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Author Topic: Horn of Balance  (Read 462072 times)

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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #860 on: January 12, 2014, 12:21:02 pm »
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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.
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #861 on: January 12, 2014, 07:48:06 pm »
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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
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #862 on: January 12, 2014, 09:08:33 pm »
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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)
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #863 on: February 09, 2014, 07:27:45 pm »
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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?
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #864 on: February 09, 2014, 09:30:34 pm »
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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
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #865 on: February 09, 2014, 10:56:01 pm »
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Dungeon #2 is almost complete. I see that Gamemaker Studio is not giving you any problems, Martjin dh.
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #866 on: February 12, 2014, 05:43:02 pm »
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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.
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #867 on: February 23, 2014, 09:58:25 pm »
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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
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #868 on: February 25, 2014, 06:09:03 pm »
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Are these dungeons going to be in the full-fame or are they just for testing?
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #869 on: February 26, 2014, 08:29:02 pm »
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No worries. Both dungeon 1 and dungeon 2 will be fully playable in the next demo.
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #870 on: March 03, 2014, 05:53:58 pm »
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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
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #871 on: March 07, 2014, 02:13:51 am »
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These things often happen. The best way is to take care of it and move on.
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #872 on: March 09, 2014, 08:06:58 pm »
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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.
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #873 on: March 10, 2014, 05:01:55 pm »
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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.
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #874 on: March 10, 2014, 05:56:26 pm »
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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?
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #875 on: March 11, 2014, 06:48:32 am »
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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.
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #876 on: March 11, 2014, 07:47:36 pm »
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Deal. I'll send you a demo in a few hours. Let me know what the first impressions are.
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #877 on: March 12, 2014, 07:07:36 pm »
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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

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. ;)
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #878 on: March 23, 2014, 10:32:46 pm »
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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
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Re: Alttp - Horn of Balance [demo 16 out now!]
« Reply #879 on: March 30, 2014, 10:34:50 pm »
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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
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