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 on: Today at 01:18:15 pm 
Started by Zhello - Last post by Zhello
The currently released demo isn't good enough yet?

The older demo that is out right now is good, but the current version I am working on has a lot of fixes and improvements, but there is 3-4 non-linear paths that need to be finished and the new 5 inventory system for the player that almost done. Cutting close to see if I can get it done, but if anything it may come out during or after ncfc.

 on: Today at 10:18:12 am 
Started by Zhello - Last post by Martijn dh
The currently released demo isn't good enough yet?

 on: October 17, 2017, 08:51:19 pm 
Started by neike60 - Last post by neike60
Just Link facing down.

New Items:

FSA filter try:

 on: October 17, 2017, 02:44:03 pm 
Started by neike60 - Last post by Theforeshadower
Out of curiosity, do you have any sheets of Link actually animated or just the static standing image?
Everything is looking really great, just wondering if you are doing any animating.

 on: October 16, 2017, 03:29:04 am 
Started by Rayo - Last post by Rayo
I made a summary of pretty much all Minish Cap sprites here in ZFGC, you can get it here:

I updated the main post as well with this link.

 on: October 16, 2017, 03:17:01 am 
Started by neike60 - Last post by neike60
Items Menu:

New equipments :

 on: October 15, 2017, 11:09:36 pm 
Started by Zhello - Last post by Zhello
Looks great. Nice work.
I'm too bound for time to play myself but I'm looking forward to see the livestream during the NCFC.

Yeah, trying to workout the lead ups to the dungeons, with multiple ending outcomes, it takes time, if anything I might just have the player skip to the dungeon using the load save option. The good thing is there is several people I got comments from who is interested in any zelda fan games from zfgc, so they will flock to ncfc.  XD

My demo may not be done in time for ncfc, probably will have it up after.

 on: October 15, 2017, 01:29:39 pm 
Started by Zhello - Last post by Martijn dh
Looks great. Nice work.
I'm too bound for time to play myself but I'm looking forward to see the livestream during the NCFC.

 on: October 15, 2017, 01:19:38 pm 
Started by Martijn dh - Last post by Martijn dh
And finally a new public demo. Please enjoy and be sure to post your feedback if you want to contribute. Check my previous post if you want to help in other ways.

New download
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

- From the start of the game move right for a small intro cave, down for the new mansion dungeon and upwards for the older (harder) content
- Beat both nothern dungeons to reach the game's credits

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.

What's new?

* Added new intro cave
* Added new dungeon: Mansion Dungeon
* Added new item: Magic Powder
* 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

 on: October 13, 2017, 03:40:47 pm 
Started by Theforeshadower - Last post by Theforeshadower
Nothing to let you nice folks test, but there have been some updates:

-added water to walk in(puts the LTTP splash looking water around Link as he is in the pool of water)
-placed high XP enemies in dungeons on a respawn cooldown
         What this means is that just like Zelda II NES, you cannot farm high XP dungeon enemies unless you leave/re-enter a dungeon
-keys based on enemy kill now implemented
-Guma enemy idea added
            Gumas are the Chewbacca looking guys that threw flails at you in Zelda II NES. 
             My idea that is 100% implemented are the fire ball shooting griffon like enemies that are on Death Mountain in LTTP.
            However, they maintain a movement pattern like Zelda II Gumas and thus spam fireballs to compensate for being slow.

-Stalfos are in the game and almost done.  Their movement is still a little bit funky.  I think I also want to speed them up.
-Darknuts/Ironknuckles are temporarily in the game.  They cause no damage and can only be killed in the Debug room with the Lightning Medallion.

To Do:
-finish laying out some enemies in Parapa
-finish out sandpit enemies
-finish Iron Knuckles(FS/FSA sprites seem to fit better than MC sprites, so might use those instead)
-implement holes to fall into
-implement the falling bridge that were in dungeons in Zelda II NES
-add some NPCs to Saria
-make a cool little mini dungeon for the North Ruins for the Saria statue quest
-work on Keese movement
-implement P bags(or decide to change P bag locations to Heart Pieces - still debating)'
-add Parapa Desert Heart Piece

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