mask because of how things got strange/awkward at the beginning. ^_^ I love it.  It's just like LTTP.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on June 23, 2014, 02:53:50 pm
Thanks. It always does me good to hear people like my game.

I've taken the week off to relax and stuff, so expect some more progress then usual the next couple of days (despite soccer and steamsales going on right now  XD). I've attached a picture of of some progress below. I was actually do to a glitch that there are some many enemies on screen. I won't be THAT evil in the actual game. XD
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: AimesGames on June 23, 2014, 10:30:42 pm
Very nice!
I am surprised on how you got it exactly to be like Link To The Past's engine.  Very good!
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on June 27, 2014, 04:04:31 pm
Just a little update. I'm looking into moving so progress was/is a little delayed. But not to worry. I'm only working doing some final playtesting and balancing. I should have the new demo ready in the next 1 or 2 days... probably.

Also, I fixed some broken links on the starting post and added the following to the enemy listing:
(http://cdn.imghack.se/images/ea289c936e34709b157646cbd92ee6e9.png) - Sanmola (NEW in version 0.17)
(http://cdn.imghack.se/images/26198e1938df1e1a40f623dba3c1aa70.png) - Lanmola (NEW in version 0.17)

Further progress report:
0.16.49 (17 juni 2014)
+ Fixed error: quickly alternating between grabbing and escape buttons can sometimes throw an error
+ Started work on subboss introduction scenes

0.16.50 (22 juni 2014)
+ Worked further on subbboss introduction scenes

0.16.51 (23 juni 2014)
+ Did lots of laytesting and tweaking in dungeon 2:
   - Altered some chest contents
   - Added or fixed various diggrids (=digfunctionality) in rooms
   - Tweaked enemy placements
   - Tweaked dungeon beamos puzzle
   - Altered a room so are now prevented from jumping into a movable pillar
   - Removed a locked door so all dungeon rooms will always be accessable
   - Added entrance scene
   - Finished mechanics after subboss fight A
+ Simplified the dungeon 1 entrance scenes to just one version (with less text)

0.16.52 (24 juni 2014)
+ Did lots of laytesting and tweaking in dungeon 2:
   - Finished mechanics after subboss fight B
   - Added victory swing after a victory over a subboss
   - Made progress with subboss introduction B

0.16.53 (25 juni 2014)
+ Did lots of laytesting and tweaking in dungeon 2:
   - Finished subbboss introduction scene A
   - Finished subbboss introduction scene B
+ Worked to improve new enemies: Lanmola / Sanmola
   - Finished enemy shadow positioning
   - Lanmola have larger shadows then Sanmola
   - Fixed depth issues (incl. sand effects when coming up or burrowing down)

0.16.54 (27 juni 2014)
+ Finished new enemies: Lanmola / Sanmola
   - Lanmola has a slightly more wavy movement pattern then Sanmola
   - Fixed more depth issues
   - Added more variation to starting position
   - Added rock attack for Lanmola (if low on health)
+ Added + renamed shadow sprites
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: AimesGames on June 27, 2014, 09:26:41 pm
 XD :D

Yayyy!
Also, does this website seem low on people? Is it dying? :( Because I know people would be like ":oooo amazing!"
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on June 28, 2014, 05:56:01 am
Well, feel free to invite those people over XD

Actually, judging from the posts and messages I receive there is a small loyal following for the game. I've been working on this project for years though so most of them have already stated there impressions once or multible times. Following something for years is an achievement in it's own right obviously (which is why I try to give regular updates to read). And also, I don't really go out of my way to promote the game beyond.

I find that feedback on this site has always more sparse then on other forums anyway, but that quality is also FAR better as well. As in: people are generally more constructive and almost always want to help via suggested improvements.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Atom on June 28, 2014, 05:29:41 pm
So, any idea when dungeon 2 will be fully completed? I believe you should be ready to finish working on it soon.
Title: Re: Alttp - Horn of Balance [demo 16 out now!]
Post by: Martijn dh on June 28, 2014, 06:43:40 pm
As always I find tons of small "issues" when playtesting, but the good news is that I'm practically through those. I'm currently building in some last minute design improvements (like altering the players starting position and adding a little learning curve). Next up is finishing up the subboss fights (spawning, respawning, destruction check) and tweaking the stats of Sanmola en Lanmola. The first of these three things should be done in the next couple of hours. The last one is something for tomorrow morning. So expect the demo in between 12 to 18 hours.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on June 29, 2014, 09:43:17 am
Hello all. Here is the next demo (also updated in the starting post and there is a new poll):

Demo version: 0.17.00
File Size: 19,78 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: https://www.mediafire.com/?p1qp8vvf3zd36t9 (https://www.mediafire.com/?p1qp8vvf3zd36t9)

Notes:
- The goal is to reach the end of both major dungeons
- An gauntlet mini-dungeons is included as a hard mode and to display additional enemies and items

Default 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's changed since the last demo?

+ Added darkness engine (implemented in dungeon 1)
+ Walking into solid objects will now make you push them
+ Added NPC's (and contextual textboxes)
+ Added shop set-up
+ Changed starting game's equipement

+ Added new item: Magic Mirror ("return to beginning" effect only)
+ Added new item: Lantern
+ Added new item: Fairy lantern (flame can damage enemies)
+ Added new container: breakable beer bottle
+ Added new character state: idle animation (juggling)
+ Added new enemy: Boss dungeon2
+ Finished new enemies: Lanmola / Sanmola
+ Finished breakable walls

+ Tweaked dungeon 1:
    - Redid "movable small statues" puzzle room in dungeon 1
    - Tweaked subboss fight 1 (longer delay after main attack)
    - Edited hinttext for cannonball puzzle in dungeon 1
    - Tweaked secret chest contents
+ Finished dungeon 2:
    - Altered / simplified pillar puzzles in dungeon 2 (now also more forgiving)
    - Added, tweaked or fully redesigned a ton of rooms
    - Tweaked dungeon order + chest contents
    - Added boss, subbosses and scenes
+ Tweaked / expanded overworld:
    - Now contains a shop building + extra outside "room"

+ Optimized tilesets further for better performance / filesize
+ Made some preparations for an eventual transition to studio
+ Tons of small tweaks / coding improvements / errorfixes / bugfixes
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: FrozenFire on July 03, 2014, 09:45:46 pm
Alrighty, started a play through of the latest demo. Failed pretty hard at going any place, but hey, at least it's not an hour like my other video and it has better mic quality and it's edited to avoid it being stupidly boring.

http://www.youtube.com/watch?v=WyQ3Xb1M2cE

Martijn, you should PM me and tell me some key things, like, where each dungeon is and what areas to avoid due to being incomplete or something. And let me know if I need something from one area before going into a certain place to avoid getting blocked or something - anything that might cause me to back track a lot. Those things force me to edit the video and it's a waste of time, and I don't get a lot of time to play games these days, so things like that would be a great help. :)
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 03, 2014, 09:57:05 pm
Sure. I'll see what I can do tomorrow.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Theforeshadower on July 03, 2014, 10:02:36 pm
I played Demo 17 on an ultra-portable that I recently acquired.  The second area runs very slow.  I'd say about 15 FPS.  I wonder if it is the amount of objects in the area?  I can jam on some emulators with filters and such without issue as well as some regular game titles on this machine.

Windows 8
2.1/2.6Ghz AMD A6 + 7500g APU
4GB DDR3

Just letting ya know. 

What version of Game Maker are you using these days?  I know I finally switch to GM:S.  Many things seem to run much better than GM 8 and 7.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 04, 2014, 05:56:21 am
Thanks for letting me know. I'll try to get right on it. Could you answer a few followup questions?

By second area you mean the second dungeon, right?
Is the slowdown consistent or does it only occur as you enter a new room?
Are there rooms or instances where the slowdown does not occur?
Does the slowdown occur outside or on floor B1 of dungeon 1?
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Theforeshadower on July 04, 2014, 04:20:42 pm
Thanks for letting me know. I'll try to get right on it. Could you answer a few followup questions?

By second area you mean the second dungeon, right?
Is the slowdown consistent or does it only occur as you enter a new room?
Are there rooms or instances where the slowdown does not occur?
Does the slowdown occur outside or on floor B1 of dungeon 1?

By second area I mean the area beyond the switch wall as soon as you start a new game.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 04, 2014, 04:49:51 pm
I'm still using Gamemaker 8.1. Converting to Studio has proven to be a nightmare / disaster last time due to dreadfull backwards compatibility. I'm gradually preparing a second attempt, but it'll still take a long time to complete.

Based on your information the issue must be caused by either the digging mechanic, objects in the room or possibly Windows8 (since that seems to be the only notable difference between our machines).
Mind if I send you some other demo's in the next couple of days to try and pinpoint the cause further?
Also, I assume the framerate does not get back up towards 30 fps after a while?
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Theforeshadower on July 04, 2014, 06:12:12 pm
Sure, I'll test some more demos.  The frame rate gets back to 30 when I go to another area that is smaller such as the first dungeon or houses.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: FrozenFire on July 05, 2014, 11:55:55 am
Just wanted to note that I have windows 8 as well and have not seen slow downs there. However, my computer is quite new and has a lot of processing power and RAM and pretty much everything else is very good.

The problems about the menu that I mention in that LP video which I just posted was due to a strange fluke where a certain program crashed but did not close and it did some really weird stuff. Actually, you can see a thing at the end of the video that looks like a slight graphical glitch located in the center of the desktop coming out of the desktop character's sun glasses (that's actually why I kept clicking and dragging the selection, to sort of highlight it at the end when I noticed something odd. Though I didn't say anything about it, I was thinking "WTF?", lol).
I have tested the game a bit more with no problems in the menu, and - since other programs were freezing/crashing/lagging during this time as well - I can only assume it was because of that one program's problem and it has nothing to do with this game.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 05, 2014, 12:24:34 pm
That's good to hear. I'm sending TheForeshadower a private demo right after this message to see if I can speed up anyway so he can enjoy it at the same speed as the rest.

I'll also release a new public demo later today (in the next 6 hours or so) fixing the error FrozenFire found and tweaking some other small issues / suggestions.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Kienamaru on July 05, 2014, 02:59:21 pm
How do I get this to run? I downloaded the demo... do I need some kind of special system to play it on?
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 05, 2014, 03:55:14 pm
Unpack the file and run the .exe. That should be it (for default Windows devices).

My advice: wait about an 15-30 minutes for the next version which I'm preparing right now. Playing that version will make keep you from running into an annoying error in dungeon 2.

==========================

EDIT: And here is improved version

Demo version: 0.17.02
File Size: 19,78 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: https://www.mediafire.com/?nn1745af2xx35i4 (https://www.mediafire.com/?nn1745af2xx35i4)


Progress log:

0.17.01 (4 juli 2014)
+ Only when a hole beneath a container leads to another room will the secret sound be played when it is created
+ Edited scroll speed of "room below" background
+ Fixed surface issues in obj_moving_layer during ctrl+alt+delete situations

0.17.02 (5 juli 2014)
+ Fixed error: when you solve puzzle in room 23 in dungeon 2, leave the blocks gone as you leave the floor and later go back to floor B1
+ Tweaked some tiny tiling issues in dungeon 2
+ Fixed invisible wall and tiling in the overworld
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Sahittam on July 06, 2014, 06:41:25 am
SPOILERS BELOW  -- DO NOT READ IF YOU WANT TO PLAY IT YOURSELF FIRST

-----------------------
-----------------------

Show content
Okay, I found some time to play through it now. Took me a good 4.5 hours; that means a lot happened ... let's see if I can remember it all.
(Also makes me wish I recorded it. Not a full let's play with commentary, like FrozenFire, because I don't think I'd feel comfortable doing that. But it would help me remember things ... and you could see exactly what happened. Might do that in the future if I remember.)

I made some notes and screenshots though, so let me go through them ...

First I'll list all the bugs I found and then I'll give some general feedback/impressions.

                                                                                                                                                                                                                         

Overworld

I started the game by pretty much buying all items right away. I collected the 45 (?) rupees under the stairs in the first dungeon over and over again, so I had the money to do that.


1. (Minor)  -  I noticed that the shop theme doesn't repeat properly. After it fades out, there is a long period of silence before it starts again.


2. (Major (though not for this demo))  -  Bombs didn't work at all. I could equip them, but if I pressed the item button nothing happened (not even an error sound).


3. (Major)  -  When I was hit at the edge of a screen and the knockback moved me outside of the screen (so a scrolling screen transition starts) I got the following message:
"Unknown Link status. Please report."
If I pressed OK (or enter) I got the message again the next frame. By continuing to do this (hold Enter), the scrolling transition happened normally (except for the message). During the transition Link wasn't visible. After the transition was completed, the message didn't appear again and everything was normal again (I could continue completely bug-free).


4. (Crash)  -  When I entered the 3rd room of the Waterworks I got a game maker error. I tried to get through this by pressing Ignore repeatedly, but this time that didn't work. Each frame I got a couple of errors (not always the same error, but after a while the errors repeated themselves); even after the room transition was completed (the scrolling happened normally). So I had to Abort eventually.

I have the whole error log in the attachments, but Ill Ive analyzed it a bit more:

The first 2 errors are unique:

Show content
ERROR in
action number 2
of Other Event: User Defined 15
for object parent_Enemy_Creation:

In script script_Enemy_Create_Default:
Error in code at line 30:
   
last_created_id.destroy_creator_at_end = destroy_creator_at_end;
                                            ^
at position 43: Unknown variable destroy_creator_at_end


ERROR in
action number 2
of Other Event: User Defined 15
for object parent_Enemy_Creation:

In script script_Enemy_Create_Default:
Error in code at line 30:
   
last_created_id.destroy_creator_at_end = destroy_creator_at_end;
                                            ^
at position 43: Unknown variable destroy_creator_at_end

After that the following errors are repeated each frame:

Show content
ERROR in
action number 2
of  Step Event
for object parent_Enemy_Control:

In script script_AI_Bari:
Error in code at line 20:
   
    if (status = c_Status_Stone or status = c_Status_Frozen or status = c_Status_Burning or status = c_Status_Stunned)
           ^
at position 10: Unknown variable status


ERROR in
action number 4
of  Step Event
for object parent_Enemy_Control:

Error in code at line 2:
   
if ((status = c_Status_Stone and ignore_container_stone = false) or (status = c_Status_Frozen and ignore_container_ice = false))
        ^
at position 7: Unknown variable status


ERROR in
action number 6
of  Step Event
for object parent_Enemy_Control:

Error in code at line 4:
   
    if (status != c_Status_Frozen and status != c_Status_Stone and status != c_Status_Burning)
           ^
at position 10: Unknown variable status


ERROR in
action number 8
of  Step Event
for object parent_Enemy_Control:

Error in code at line 4:
   
    status_counter += 1;
       ^
at position 6: Unknown variable status_counter


ERROR in
action number 10
of  Step Event
for object parent_Enemy_Control:

Error in code at line 2:
   
for (i=0; i<=attached_count-1; i+=1)
                ^
at position 15: Unknown variable attached_count

However, after some time (presumably after the scrolling finishes) the following errors ALSO happen each frame:

Show content
ERROR in
action number 7
of End Step Event
for object obj_Character_Control:

In script script_Character_Event_Collisions_Center:
Error in code at line 53:
   
                        if (argument[3].ignore_collisions = false)
                                           ^
at position 42: Unknown variable ignore_collisions


ERROR in
action number 1
of End Step Event
for object obj_Character_Collision_Center:

In script script_Character_Event_Collisions_Center:
Error in code at line 53:
   
                        if (argument[3].ignore_collisions = false)
                                           ^
at position 42: Unknown variable ignore_collisions


I don't think I saw everything on the overworld. I found 3 heart pieces overall.

                                                                                                                                                                                                                         

Dungeon 1


5. (Minor)  -  In one of the torch rooms I experienced some light-related bugs:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12929;image)

That only happened during the transition. Before and after that everything was normal.
When I walked up into the torch room again, the dark overlay flickered on again, but only for a split second (too fast to take a screenshot).

When I walked up the stairs, the overlay appeared as well:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12931;image)

However, those bugs only appeared after I visited the torch room. And if I went up the stairs and down again, the bugs didn't appear again UNTIL I walked into the torch room. After that the transitions were bugged until I changed floors.

(The torch was lit during all of this.)


6. (Minor)  -  The following gap appeared in the wall:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12933;image)
(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12935;image)
(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12937;image)

As you can see it changes size depending on Links position. If Link moves down, the gap size gradually increases until it is about 16 pixels long, then it jumps back to about 8 pixels long. Then it increases again ...


7. (Minor)  -  I was in the room AFTER the room with the 5 switches and the iron balls. The balls in my current room had no sound.


8. (Minor)  -  The bottle you get along with the Rod of Medu overwrites the first bottle slot. I already had a bottle in that slot (the one I bought). Basically, it says I found a bottle, but I had 3 bottles before and 3 bottles after I opened the chest. But this is very minor, as that chest (most likely) won't be in the final game.


9. (Major)  -  I got the following error while fighting the dungeon 1 boss:

Show content
___________________________________________
ERROR in
action number 2
of End Step Event
for object parent_Character_Sprite_Detached:

In script script_Detached_Arrow:
Error in code at line 47:
           creator_id.attached_count += 1;
           ^
at position 10: Unknown variable attached_count

It happened at the transition of the first phase to the second phase (and by second phase I mean the phase that is like the first one, except that the grey knights jump around as well occasionally).
I think I hit him with an arrow at that moment, but it was pretty hectic so I can't be sure. I was definitely shooting arrow though.


That's it for that dungeon, on to the next ...

                                                                                                                                                                                                                         

Dungeon 2

Oh boy, that dungeon. I'm surprised I made it through, actually. I hit so many (bug related) roadblocks, but in the end I somehow managed to get through it.
I did enjoy it though, even if it was frustrating at times.

First, let me ask something. Are you supposed to be able to lift the large wooden crates with the power glove? I kinda think that's the case, but I could't do it.
The power glove did enable me to pick up the small crates and the pots however. I could smash the large crates with them, so I got through most obstacles.


10. (Minor)  -  Graphical glitch in sanmola room: just a black bar:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12939;image)


11. (Major)  -  Cutscene freeze. This was the first roadblock I hit:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12945;image)

Basically, after lighting both torches with the lantern the cutscene started (black bars appeared), but then the cutscene didn't continue. The itself game didn't freeze; the torch animation continued and F4 still worked. I had to close the game with the task manager.
I retried this a few times but then gave up and continued through the dungeon.

Much later I tried something different and was able to trigger the cutscene correctly.
I lit the first torch, then walked all the way to the south wall and lit the second torch with the Fire Rod. The cutscene then played normally.

Maybe (This is what I thought) the cutscene froze because the moving wall was mostly outside the view. By positioning Link at the south wall, the moving wall was completely inside the view, and therefore didn't cause a freeze. That's just my theory though (and it worked for me).


12. (Major)  -  I mentioned that I could't pick up large crates. Well after I got the power glove I was stuck:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12947;image)

So it was Save+Quit for me.


13. (Annoyance)  -  A lot of switches don't stay permanently pressed. I mean they're semi-permanent. They stay pressed when you change floors, but not when you save+quit and reload the game. This includes the levers after the sanmola and lanmola fights:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12949;image)

So the door is closed even though I'm up there (I used the shortcut warp to get in).
This isn't that problematic, but I had to replay some parts of the dungeon every time I quit the game (and I had to do that quite often). So it's annoying.


14. (Minor)  -  When some autopilot enemies (aka enemis that mindlessly charge at you), like leevers, are at the end of some stairs ... then you can't go up/down those stairs:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12951;image)

The enemy hits me right back up the stairs every time. In this case it wasn't a problem, because there was another way down.


15. (---)  -  This room: (Btw, this isn't really a seperate bug; I just wanna tell a little story here XD)

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12953;image)

This was the bane of my existence. Normally (I expect) this is easy. You just lift those crates, go to the room below, press the switch, lift the crates again, and continue onwards.

However, I couldn't lift those large crates. I had to pick up one of those small crates, walk past two beamos without getting hit, and throw the small crate at a large crate.
The first beamos wasn't a problem. If I just kept walking I was fast enough to evade the beam.
The second beamos was much more difficult, because it's eye is higher than that of the first beamos. That means he could see farther over the edge, so he had a larger attack area. Example:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12959;image)
The first beamos doesn't see me.

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12957;image)
The second beamos saw me even though I'm standing much further away.

I found a way to consistently get through, though:
First you have to stand in the 2.5 tile hallway, far away from the beamos, and wait for him to attack.
Dodge, then run clockwise around the beamos (so south of the beamos). Then you have to throw the crate as early as possible, just as the hallway gets narrow again. Then you can just make it in time.

I have to say, if I'm wrong and this is the intended solution ... then this is one hell of an evil puzzle XD.

But it doesn't end there. After I go to the next room and press the switch, the crates have respawned. So now I'm trapped. I can warp back to the beginning of the dungeon with Save+Quit, but that also resets the switch (because of Bug 13), so that's pointless. Finally I have the idea to use the Mirror. Because then the switch should stay pressed. I do it and discover this glitch: ...


16. (Major)  -  Bugged Mirror warp point:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12955;image)

You can't really see it there, but Link is stuck in the wall. Nothing I did could get him out of there (Not even dashing).

So this means I had to Save+Quit and do the beamos room again. And this was before I discovered the consistent method...

(The way I did it was using the other entrance. Because that mirror warp works correctly.)


17. (Minor)  -  Also in that beamos room (although that had nothing to do with it) I got the following error:

Show content
___________________________________________
ERROR in
action number 4
of End Step Event
for object parent_Character_Sprite_Detached:

In script script_Character_Event_Collisions_Detached:
Error in code at line 422:
                                                   switch (argument[3].weight)
                                                                       ^
at position 70: Unknown variable weight

It appeared when I hit a skeleton with a crate.


18. (Minor)  -  The item text doesn't consider remapped keys. I had my map key set to T, but when I found the map it said to press E to open it. Yeah, very minor.


Okay, that was all the bugs I found ... now some general impressions + feedback:

                                                                                                                                                                                                                         

I'll focus on the second dungeon, since that one is new, but first let me say something about the first one:

I thought the hint plates that were a nice in-universe way to help with some of the more difficult puzzles (the 5 switches + balls room; the carry pot over cracked floor room). Those weren't there the last time I played.
You have generally done a nice job to explain everything in-universe and I love that.
Both dungeons had both; a reason to exist before they became dungeons, and a reason why they became dungeons.
Those sort of details I appreciate very much.

In both dungeons you also had elements that would make sense to be there:
In the first dungeons it was the knight tombs/statues everywhere, and in the second dungeon you had things like the secret entrance which used to be an actual secret passageway, the sleeping quarters, etc.
I liked the improved the atmosphere brought by those things.

Related to that: I love the subtle storytelling in the second dungeon. You hear about all those things, ... that they didn't have enough food because the desert spread; that they had to abandon the palace. You also see this knight multiple times, could this be this Roy that has left messages everywhere? And at the end it is all revealed. I very much enjoyed that, despite some frustrations.
I found the boss reveal to be kind of funny, in a oh-!@#$% kind of way. First you have one, which is scary (and awesome!) looking enough, then comes the second. I honestly thought that was it, two seemed enough, but then the 3rd and 4th appeared :) Made me laugh a bit.

The boss fight itself was kind of easy though, I thought it was easier than the lanmola fight. I don't exactly know why though.

I also loved the fact that you can actually see the power glove in Link's sprites. Awesome detail.

I thought the second pillar-pushing puzzle in the secret entrance was really clever. Because at first I didn't look at the color of the pillars and was confused for a short time.


Now about that pillar-pushing puzzle:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12941;image)

I found that to be kind of unintuitive.

It's clear that the solution is:
  -  put the pillar up if the top pillar is black,
  -  and down if the top pillar is white.

But I thought this was the solution:
  -  put the pillar up if the top pillar is of a different color,
  -  and down if the pillars' color matches.

That would look like this:

(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12943;image)

I think I thought this because
 1. the top pillars and the bottom pillars share the same colors, (impiles importance of comparing top with bottom colors)
 2. the left group and the right group of bottom pillars have a different color (implies color of bottom row is important)

Both of those assumptions are obviously wrong.

I think the best solution would be to make all bottom pillars an entirely different color (grey?? (because it is a mix of white and black), brown?? (because it already exists in the dungeon)), or at least make both eighter black or white.
The bad thing is that it wouldn't look as nice...

You could also argue that it makes the puzzle easier, but I don't think that's necessarily a bad thing.

In this puzzle you have multiple valid-seeming possible solutions, the difficulty is just trying out all solutions until you find the right one.

I think that the solution to a puzzle should be two things: it should be hard to find, but once you find it it should be obvious that it is the right solution.

Aaagh, what the hell am I saying ... other types of puzzles are ok as well, but this is a trait I like to have in some puzzles...


Eh, take from this whatever you want. It's very possible that I don't make sense anymore, I'm kind of tired now...

Btw. I played version 0.17.02. Feel free to ask for clarification. Sometimes I tend to word things awkwardly.

Edit:
specs:
 - Intel QuadCore Q6600 (4 x 2.40GHz (not entirely sure...))
 - 3 GB RAM
 - Nvidia GeForce 8600 GT
 - Windows Vista 32-bit

I experienced no noticeable constant slowdown.
When entering a new room there sometimes were some slight hiccups in the framerate (could be my computer; it does that in other games as well).
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 06, 2014, 07:08:25 am
Thanks man!
It's a little annoying that so many glitches got past me, but C'est la Vie I guess. I'll get right on it.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: FrozenFire on July 06, 2014, 12:37:04 pm
Whoo, yeah. Nice work on finding all those bugs, Sahittam!
I actually had #11 happen to me in a previous demo. I must've forgotten to tell Martijn about it.

If it's any consolation, Martijn, the original ALttP has its share of bugs that allow for some really odd glitches which can be pretty big game breakers, giving incorrect palettes, filling rupees to max for no reason, wrong warping Link and confusing the game about whether you are in dark or light world, and a lot of other stuff. I expect there are still a good number of bugs to be found in your engine, but you have a remarkably solid engine, all things considered, especially since your engine is like ALttP+ or something with the extra stuff.
It seems like even the most solid game can be broken, even professional games with paid testers, and the more complex and large a game is the greater the chances are of such bugs occurring. And a Zelda game is definitely not a game light in content.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 06, 2014, 06:08:43 pm
Yeah, I've given up on trying to achieve absolute perfection before my releases because that's simply not possible. It's be nice if it was errorless though :)

Here is today's progress:

0.17.03 (6 juli 2014)
+ Fixed: visual glitch in dungeon 2 subboss room 1
+ Fixed: visual glitch on F1 of dungeon 1
+ Tweak: bombs are not yet implemented so their price to buy has been upgraded to 9999
+ Fixed: error in room 3 of the sewers
+ Fixed: various solved puzzles did you save properly for your next gamesession
+ Tweak: door in room with pillar puzzle 2 in dungeon 2
+ Fixed: magic mirror spawn location in dungeon 2
+ Tweaked: enemy placement in the plaza of dungeon 2
+ Fixed: large crates can now be picked up with the silver gloves (or better)
+ Tweak: Edited the text when getting a dungeon map or boots to also handle customized controls.
+ Started proces to remove all argument variables that will not be accepted by Gamemaker Studio (only a few thousand left :S)

@ Sahittam: That should fix issues 2,4,6,10,12,13,16 and 18. I'll work on it some more over the coming days.
Issue 1 (the shop music) is something I don't believe I'll fix anytime soon. Blame my lack of experience with editing sounds / mp3 music.

Having read your post several times now, I must again say thanks. All those details are very (!) usefull.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: FrozenFire on July 07, 2014, 08:48:51 pm
Issue 1 (the shop music) is something I don't believe I'll fix anytime soon. Blame my lack of experience with editing sounds / mp3 music.

I checked it out, and it doesn't seem like the mp3 is the problem..? How are you managing the looping of music? The mp3 file does not have all that extra silence at the end, just a few seconds, so something else is definitely off in the way it's being told to loop. I'm kind of curious why it takes so long to start over.

Edit: Oh, also just had a thought/question: Are you planning on converting to Studio sometime, or do you think you'll stay in GM 8.1 until the end? If you plan on doing it eventually, then it makes sense to do it sooner rather than later. I say this because I finally looked at the poll and noticed that conversion to GM Studio was on there.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Theforeshadower on July 07, 2014, 09:55:16 pm
The easiest way to fix the mp3s is to load them into Audacity(freeware) and cut off the excess or the trailing off end of a song.  Save as a .wav unless you have the plugins for mp3 or ogg. Load the wav into the demo version of Fruity Loops Studio then save as an mp3.

At least that's how I edit my stuff.  :D
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Kienamaru on July 08, 2014, 02:20:30 am
I wouldn't say these were bugs  but more like things that I felt were out of place. I didn't play too long though, maybe 25 minutes or so. 20 minutes of the first dungeon until I found my way out of there, and about 5 minutes of the overworld until I went into the Waterworks and had a crash.

1. Link doesn't thrust when he hits an enemy with his spin attack charged.
In LttP Link would actually poke at the enemy when he got to him. That would let him clash with their sword if they had one, and it just looked a bit neater.

2. Frozen enemies can't be hit or even clanged on by sword or fire rod.
Not sure if this is intended, but you basically have no choice but to throw pots at frozen enemies to kill them. I got stuck in a hallway because I froze one of those tentacle things. Of course leaving and coming back solved that. Just wanted to point it out that they should either thaw over time, or be killable somehow.

3. Can't jump off ledges or go up/down stairs while holding spin attack outward.
In Lttp, When holding a spin attack's charge, Link could jump from ledges or go up and down stairs with his sword still out. This let you go safely up or down if an enemy was right there waiting for you.

4. Being hit completely stops you from attacking until the animation is over.
Just feels weird when you get hit and can't act out of it. It basically forces you to run from whatever hit you so you can recover and THEN attack.

5. Stunned cactus dudes still electrocute you if you slice them
I noticed that when I boomeranged a cactus guy who showed no signs of being electric, I sliced him and even though he was stunned I took damage.

6. When the skeleton guys jump back though don't actually avoid your sword vertically. They only avoid it if they actually jump too far for Link to reach.
In Lttp, they would jump OVER Link's sword swipes and could only be hit on the ground by it. Though this could just be design choice, I dunno.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: FrozenFire on July 08, 2014, 03:43:08 am
The easiest way to fix the mp3s is to load them into Audacity(freeware) and cut off the excess or the trailing off end of a song.  Save as a .wav unless you have the plugins for mp3 or ogg. Load the wav into the demo version of Fruity Loops Studio then save as an mp3.

At least that's how I edit my stuff.  :D

I would have suggested that kind of stuff too, but it made no sense why it would take so long because the mp3 clearly did not end with as much silence as the game gave it before looping. Nevertheless, I edited off the fade of the mp3 and resaved it. It now loops in the game with no pausing and it even sticks pretty much on beat while I tested it (it may differ on slower computers; not sure how GM deals with timing). I looked closer at the original mp3 and I expect it was the odd bitrate that threw GM for a loop (pun not intended, but it sure worked out well). I'm attaching the edited mp3, so you can use it, Martijn. If there are any other songs in need of this or any kind of correction, I can very easily do that for you. And I've already got the software to do anything that might be needed.

On another note, while I was testing the mp3 looping, I ran into an error on my way to the shop. I discovered that it does not like it if you hold out your sword while going into a screen wrap.
Show content
(Image only appears if logged in, due to being an attachment)
(http://zfgc.com/forum/index.php?action=dlattach;topic=33701.0;attach=12968;image)

Edit:
5. Stunned cactus dudes still electrocute you if you slice them
I noticed that when I boomeranged a cactus guy who showed no signs of being electric, I sliced him and even though he was stunned I took damage.
I believe that's actually how ALttP works as well. No matter what, hitting those guys with a sword will shock link. I know that's how the SNES version works. I'm just not sure about the GBA version, and if there are other versions, not sure about those either.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 08, 2014, 08:39:24 pm
I would have suggested that kind of stuff too, but it made no sense why it would take so long because the mp3 clearly did not end with as much silence as the game gave it before looping. Nevertheless, I edited off the fade of the mp3 and resaved it. It now loops in the game with no pausing and it even sticks pretty much on beat while I tested it (it may differ on slower computers; not sure how GM deals with timing). I looked closer at the original mp3 and I expect it was the odd bitrate that threw GM for a loop (pun not intended, but it sure worked out well). I'm attaching the edited mp3, so you can use it, Martijn. If there are any other songs in need of this or any kind of correction, I can very easily do that for you. And I've already got the software to do anything that might be needed.

Great. Thanks. That fixed Sahittam's 1st issue perfectly.
Could you do the same for the other background sounds. They all have rather awkward looping right now.

@ Kienamaru + FrozenFire: I'm currently working on Sahittam's and Theforeshadower's comments but I'll get to these new onces eventually. Especially that error. I kinda just bought a house so it might take more then a few days.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: FrozenFire on July 09, 2014, 07:11:05 am
Great. Thanks. That fixed Sahittam's 1st issue perfectly.
Could you do the same for the other background sounds. They all have rather awkward looping right now.

Sure! I looked over the rest of the songs and realized that most of them definitely could use some edits. Of course, if you really wanted to do music looping really well, the game would not loop back to the very beginning of most songs, due to the "intro" part that each song tends to have. I don't remember if Gamemaker 8.1 can be told to start at a certain position of an mp3 upon looping though. If not (or if getting the loop position proves too difficult), the way to do it would be to split up each song into two parts, one being the "intro" and the other the "body" or "main" part. Once the intro ends, the main part starts and once the main part ends it simply loops the main part and does not go back to the intro. This creates a smooth music experience while having awkwardly looping music can be a bit jarring and distracting to the player.

Let me know if you can or want to improve the music in this way. It won't require much extra effort on my part to divide songs up into two parts and to get loop timing right, but you'd have to do some changes to the code for playing music. It should be a fairly simple change, though some songs would not need to be split while others would, so that would mean code for playing songs would not always be the same. Not a big deal though.

And, of course, the other option is for me to simply try to make each song loop as best I can without having the two part songs idea. It would be better than it is now, but many of the songs will still be pretty awkward upon looping, and a fairly fast fade out might still be best on some of the songs, if looping will always go back to the beginning of each song.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 09, 2014, 10:44:03 pm
Splitting the sound for better looping options might be something I can implement. Sounds good. Let's try that first.

=============================

Here's another progress report btw:

0.17.04 (8 juli 2014)

+ Only draw trees that are fully inside the current view (for better performance)
+ Used FrozenFire's shop .mp3
+ Removed some more old argument[] variables (= titlescreen + starting screens)
+ Updated credits listing

0.17.05 (9 juli 2014)
+ You no longer have a starting bottle (to prevent item override by buying the same item in the shop)
+ Fixed error: screen is pushed to the next room while sword is charging
+ Fixed error: screen is pushed to the next room while you get hurt
+ Added contingency for missed released attack button while your sword is still starting

This fixes issues 1,3 and 8 mentioned by Sahittam and the error mentioned by FrozenFire.

======

UPDATE: I believe I've now fixed all of the reported game breaking issues so expect a updated version sometime tomorrow.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 12, 2014, 11:22:39 am
And here is another update. There is now a new demo available which fixes practically all of the issues reported by FrozenFire and Sahittam.

This leaves the following feedback:
(5) The darkness graphical glitch in the basement of dungeon 1. It's proving to be a real headscratcher, but I'll solve it eventually.
(11) The freeze during on the top floor of dungeon 2. I am unable to reproduce the problem.
(17) Damaging skeleton's with crates. I am unable to reproduce the problem, but it likely this problem is also solve with the solution to issue 12.
- Dungeon 2 (sub)boss difficulty
@ Sahittam: Did you feel the boss was too easy or that the subboss(es) should have been simpler?
- Kienamaru's feedback
@Kienamaru: I'll take a closer look at your feedback soon.


=================================

Progress report:

0.17.06 (11 juli 2014)
+ Fixed: cannonball sounds in room 25 (B1)  of dungeon 1
+ Some small tweaks to enemy placements
+ Fixed error: killing boss dungeon 1 with arrows
+ Fixed error: be able to push (or pick up) something while already carrying something
+ Fixed error: Starting scene in dungeon 2 main entrance only triggers if you entered via the main entrance.

0.17.07 (12 juli 2014)
+ Edited some dungeon 2 rooms so leevers will no longer keep camping near stairs if you HAVE to use that staircase.
+ Tweaked beamos placement in room 12 (F1) of dungeon 2
+ Altered colors pillar puzzle 3 in dungeon 2
+ Made each torch in the overworld (caves) individual objects
+ Removed some more old argument[] variables (= map menu + death screen + game select)

=================================

NEW DEMO:
Demo version: 0.17.08
File Size: 19,61 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: https://www.mediafire.com/?95csx6rqt6u6m55 (https://www.mediafire.com/?95csx6rqt6u6m55)
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: FrozenFire on July 13, 2014, 10:51:38 pm
Splitting the sound for better looping options might be something I can implement. Sounds good. Let's try that first.

Ok. I'll see about getting the songs split up properly and I'll probably just PM you a link to the edited mp3s. If for some reason this idea ends up not working smoothly in GM 8.1, it would very likely work in GM Studio because of the new audio engine it has. But it really would be nice to get it implemented sooner than later.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Sahittam on July 19, 2014, 02:07:12 pm
It's been a while since I played it, but I'll try to remember.
(Also, I forgot the name of the boss... this makes my sentences a bit confusing, sorry)

The difficulty of the subbosses is fine. The boss was easier (I think) because it is larger, which is a disadvantage in multiple ways:

It needs more room to fly around, which means the room had to be larger, so everything was more spread out.
Essentially the result was that I was fighting one boss, sometimes two, at a time, while the rest of the bosses were far away.
In comparison: When I fought the subbosses, I was fighting 3 or 4 at once.

Another disadvantage of its size is that it makes for a bigger target. When the subbosses entered/exited the ground you had about 1/1.5 seconds to hit them. When the boss did that you have a much larger timeframe to hit it.

Related to that, because each segment of the boss is damagable, each time I managed to slash at the boss while it entered/exited the ground, it lost a large amount of health.
This means  that individual bosses died quickly while other bosses still had (almost) full health.
Basically, the damage wasn't spread across all bosses evenly, which means bosses died early in the fight, which reduced the difficulty further.

The boss is also slower (relative to its size) than the subbosses. This helps in causing all the problems mentioned above, and it means that the player has more time to think.

So I felt like this battle was slower and less chaotic than the subboss battles.

Thats how I remember it at least.

This also sounds like this fight has many problems, but that's not it exactly. It's just one problem that has multiple effects. I just tried to describe it very thoroughly.

About (17)... it only happened once. The other times when I threw crates at monsters, nothing happened if I remember correctly.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 26, 2014, 11:32:50 am
It's been a busy couple of weeks on the homefront, but I managed to get some progress done.

@ Sahittam: I believe I've now addressed all of your comments (for as much as possible). The boss has been made harder by making it a little faster and more resistant to ranged attacks. Wailing on it is also harder because each hit now send you back a little. For a second boss it can already get very chaotic so I'm a little reluctant to add more to that. Maybe after I've received feedback on the difficulty from more players.
@FrozenFire: I'm also REALLY looking forward to your playthrough for this XD

@ Kienamaru: With regards to your comments. I'll take all of them into consideration going forwards. The only one I'm not going to change is the 5th one, with the electric cactus. It's like that in the original as well.

On a final note: I'm planning to release the next demo relatively soon (=in a few months). The main goal for that one will be to have fully functional boss fights for the 3rd dungeon. (And maybe some more overworld or swimming mechanics to get to it). It's a bit of a reversed approach to first building the dungeon itself, but it gives more players the opportunity to actually reach the fights. Also, I don't have anything "epic" planned to really hold back this time.
The second reason for shorter interval release is the preparations for an eventual convertion to Gamemaker Studio. That requires a lot of recoding and releasing frequently hopefully helps me catch newly resulting issues earlier rather then later.


Progress report:

0.17.08 (25 juli 2014)
+ Fixed: darkness issue in the northern basement of dungeon 1 (finally!)
+ Replaced more argument[] variables (for Gamemaker Studio) Specifically: item menu, HUD, text engine and saved data.
+ Some smaller tweaks

0.17.09 (26 juli 2014)
+ Replaced more argument[] variables (for Gamemaker Studio) Specifically: all terrain objects, action objects and collectable items
+ Fixed glitch: darkness dissappears after you respawn from falling into an endless pit
+ Made it so ALL enemies can now potentially bounch Link back as the hero damages them with his sword etc. (Also makes the Molgera boss slightly harder).

0.17.10 (26 juli 2014)
+ 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.
+ Made boss 2 (Molgera) a little faster and better resistant to ranged attacks.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: logicalmayhem on August 05, 2014, 03:45:52 pm
Nice game so far, you have done an awesome job on the sword play!
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: RetroRespecter on August 06, 2014, 06:43:29 pm
Looks like you're almost finished with the engine. I have one nitpick: The "Game Over" animation appears after you select your option, when in the original, it appeared before. Can this be fixed?
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on August 06, 2014, 08:45:42 pm
I'll see what I can do if it really bothers you. I'm participating in the ZFGC challenge this month though (with a game called "March of the Gorons"), so it will have to wait untill next month I'm afraid.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on September 05, 2014, 11:14:54 am
Just to let everyone know.
Now that the Game Jam is finished I'll be coming back to this project in what I call operation Studio XD.
The goal is to get the project converted succesfully to Game Maker Studio before the next NCFC (if possible).

It's my biggest undertaking yet, so I'll be handling it in fases:
1. Get the starting screens up and running
2. Get a single empty room working
3. Get all the menu's up and running
4. Get the movement engine working again
5. Get all the character actions/items working again
6. Get all the terrains working again
7. Get all the enemies working again
8. Get all the dungeons / game's original rooms working again
9. Other stuff I'm currently forgetting

After each stage I plan to release a demo of that current version so people can help playtest stuff if they want to lend a hand. So after fase 1 for instance you'd see a version that ONLY has the starting screens in it.


UPDATE:
Here is the latest progress report. Don't be fooled of by this update. Literally thousands of lines of codes / variables have been corrected this weekend, so it's actually a great milestone.

0.17.11 Studio (5 september 2014) - errors starting menu
+ Imported project into Gamemaker Studio
+ Replaced a massive amount of argument statements with local variables

0.17.12 Studio (6 september 2014) - errors starting menu
+ Replaced a ton more argument statements with local variables

0.17.13 Studio (7 september 2014) - errors starting menu
+ Replaced ALL the remaining argument statements with local variables. Trust me when I say my project used A LOT of argument statements.
+ Fixed some of the issues with giving too many or too few arguments to a script
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: King Tetiro on September 10, 2014, 06:50:11 am
Glad to see this project is still going on :)

And awesome to see you are returning to NCFC. Do you need any help making the conversion? I would be happy to help.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on September 10, 2014, 05:44:55 pm
Help with testing is always welcome! Especially now that every single aspect of the game is touched in some way, shape or form. I'll posti a demo's after every mentioned phase. If you could go error hunting in those then I'd be most greatfull.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on September 15, 2014, 04:38:28 pm
Another status update. I'll hopefully be able to release a demo next weekend. Just expect nothing but errors at this point XD

0.17.14 Studio (8 september 2014) - errors starting menu
+ Fixed tons more issues with giving too many or too few arguments to a script

0.17.15 Studio (10 september 2014) - errors starting menu (game now starts)
+ Fixed rest of the issues with giving too many or too few arguments to a script

0.17.16 Studio (11 september 2014) - errors starting menu (titlescreen now error free)
+ Adressed all implicit surface_target_reset() uses
+ Adressed all surface creations sized 0 by 0

0.17.17 Studio (13 september 2014)
+ Fixed default font spacing / text engine
+ Removed all sound_replace functions
+ Switched to the new sound engine / audio functions
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: RetroRespecter on September 18, 2014, 03:04:59 pm
You seem to be busy fixing everything.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on September 19, 2014, 11:12:11 am
Yes, getting the program to at least start again was really important for me. Beyond that there will probably be tons of other issues left, but I decided to take my time for that. Having done the Game Jam challenge I feel like just taking it slow. That project had a TON of programming put into it, but became last because not enough effort was pas put into gameplay. So I could rush for a another month to get a demo out for the NCFC, but then the result would most likely still be bugfilled and thus another disappointment I feel. Instead I'll enter the current demo (in the starting post) in the NCFC and just take my time on the next one.

The good news:
Since I'm taking it at a leisurely pace again I also have time to brainstorm on new stuff or to update existing stuff. For instance: adding a night/day cycle or going beyond 30 fps. I'm not making any promises but I might do some of such improvements along the way, considering every part of the game will have to be combed through anyway. If anyone else has any requests for me to consider for the next demo, (like always) let me know.

Finally:
Phase 1 is done (=getting the starting screens up and running again)
This weekend I'll be working on phase 2 (= getting a single empty room to work)
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on September 21, 2014, 03:07:07 pm
Sorry, but I won't be releasing a testerdemo yet. Every time I get around to creating an executable I find another thing that needs fixing. The worst of which is a consistent full crash (specifically in the overworld luckily - for as far as I can tell), probably due to Studio needed greater care to resource handling or something :'( I'll crack it eventually, but it might be a while before that happens I'm afraid. On the plus side: I'm about half way into making the menu's working like old again. Also, I've been tinkering with some core mechanics to get the pause mode working again. XD

Progress report:

0.17.18 Studio (19 september 2014)
+ Debug functionality is now on in debug runmode by default
+ Fixed issues in room creation scripting - rooms now start without errors/issues
+ Fixed graphical glitch in character terrain effects
+ Fixed error in running script
+ Fixed error in pushing script
+ Fixed error in idle animation script
+ Fixed a number of graphical issues on the map menu
+ Tweaked game settings to avoid tearing
+ Fixed some graphical issues with magic meter

0.17.19 Studio (20 september 2014)
+ Replaced set_automatic_draw() functions
+ Fixed graphical issues text engine bounding box
+ Fixed graphical issues sprites item menu
+ Got the pause mechanic to work again (and simplified the coding significantly)
+ Made it so the HUD is displayed corrected in the GUI draw event
+ Made it so the item menu is displayed corrected in the GUI draw event
+ Made it so the text engine is displayed corrected in the GUI draw event
+ Made it so the map menu is displayed corrected in the GUI draw event

0.17.20 Studio (21 september 2014)
+ Displaying screenshots now integrated into the master GUI object (=less resources / better performance)
+ Replaced obsolete room_caption functions
+ Some testers functions now also work in the starting screens of the game
+ Cleaned up coding during titlescreen / intro scene to make it more manageable
+ Adding tester functions to be able to check masking on the fly while in game
+ Renamed solid objects
+ Removed creation of masking sprites at the beginning of the game (based on new insights into the Studio's mechanics)
+ Fixed error when Murray's dissappears
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on October 07, 2014, 10:48:28 am
Just a short update to let people know I'm not dead or anything XD
My graphics card died about two weeks ago (and I've yet to gain access to my old computer / files) and since then I've begone moving over to my new house. All in all I'm pretty busy with life right now, but I'll be back in few weeks times.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: RetroRespecter on October 07, 2014, 07:37:09 pm
Did you backup anything?
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on October 07, 2014, 08:23:32 pm
I make usb backups every few weeks so the project will never die, but that still means I would loose a few weeks of progress if I can't restore the old computer. And since I made a lot of progress in those last weeks I prefer to waiting for a colleague to recover the harddrive before continuing.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Theforeshadower on October 07, 2014, 10:29:27 pm
SATA/IDE to USB cord.

Profit.

I always keep one around in case something happens.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on November 15, 2014, 09:48:33 am
It's been a while, but here is a new progress update.

I've recovered all my older work and am now again working on the conversion to Gamemaker Studio. This will require me to go over every aspect of the game for testing so I might as well take a few extra months to also convert the game to 60 fps and add some long planned improvements to the underlying mechanics (like simplifying the coding structure and other things *cough* weather system *cough*). "If not now, then when" you could say.

Right now I'm working on the starting menu. If anyone want to help test that aspect let me know. Any and all help is appreciated.

0.17.22 Studio (31 oktober 2014)
-Textengine is now set to 60 fps
-Implemented constants for textengine settings
-Recoded textengine to make it easier to understand and work on later down the line
-Moved more coding over to scripts

0.17.23 Studio (9 november 2014)
-Edited the controls on the starting screens. You can now also type in your character's name on the "enter name" screen.
-Entering name now works at 60 fps

0.17.24 Studio (11 november 2014)
-Tweaked response to pressing space while entering your name
-Fairy on starting screen set to 60 fps
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on December 20, 2014, 08:53:30 am
With the holiday times coming up things at work are starting to relax a little and I'm finally finding enough energy to work on my project again. Currently I'm tweaking the starting menu. Cleaning up the coding, documenting variables, fixing memoryleaks and making subtle changes.

See the attachement for a slightly updated "enter name" screen. Anybody have any comments on the added text / font?

EDIT: Now also added the idle animations to the file selection screen if you wait long enough. Just for fun really.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: RetroRespecter on December 21, 2014, 03:58:28 pm
Hahaha! That juggling animation is funny.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on January 04, 2015, 02:16:05 pm
Just a quick post to show I'm still working on the project. Once I'm done for the day I might post a more detailed progress report, but for now there are some screenshots of the edited starting menu in the attachments. Like always: slow but steady progress is still being made.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on January 11, 2015, 05:42:27 pm
Another quickie. Got the death sequences working like old again. I don't have any screenshots showing new features added but there is a progress report for the last periode below.

Code: [Select]
0.17.25 Studio (15 november 2014)
Added confirmation sound for every character entered on the “enter name” screen.
Cursor no longer moves when entering the spacebar on the keyboard during the “enter name” screen.
The following animations now use the same animation(script): gamefile selection, victory swing and sword release attack

0.17.26 Studio (16 november 2014)
Cleaned up the coding behind the file selection screen (also opening up the way for multible character animations)

0.17.27 Studio (30 november 2014)
Started work on editing the optionscreen setup
Spead up screen movement on the starting screens

0.17.28 Studio (19 december 2014)
Fixed memory leak starting screens
Fixed canceling copy/delete modes at file select
Fixed copy and delete surfaces on file select screen
Fixed sword effect in victory animation on file select
Tweaked cursor controls on enter name screen
Further cleaned up coding behing starting menu

0.17.29 Studio (20 december 2014)
Victory swing on file select converted to 60 fps
Added idle animations to the file select screen
Idle animations on file select converted to 60 fps
Edited timers on file select screen
Fixed a bunch of errors due to the Studio 1.4 upgrade

0.17.30  Studio (21 december 2014)
Redid the HUD object (fixed errors/memory leaks, cleaned up the coding and improved efficiency). Also set to work at 60 fps.
Fixed errors with in-game idle animations
Tweaked Victory animation slightly

0.17.31  Studio (1 januari 2015)
Tweaked HUD speed to 60 fps (rupees/health/magic)
Documented all HUD variables
Edited all room settings to 60 fps
Upgraded to Gamemaker Professional
Optimized dungeon tilesets for dungeon 1 and 2 further

0.17.32 Studio (2 januari 2015)
Credits work properly again (and now at 60 fps)
Tweaked the controls and working of the 'enter name' screen a little again
Fixed ingame juggling animation speed
Broke the options screen up into two screens (controls and other)
Added tileset for dungeon 3

0.17.33 Studio (3 januari 2015)
Finished work on the optionsscreen. Now fully functional again and at 60 fps
Added volume options to sound/music engine
Replaced last sound_volume functions
Tweaked enter name and file select screens again
Documented all variables in the starting screens
Added tileset for dark world dungeon 1

0.17.34 Studio (11 januari 2015)
Redid the death sequence(s) to work once again like before (and now in 60 fps)
Tweaked idle counter on the titlescreen
Tweaked idle counter during death
Cleaned up various character item variables (for more flexibility in the future)

I must say that it's quite daunting converting to Studio sometimes 'cause every issue solved is replaced with several more found. Still, I keep going, making small progress and making small (programming) improvements where I can. As off now the following features have been fully restored in Studio and work at 60 fps:
- Starting screens (title/intro/fileselect/enter name/options)
- Sound engine
- Text engine
- HUD
- Death sequence(s)
- Credits

If anybody wants to help out (and they can look past huge errors in other areas) then feel free to let me know so I can work on releasing a tester demo. I'd really appreciate it if someone would be willing to test the sections I believe to be finished. Again, don't expect anything to work properly beyond what is listed above... yet.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: GodsTurf on January 12, 2015, 04:47:48 am
I need to play this again so I can critique it. I think I meant to my first time playing it, but I never got around to it. I do remember that it's fun though, so I'll have fun playing it a second time. :P
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on February 08, 2015, 10:17:27 pm
Here's another progress report. Basically I redid the entire digging engine (including something of an ingame editor) because Gamemaker studio handles external files differently then before. And I've now discovered the power of ds_grid as opposed to arrays.

0.17.35 Studio (24 januari 2015)
Fixed errors when picking up heart containers or get chest contents
Fixed images displayed in the new text engine

0.17.36 Studio (30 januari 2015)
Build diggrid editor system to help recreate the old diggrid system

0.17.37 Studio (7 februari 2015)
Halfway done with fazing out the old digging system for the new one.
Fixed error when cutting up bushes on the overworld
Tweaked the diggrid editor further
More memory leaks plugged

0.17.38 Studio (8 februari 2015)
Replaced old diggrid mechanics with new mechanics (still a number of issues left to fix)
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on February 24, 2015, 09:34:39 pm
Just another progress update. I'm continuing to learn more and more about what is causing the problems since the conversion. Big fixes include getting the enemies to move again, reintroduction of projectile collisions and lessening the number of undetailed errors (mostly caused by incorrect surface usage apparently).

The next big things I intend to tackle, now that the digging mechanics are fully up again, are the item menu and all terrain types. If anybody feels like helping; let me know what type of terrain/floor mechanics you feel are still missing in this game. Now that I'm focused on that aspect of the game I might as well add everything still left. Mechanics not in alttp that you want to suggest regardless are also welcome.

Progress log:
Code: [Select]
0.17.39 Studio (11 februari 2015)
Fixed digging ground visuals
Fixed error when walking into the gauntlet area
Fixed diggable stumps after cutting bushes
Fixed error upper debug room

0.17.40 Studio (14 februari 2015)
Fixed error when using stairs
Added fail-safe so the game can recreate used terrain surfaces on the fly if ever lost during gameplay
Fixed last known issues with new digging mechanics
Documented all new changes / variables / objects in the last months

0.17.41 Studio (15 februari 2015)
Added full tileset for swamp dungeon
Started work on tilesets for the dark forest and ice palace dungeons
Edited the creation coding of various terrain objects (to lessen the number of unspecified ingame errors)

0.17.42 Studio (17 februari 2015)
Fixed error when getting items from chests

0.17.43 Studio (19 februari 2015)
Fixed enemy animations
Fixed error when cutting up bushes with holes underneath them
Fixed error with character standing on diggable ground while enemies are around the move through the ground
Fixed collisions for friendly projectiles

0.17.44 Studio (22 februari 2015)
Recoded sections of the item menu for more efficiency and less memory leaks

0.17.45 Studio (24 februari 2015)
Recoded parts of the item menu for better efficiency and 60 fps
Tweaked item menu item text slightly
Recoded conveyor belts, ice and spiked floor for better efficiency, 60 fps and no more memory leaks
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on May 10, 2015, 05:30:17 pm
Sorry for the long wait. After a couple of vacations in the last months, I'm back on the case. Also all the terrains types have now been fully recoded to work within Gamemaker Studio and at 60 fps 8). I plan to release a public engine test next weekend if anybody wants to help me out testing it.

DISCLAIMER (to prevent disappointment on your part): I'm still far removed from converting the entire engine over to Gamemaker Studio so please don't expect anything near as complete like in the past. The next demo will only contain a single room filled with terrain mechanics to keep focus. Also: character movements and animations are still at 30 fps (which I'm working on) and you might run into a few errors / glitches (which is why I'm releasing it so those can be found and fixed).
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on May 17, 2015, 08:17:34 pm
Sorry that there was no engine test release this weekend because I ran out of time. Since I didn't know if anybody was even waiting for the release I decided to push it back on week to finish up some new features I started tinkering (see the screenshots in the attachement) with first. And like always things tend to take more time than originally planned. I do plan to release the engine test next week though as personal milestone.

Progress report lately:
Code: [Select]
0.17.46 Studio (25 februari 2015)
Recoded shallow water terrain for better efficiency

0.17.47 Studio (28 februari 2015)
Recoded additional terrains:
– Metal Grate
– Landmines
– Sandpits
– Alter character depth
Fixes character+enemy interactions with:
– Shallow Water
Sped up death wrap up speed for better game flow
Fixed gittering view
Fixed error when fairy saves you from death
Fixed HUD item visuals
Simplified section of the item menu coding

0.17.48 Studio (1 maart 2015)
Recoded additional terrains:
– Fragile Floor
– Moving background below pits

0.17.49 Studio (7 maart 2015)
Started recoding additional terrain: Endless pits
Fixed errors obj_Moving_Layer
Fixed error in sandworms AI
Fixed error in Desert Boss AI
Fixed errors with (de)activating enemies with multible shadows
Reorganised included files
Tweaked visuals for diggrid editor
Removed several sprites that have recently become obselete
Implemented actual correct diggrids for all the rooms in the game
Fixed some mixed op chest content texts
Fixed error in Beamos AI
Fixed error in collisions with “change depth” terrain

0.17.50 Studio (8 maart 2015)
Fixed error with the terrain surfaces while using dwindelstairs going upwards
Fixed error with Leevers coming after Character while doing specific transitions
Finished tileset Thief's dungeon
Started work on the tileset water dungeon

0.17.51 Studio (14 maart 2015)
Continued work on new tilesets
Finished recoding endless pits
Tweaked terrain collision masking
Fixed error using Cane of Somaria

0.17.52 Studio (15 maart 2015)
Recoded additional terrains:
– Pressure Plates
– Change Visibility

0.17.53 Studio (20 maart 2015)
Recoded additional terrains:
– Moving Platforms

0.17.54 Studio (22 maart 2015)
Worked more on darkworld dungeon tilesets
Fairies are no longer used if you touch them while at full health
Fixed last known “gamebreaking” issue since conversion to Studio: objects in the next room would not spawn reliably. Finally :)
Recoded additional terrains:
– Staircases (also cut time needed to implement on map)
– Friction Terrain

0.17.55 Studio (29 maart 2015)
Recoded additional terrains:
– Grass

0.17.56 Studio (5 mei 2015)
Finished cave + turtlerock tileset
Started work on the different indoor house tilesets

0.17.57 Studio (8 mei 2015)
Finished house en shop indoor tilesets

0.17.58  Studio (9 mei 2015)
Did more work on tilesets
Started recoding the collision checking with terrain objects to clean up the code and make it more intuitive

0.17.59  Studio (10 mei 2015)
Fixed error when walking over landmines
Finished recoding terrain collision scripting
Recoded additional terrains:
– Ledges
– Transitions

0.17.60  Studio (17 mei 2015)
Redid action object: Poles (smashable by hammer)
Added new terrain testing room for public engine test
Added newterrain type:
– Tiles falling underneath your feet. Two types: timed and triggered
Started work on new terrain type:
– Starswitches (makes pits appear / disappear)
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: RetroRespecter on May 18, 2015, 06:06:44 pm
There's no need to rush. Take your time.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on May 18, 2015, 08:06:01 pm
Okay. I *might* release it next weekend. XD

It won't be too fancy considering I still have a ton of work to due for the Studio and 60 fps conversions, but it'll feel like an accomplicement to release something again, you know?
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 05, 2015, 09:23:59 pm
Still alive XD
See the screenshot for the new functional conveyor belts (lower right) and starswitches (upper left). I've also pushed the tester demo back a while so it'll be less broken then currently (although there is still months and months of work left to get it back up to the pre-studio level). If anybody wants to see it anyway or wants to help with testing to speed things up then feel free to send me a private message.

Progress log:
0.17.61  Studio (25 mei 2015)
Worked on tileset dungeon 12
Added NEW terrain type:
– Conveyor floor (like seen in the alttp ice palace)

0.17.62  Studio (26 mei 2015)
Worked on tileset dungeon 12
Worked more on starswitches (still trouble (de)activating all types of objects reliably)

0.17.63  Studio (30 juni 2015)
Fixed falling tile colission detection upon destruction
Further populated debug area
Adjusted movement speed of moving plaforms

0.17.64  Studio (2 juli 2015)
Streamlined room creation coding a little
Finished starswitch functionality

0.17.65  (A/B/C/D/E) Studio (5 juli 2015)
Far along with a MASSIVE overhaul of a central game mechanic. There will now only be a single object to regulate all area data and processes instead of multiple.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: RetroRespecter on July 06, 2015, 02:26:51 pm
Old School:
http://www.youtube.com/watch?v=QVS3WNt7yRU

New School:
http://www.youtube.com/watch?v=adg6iEz3-Ow

Either way, the message is the same. Welcome back, Martjin dh.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 06, 2015, 04:19:02 pm
Thanks man. I appreciate it.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 19, 2015, 07:02:10 pm
Statusupdate:

Code: [Select]
0.17.66  Studio (11 juli 2015)
* Redid entire saving mechanics

0.17.67 Studio (19 juli 2015)
* Finished replacing old area control objects with new singular object
* Cleaned up code designed around old area data set-up
* Areas are now reference to via constants rather then hardcoded numbers
* Edited gamemaker roomcreation scripts
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Heartless on July 24, 2015, 08:16:18 am
This makes me wanna get back to developing a zelda fangame myself. Keep it up!


p.s If you still need testers, I would like to sign up for it, way to much free time on my hands atm. :)
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 24, 2015, 06:09:23 pm
Great. I can always use help with testing. I'll set up a private demo with some dummy rooms tomorrow.
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Heartless on July 24, 2015, 07:51:29 pm
Glad to hear!
Title: Re: [DEMO 17 out] Alttp - Horn of Balance
Post by: Martijn dh on July 26, 2015, 06:45:11 pm
Statusupdate:

Code: [Select]
0.17.68 Studio (21 juli 2015)
* Fixed errors due to new area constants
* Redid more action objects:
– Locked doors

0.17.69 Studio (24 juli 2015)
* Redid more action objects:
        - Conditional doors
        - Chests

0.17.70 Studio (25 juli 2015)
* All chest contents are defined via a single script
* Created *very* basic placeholder light- and darkoverworlds
* Cleaned up gamemaker room creation coding

0.17.71 Studio (26 juli 2015)
* Further developed the placeholder overworlds. This is s