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Author Topic: Horn of Balance  (Read 461995 times)

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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #460 on: September 24, 2011, 05:26:42 pm »
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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 :)
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #461 on: September 24, 2011, 06:14:47 pm »
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As am I, Darklight. Too few games even live this long...
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I like-like it :D
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #462 on: September 25, 2011, 03:02:10 am »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #463 on: September 25, 2011, 04:08:31 am »
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Yeah, we know, Retro. Darklight simply misspoke; this is a very solid LttP-styled game though.
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Quote from: Mamoruanime
I like-like it :D
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #464 on: September 25, 2011, 01:08:59 pm »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #465 on: September 25, 2011, 06:45:14 pm »
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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
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #466 on: October 02, 2011, 07:09:24 pm »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #467 on: October 09, 2011, 05:17:15 pm »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #468 on: October 10, 2011, 10:17:05 am »
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Awesome, keep at it!
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #469 on: October 11, 2011, 12:05:21 am »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #470 on: October 11, 2011, 05:47:41 am »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #471 on: October 14, 2011, 05:42:52 pm »
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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
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #472 on: October 14, 2011, 06:39:57 pm »
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Normally I would look into the download problem, but in a week or so a new demo will become available.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #473 on: October 16, 2011, 11:07:18 am »
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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
Please be kind with your comments. I've never worked with html before. XD
« Last Edit: October 16, 2011, 07:16:55 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #474 on: October 19, 2011, 03:45:25 pm »
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It is a plus.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #475 on: October 19, 2011, 10:16:32 pm »
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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.
« Last Edit: October 19, 2011, 10:18:45 pm by Donotfeedthemax »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #476 on: October 19, 2011, 10:20:38 pm »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #477 on: October 19, 2011, 10:48:03 pm »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #478 on: October 21, 2011, 08:06:00 pm »
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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
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #479 on: October 23, 2011, 07:28:48 pm »
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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.
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