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Author Topic: Horn of Balance  (Read 465771 times)

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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #520 on: January 29, 2012, 05:07:13 pm »
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-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.
« Last Edit: January 29, 2012, 09:46:37 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #521 on: February 03, 2012, 02:47:10 pm »
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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.

<a href="http://www.youtube.com/watch?v=JejLeAjcRkc" target="_blank">http://www.youtube.com/watch?v=JejLeAjcRkc</a>
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #522 on: February 03, 2012, 06:46:37 pm »
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Looks easy enough. All you have to do is dodge the mace.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #523 on: February 03, 2012, 09:29:23 pm »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #524 on: February 05, 2012, 09:27:48 pm »
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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)
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #525 on: February 06, 2012, 10:49:01 am »
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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?
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #526 on: February 06, 2012, 08:13:08 pm »
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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
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #527 on: February 11, 2012, 09:20:59 am »
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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.
<a href="http://www.youtube.com/watch?v=qec57ZM3k1c" target="_blank">http://www.youtube.com/watch?v=qec57ZM3k1c</a>
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mbrown06

They call me brown. Mbrown.
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #528 on: February 11, 2012, 06:17:36 pm »
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He has "spend years"?  XD Anyway, looks really cool. Like his little monologue.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #529 on: February 11, 2012, 08:24:52 pm »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #530 on: February 11, 2012, 08:32:48 pm »
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"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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #531 on: February 11, 2012, 11:19:47 pm »
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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.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #532 on: February 12, 2012, 09:34:28 pm »
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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)
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Re: [Demo] Tech demo - Horn of Balance
« Reply #533 on: February 19, 2012, 09:43:10 pm »
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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
« Last Edit: February 19, 2012, 09:46:51 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance
« Reply #534 on: February 24, 2012, 09:02:11 pm »
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I'm not really sure what is still missing. Any comments?
The red blocks represents wall light objects btw.
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Jeod

Team Dekunutz, Doubleteam
Re: [Demo] Tech demo - Horn of Balance
« Reply #535 on: February 24, 2012, 10:23:42 pm »
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The sand looks too neat. Try blending the sand and carpet/floor tiles some more to make it look more realistic overlap.
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"You should challenge your fates. When all else fails, you can still die fighting." ~Yune
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Re: [Demo] Tech demo - Horn of Balance
« Reply #536 on: February 24, 2012, 11:31:08 pm »
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I think it looks pretty good, but maybe try overlapping it with this? give it a shot
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Re: [Demo] Tech demo - Horn of Balance
« Reply #537 on: February 25, 2012, 07:13:41 am »
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Yes, that is the type of feedback I can use! Thank you both.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #538 on: February 25, 2012, 07:50:03 am »
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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.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #539 on: February 25, 2012, 01:33:33 pm »
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Here is what I currently have:


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.
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