Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Martijn dh

Pages: [1] 2 3 ... 72
Zelda Projects / Re: Horn of Balance
« on: Today at 10:16:28 am »
Progress report:
Code: [Select]
v0.26.57 (20 juni 2022)
* Fixed issue with mp bar not refilling in certain circumstances
* Fixed small tiling depth issue in dungeon 1
* Fixed issue with door not opening after coming back to subboss 1 after defeating boss 1
* Fixed issue with sewers entrance not triggering
* Fixed issue with sewers masking not loading
* Fixed item menu navigation oversight

v0.26.58 (22 juni 2022)
* Fixed Murray talk animation directly after opening the item menu and not having a valid item available under the cursor
* Further implemented setup to add menu descriptions per collected item
* Fixed issue with interaction torches vs fire magic
* Tweaked masking of small torches
* Fixed incorrect cannonball animation speed
* Tweaked walllight animation speed

v0.26.59 (25 juni 2022)
* Tweaked and implemented new sprites for big cannonballs

v0.26.60 (26 juni 2022)
* Demo now limited to only the first dungeon
* Implemented the new boss music
* Implemented some new sound effects
* Recoded and cleaned up credits (= contributers, of content that I can't leave in the final product, have been moved or removed)
* Tweaked and implemented new sprites for tall torches
* Made adjustments so my engine actually plays nice with the new gmlive extension
* Tweaked credits speed and added speedup option

Zelda Projects / Re: Horn of Balance
« on: June 20, 2022, 11:07:15 am »
Progress report:
Code: [Select]
v0.26.52 (13 juni 2022)
* Tweaked some more object spritework
* Implemented new sprites for conditional doors in dungeon1

v0.26.53 (14 juni 2022)
* Updated map menu sprite for collected secrets

v0.26.54 (15 juni 2022)
* Implemented new sprites for locked doors in dungeon 1

v0.26.55 (18 juni 2022)
* Edited and implemented one of the last sets of dungeon 1 tiles and objects
* Improved some small masking issues

v0.26.56 (19 juni 2022)
* Updated sprites of wall candles
* Updated tiles for smaller dungeon walls
* Finally managed to animate fire believably. Yes!
* Replaced spritework for a few more objects

Zelda Projects / Re: Horn of Balance
« on: June 12, 2022, 08:31:14 pm »
So there's been lots of nice progress last week.
- I had planned to not work on this project much during my days off from work. Working basically two jobs can drain a person pretty badly. But this free time was just what I needed get energized again.
- I promised screenshots over on Discord, so you can find those attached. Let's see where we are at:
So the last batch of dungeon 1 tiles are now being worked on via commission. Work is also already started on some enemies (like the smaller cannonballs in the screenshot) and objects (like the destroyed wall in the other screenshot). I'm not showing latest stuff just yet, but know that there is more progress.
- Overall I'd say about 95% of all the dungeon 1 tilework is now done. Just the hardest parts left  XD. Objects are about 40% done. Enemies about 5%.
- Purchased the GML Live extension. Haven't had time to play around with it just yet, but it'll probably save 1 or 2 days (!) of development per year. This game is so large already that I have to wait between 10 and 30 minutes for the engine to compile whenever I want to test any type of edit or bugfix. That should now go down to mere seconds, if the code is already running and I've got things set up correctly. Wonderfull!!
- The latest music and spritework weren't ready for this update post just yet, but I've seen the work in progress and it looks and sounds good. For the boss music I gave some Hollow Knight examples so look forward to hearing that in a future post.

Progress report:
Code: [Select]
v0.26.46 (5 juni 2022)
* Fixed encountered boss 1 bug
* Added masking for new wall pillars
* Finished adding new tiles for doorways and staircases
* Tweaked character collission masking slightly

v0.26.47 (7 juni 2022)
* Fixed (and tweaked) ledge jumping collisions in south direction
* Fixed character shadow turning invisible after diving
* Updated textengine:
   > Can now handle infinite lines of text
   > Made it simpler to add and edit textinput
* Removed enemy/boss death sound overlap

v0.26.48 (8 juni 2022)
* Implemented new warp tile sprites

v0.26.49 (9 juni 2022)
* Implemented replacement sprites for small cannonball enemy
* Improved animation of new warp tiles
* Cannonball spawn sounds no longer overlap
* Expanded dungeon 1 tileset some more
* Created custom sprites for flying tiles in dungeon 1
* Fixed overlapping flying tiles sounds
* Implemented new sprites for NPC at start of dungeon 1

v0.26.50 (10 juni 2022)
* Further expanded dungeon 1 tileset
* Adjusted dungeon 1 schadow layer for new tiling
* Implemented new flying tile sprites in more locations
* Replaced some more of the last tiles in dungeon 1
* Implemented replacement sprites for breakable floors in dungeon 1 (+expanded object draw functionality)
* Made minor visual tiling edits to dungeon 1

v0.26.51 (12 juni 2022)
* Made a bunch of edits on incoming dungeon 1 tiles and sprites. As well as creating some own new sprites.

Zelda Projects / Re: Horn of Balance
« on: June 03, 2022, 06:25:23 am »
I'll be on a mini-vacation after today, so there won't be any progress update for 1 to 2 weekends.

To make up for that 😁 :
I'm including the audio track that came back from the music job I described earlier. The assignment was to create a track fit for the boss fights, so I don't think it was successful. The audio quality and composition themselves aren't bad though so I might give the creator another chance with more directions. What do you guys think?

On a final note. The new animator I was looking at earlier didn't pan out, so that hunt still continues. Made some more additional small animations myself last week, so there is still a fallback plan if needed.

Zelda Projects / Re: Horn of Balance
« on: May 30, 2022, 06:38:52 pm »
Progress report:
Code: [Select]
v0.26.44 (28 mei 2022)
* Further expanded spritework for dungeon 1
* Tweaked various dungeon 1 room designs

v0.26.45 (29 mei 2022)
* Further expanded dungeon 1 tileset sprites
* Tweaked boss sprites

Zelda Projects / Re: Horn of Balance
« on: May 27, 2022, 08:44:00 pm »
The door can be properly opened in this version: https://www.mediafire.com/file/bk2y1hyd0tw6zpv/Zelda+0+25+13+(GM+update).zip/file

You can copy over your savefile into this game.

Zelda Projects / Re: Horn of Balance
« on: May 27, 2022, 06:48:58 pm »
I'll see what I can do. I've switched development to a newer version of gamemaker though, so I might break other things in the process.

Zelda Projects / Re: Horn of Balance
« on: May 27, 2022, 06:38:17 pm »
That's a bug. The door should open after pulling the lever. Sorry about that.

Zelda Projects / Re: Horn of Balance
« on: May 22, 2022, 08:11:13 pm »
Code: [Select]
v0.26.41 (18-20 mei 2022)
* Tweaked commissioned spritework
* Implemented new broken pedestals
* Fixed room layer depth issue due to inherentance
* Fixed some boss 1 sound effects from stacking
* Started implementing new visuals boss dungeon 1

v0.26.42 (21 mei 2022)
* Finished implemented new visuals boss dungeon 1
* Tweaked boss 1 AI to work better with the new visuals
* Redid parts of the setup behind enemy stone/frost/damage pallets

v0.26.43 (22 mei 2022)
* Tweaked and implemented more dungeon 1 wall decorations
* Tweaked and implemented new sprites for breakable wall
* Worked more on spritework

Zelda Projects / Re: Horn of Balance
« on: May 16, 2022, 06:16:08 pm »
Progress report:
Code: [Select]
v0.26.40 (14-15 mei 2022)
* Put out new tiling commissions
* Put out first music trial commission
* Added diagonal walls to tileset
* Continued expanding and implementing the dungeon 1 tileset
* Implement new visuals for a few objects:
– small pushable statues
– Dungeon fairy statues (also added animation)
* Fixed broken push trigger

Zelda Projects / Re: Horn of Balance
« on: May 08, 2022, 08:23:42 pm »
Progress report:
Code: [Select]
v0.26.35 (3 mei 2022)
* Made progress implementing parts of the new tileset in dungeon 1

v0.26.36 (4 mei 2022)
* Made progress expanding and implementing the new tileset in dungeon 1

v0.26.37 (6 mei 2022)
* Tweaked HUD
* Continued updating the dungeon 1 tiling

v0.26.38 (7 mei 2022)
* Tweaked HUD (hp now displayed with autumn leaf colors)
* Continued updating the dungeon 1 tiling

v0.26.39 (8 mei 2022)
* Continued expanding and implementing the dungeon 1 tileset
* Implement new visuals for cannonball opening bars
* Fixed visual oversight in the door display script

Zelda Projects / Re: Horn of Balance
« on: May 06, 2022, 07:54:59 pm »
Experimented with a few options but the simplest idea seemed to work best. How's this?

Zelda Projects / Re: Horn of Balance
« on: May 02, 2022, 10:42:58 am »
Here the first gameplay screenshot from the new game to share. So what can we see?
I've changed the HUD quit a bit to make this game stand more on it's own. The health and magic bars are now represented via leafs, which I felt fit more with the main character. Also the items counters have been moved and only (briefly) show up when you collect items or when it's helpful for the room you are in; like with the key counter in dungeons.

As for tiling. You will notice that just the floors and walls are different so far. The first dungeon has close to 50 rooms so it's taking a lot of work doing just that much, but it's getting there. Eventually I will be redesigning the first dungeon to be more compact, but for now I want to save time getting to a demo and leaving the actual rooms as is. You will see me gradually phasing out more and more of the original tiles as things progress.

And as a final bit of good news: I finally found a skilled spriter that I like to work with. It's a big milestone and a huge relieve on my part.

Progress report:
Code: [Select]
v0.26.31 (27 apr 2022)
* Made progress building the new tileset and implementing the ceilings in the demo dungeon

v0.26.32 (29 apr 2022)
* Tweaked and implemented new commission results
* Made more progress expanding and implementing new tilesets

v0.26.33 (30 apr 2022)
* Made progress implementing parts of the new tileset in dungeon 1

v0.26.34 (1 mei 2022)
* Made progress implementing parts of the new tileset in dungeon 1

Zelda Projects / Re: Horn of Balance
« on: April 24, 2022, 08:43:02 pm »
I've been taking it a little easy this week, due to life. But there was still decent progress: on the tiling front, with tweaks to last week's commission results and with the formation of the next batch of work.

I've included early versions of the item menu sprites that came in from, last week's commission, in case anyone wants to chip in with feedback on the style and so forth. I was looking for bright colorful images, limitating the artist in the amount of colors she could use, also. Given that, I am fairly happy with the results. Not sure I'll be able use all of them,  but most should make it into the game in one form or another.

Also this week I finally finished a tricky new idle animation of the main character doing his morning arms stretches. It's pretty frustrating to develop a movement not in the orginal or other example materials, but oh so delightfull if you finally get it to work. Slowly I'm getting more and more comfortable animating this little guy XD

Progress report:
Code: [Select]
v0.26.27 (18 apr 2022)
* HUD rupee counter always visible in shops

v0.26.28 (22 apr 2022)
* Made progress on the hero idle animations
* Made progress on the menu item sprites

v0.26.29 (23 apr 2022)
* Worked on new tileset commissions

v0.26.30 (24 apr 2022)
* Removed atk button indicator from HUD
* Finished new tiling commission
* Tweaked results from menu item commission
* Made own progress on expanding tomb tileset
* Started work on extra hero idle animations

Zelda Projects / Re: Horn of Balance
« on: April 17, 2022, 10:09:48 pm »
As for this weeks progress update: I don't have new visuals to share, but I did put out a new commission some days ago. so  things should pick up again next week. I AM working on a HUD rework, but that´s using quick and dirty placeholder sprite work, so I'm not confident enough to share that just yet.

A while back I said I would re-evaluate the project now that Micah left. Basically, combined with the overall pace of things, it is not feasible to get a demo out by the end of summer. I was working on the assumption that I would have 2 team members to help out by early Q2, but that did not happen. As a result I'm going to be aiming for a december demo, with a smaller scope. Things can still pick up rapidly with the right supporting members, but it seems prudent to plan more cautiously this time around. And by smaller scope, I mean I'll not be spending energy on kickstarter preparation anymore until the demo is out. And that I'll not be spending too much effort into promotion of this server and the game until then either. You can still expect the customary weekly progress reports. I've been posting those for so many years now that they've become like second nature by now 😆

Progress report:
Code: [Select]
v0.26.24 (12 apr 2022)
* Further cleaned up coding behind Link's dynamic tunic coloring
* Made some more progress on the new HUD setup

v0.26.25 (15-16 apr 2022)
* Put out a new batch of sprite commissions
* Changed mp and hp HUD indicators. Placeholders graphics for now
* Magic usage no longer cut by 1/2 and 1/4th upgrades. Instead the magic values get increased.
*Magic 1/4th usage upgrade changed to 1/3th usage
* Removed sound overlap when cutting multiple grass patches at once
* Edited screen position of HUD counters
* HUD bomb/arrow/rupee counters now only shown after picking up when collecting more (or paying)

v0.26.26 (17 apr 2022)
* Minor changes made to new tileset
* Tweaked positioning HUD counters
* Got sick

Zelda Projects / Re: Horn of Balance
« on: April 11, 2022, 08:24:26 pm »
And here's the weekly update. Mostly just finished implementing the archery animation. I also spend a lot of time trying to add in an in-game .gif recorder, thinking it would save me time in the long run. But it ended up clashing too much with my other systems for it to be worth it time wise. Oh well. Best to cut my losses now and get back to actual demo progress again.

Progress report:
Code: [Select]
v0.26.22 (8 apr 2022)
* Further tweaked new archery animation

v0.26.23 (9-10 apr 2022)
* Now fully implemented the new archery animation
* Added custom arrows for hero and enemies
* Updated to the latest version of Gamemaker
* Spend a fair amount of time setting up an ingame GIF recorder function. Ended up scrapping it because it required a rethink of the custom draw setup (which wasn't worth the time)

Zelda Projects / Re: Horn of Balance
« on: April 04, 2022, 04:27:32 pm »
Weekly progress report:
Code: [Select]
v0.26.18 (27 maart 2022)
* Minor menu coding updates

v0.26.19 (30 maart 2022)
* Sprited some new hero/boss icons for the map menu

v0.26.20 (1 apr 2022)
* Spend the day spriting a hero archery animation

v0.26.21 (2 apr 2022)
* Further tweaked archery animation (and implemented ingame)
* Implemented earlier icons in the map menu
* Tweaked HUD sprites a little further

Zelda Projects / Re: Horn of Balance
« on: March 30, 2022, 03:08:14 pm »
Glad to have you. And thanks for the support.

I'll make it a point to show some main character sprites soon.

Zelda Projects / Re: Horn of Balance
« on: March 28, 2022, 11:45:02 am »
This week has had some good and bad news.

Sadly, Micah has decided to leave this project (and others) for personal reasons. Making this once again a solo effort. While this is disheartening and will have a negatively effect on the timetable, obviously life is more important than hobbies and work. I once again wish him the best.

In practical terms I will need to take some time to properly re-evaluate the full effects. Finding pixel artists that are skillful (and communicative), has proven to be a bit time consuming. So I'll likely focus on additional music and sound commissions later down the line. Although, if anybody already has connections that are interested in payed audio work, I'm all ears. Same goes for pixel artists; there's plenty of work to go around.

On a more positive note; the new in-game menu is now fully functional and feature complete! Which also applies to the coding behind the scenes. Feel free to share any feedback you might have.

Progress report:
v0.26.12 (21 maart 2022)
* Logic behind bomb and arrow (upgrades) values restructured
* Redirected old menu button to new menu (and cleaned up obselete coding and other resources)
* Finished adding movement logic behind quest & items menupages
* Menu items (like bombs and the bow) now dynamicly show the collected amounts on their spriteture behind journal menu page

v0.26.13 (22 maart 2022)
* Implemented additional font for menu's
* Edited the set-up behind the journal menu page

v0.26.14 (23 maart 2022)
* Extended on journal entries (and added scroll option for larger numbers of entries)

v0.26.15 (24 maart 2022)
* Fixed error in new placeholder world map menu page

v0.26.16 (25 maart 2022)
* Further tweaked journal menu page set-up
* Information on journal menu page is now only displayed as you encounter/kill more enemies
* Added a WIP disclaimer text to the game's debugmode (so I it's clearer that I'm not sharing final product screenshots)
* Reskinned HUD area welcome text

v0.26.17 (26 maart 2022)
* Replaced more sprites in dungeon map menu with custom sprites
* Replaced visuals for the first ingame HUD components
* Updated font for area floor indicator
* HUD no longer slides down as the ingame menu appears
* Fixed some surfaces breaking while changing screensize while in the ingame menu
* Added Murray to some of the ingame menu pages

Zelda Projects / Re: Horn of Balance
« on: March 21, 2022, 07:22:18 am »
And here is the latest progress update.

Really spend a lot of time developing. It's giving me a lot of energy currently, so that was nice. Hope you like the various pieces of extra types of information I managed to add into the dungeon maps. (Everything is still very much work in progress btw - some visuals for example are still placeholder).

Overall the time needed to fully complete the new menu's (and especially the systems behind them) is taking a bit longer then expected however. I feel it is best not to rush this part though. Menu's should feel good to navigate; especially given the time players will be in them in-game. The good news is that I have some days off from work coming up, so I guessing one more week or work should be enough to get the setup and coding fully wrap up.

Progress report:
Code: [Select]
v0.26.07 (15 maart 2022)
* Added quest menu navigation logic

v0.26.08 (16 maart 2022)
* Cleaned up coding behind permanent upgrade items
* Quest menu item display logic now added

v0.26.09 (18 maart 2022)
* Spend a full day adding staircase indicators to the map, but ended up scrapping it because it got too cluttered and problematic in the later dungeons
* Tweaked map menu controls again for better feel
* Finished converting all existing dungeon maps to the new format

v0.26.10 (19 maart 2022)
* Replaced static quest menu visuals with conditional ones
* Experimented a bunch with font usage in the ingame menu's
* Tweaked menu tab positions and size

v0.26.11 (20 maart 2022)
* Can now switch between swords and tunics in new menu
* Escape button now also rerouted to the new menu (=options page; save&quit option pre-selected)
* Completed replacement of menu font usage
* Fully finished integrating dungeon map menu into new menu

Pages: [1] 2 3 ... 72

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved

Page created in 0.044 seconds with 32 queries.