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Author Topic: Horn of Balance  (Read 462184 times)

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Re: [Demo] Tech demo - Horn of Balance
« Reply #640 on: July 30, 2012, 04:52:55 am »
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Finishing refers only to the first dungeon. There is still more then enough I want to add afterwards.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #641 on: July 30, 2012, 05:28:58 am »
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any chance of multiplayer? like a co-op thing similar to 4 swords? actually, after typing this, i realize that's prolly not going to happen haha.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #642 on: July 30, 2012, 05:42:08 am »
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No, no multiplayer. Singleplayer is challenging enough already. Maybe in a couple of years if I want to try something new XD

Btw. Here is the latest progress report:

0.12.158 (24 juli)
+ Edited enemy arrows so they no longer interact with the shield after hitting solids
+ Worked a little on the text for the dungeon statues
+ Worked some more on the soldier/skeleton archers (sound/movement)

0.12.159 (25 juli)
+ Fixed some text issues with the soldier statues in the dungeon
+ Fixed getting the silver bow & arrow + net in the dungeon
+ When getting new items from chests the itemboxes are now updated
+ Fixed dust cloud positioning when breaking the floor
+ The quake medallion now provides a secundairy means to destroy fragile floors
+ Fixed issues with taking containers up or down a staircase and then throwing them

0.12.160 (26 juli)
+ More statues in the dungeon have something to say (46 statues left)
+ Max number of collectable arrows is lowered to 20 (for demo purposes)
+ Edited boss and subboss stats based on playtesting
+ Improved thrown containers masking / collision script

0.12.161 (28 juli)
+ Removed terrain movement soundeffect while pulling / pushing an object
+ Finished converting a bunch of more things over to the new depth system (last of the character actions + projectile / dungeon scenes / enemy death animations / various object)
+ Slightly tweaked the dungeon ending scene
+ Fixed some issues surrounding the doushing of torches using the full sword swing

0.12.162 (29 juli)
+ Fixed depth issues with dust clouds from fragile floors
+ Added two more scenes to give the player slightly more guidence with the torches
+ Finished converting all of the dungeon events to the new depth system


Still left to do till the next demo:
- Adding text to all the statues in the dungeon (to add some light lore) <-- pushed back till after the next demo
- Adding skeletons with bows <-- in progress
- Building a new depth system (!) <-- in progress
- Going through all the rooms in the dungeons (with testers) to tweak things like item/enemy placement and to check performance. <-- in progress
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Kienamaru

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Re: [Demo] Tech demo - Horn of Balance
« Reply #643 on: July 30, 2012, 06:44:35 am »
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Since no one else seemed to proofread your statue dialogue I did for ya.

Here are the few errors.

you mispelled responsible
a phrase or so after that you missed a comma after men fight. should say

men fight, and nobles etc
 You also neglected to capitalize Warlock's Rod. In the way you used it it sounds like an important item which would warrant capitalization.

lastly you mentioned the lute player. The word you meant to use was morale. There is an e after moral unless saying (moral of the story.)
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Re: [Demo] Tech demo - Horn of Balance
« Reply #644 on: July 30, 2012, 10:28:13 pm »
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Finishing refers only to the first dungeon. There is still more then enough I want to add afterwards.

Ah, ok, that makes sense, since you seem to be focusing on making tons of enemies, items, and working out the game mechanics before doing much of the world design. Which, imo, is a good way to go about developing a game. You're pretty much setting up your game so that it will all fall into place quicker with less difficulty as the game progresses, or so it seems. Or maybe I'm just thinking that you have my kind of thinking, ha ha.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #645 on: July 31, 2012, 04:44:49 pm »
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@ Kienamaru: Fixed, except for the warlock's rod. There it's meant as the rod from a warlock, which later becomes known as the Rod of Medu.

@ FrozenFire: Yeah, we still have a similar logic to these kinds of things apparently.
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Kienamaru

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Re: [Demo] Tech demo - Horn of Balance
« Reply #646 on: August 01, 2012, 09:21:03 pm »
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ah, cool then. If you need any more proofreading done just let the world know and I'll check it out next time I'm here.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #647 on: August 03, 2012, 07:20:18 am »
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Thanks for the kind offer. In that case. Here are the last few piece of text I added to the game:

Show content
        message[0] = "Sir Leon - ???";
        message[1] = "After years of loyal service he was";
        message[2] = "promoted to protect this royal tomb.";
        message[3] = "For a knight it is the highest honor";
        message[4] = "as it also means to be entrusted with";
        message[5] = "all of the kingdom's secrets.";

        message[0] = "Sir Renji - ???";
        message[1] = "After his promotion to the tombs he";
        message[2] = "did much to improved the security.";
        message[3] = "Besides traps and blockades he also";
        message[4] = "added a room with statues to simply";
        message[5] = "draw attention from the real switch.";

        message[0] = "Sir Zant - ???";
        message[1] = "One of the prestigious guardians of";
        message[2] = "the royal tombs. Eventually given";
        message[3] = "the nickname Heavy Zant for falling";
        message[4] = "through a nearby floor under the";
        message[5] = "added weight from his armor.";
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Kienamaru

The Idea Man
Re: [Demo] Tech demo - Horn of Balance
« Reply #648 on: August 03, 2012, 10:34:21 am »
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Here we go.

Leon
msg 3- works either way... so (put a comma after knight) OR put a comma after honor

Renji
msg 2- change improved to improve
msg 3- place the word "away" after attention. (Example, to draw attention away from.. etc)

Zant
msg 5- change added weight from to "of" (You could also change the word added to extra)
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Re: [Demo] Tech demo - Horn of Balance
« Reply #649 on: August 04, 2012, 06:57:41 am »
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Thanks. I'll take a look at it.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #650 on: August 09, 2012, 06:06:06 pm »
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Originally I had planned to fully finish the archers before I'd release the next demo, but I'm a little bored with that piece of coding so I'll release the demo next sunday without them. Finally XD

Here is another listing of the recent progress made:

0.12.163 (2 augustus)
+ Fixed various more (depth) issues

0.12.163 (4 augustus)
+ Improved creation code of collectable items (like rupees) from flying enemies / containers
+ Fixed depth issues within the collision scripts
+ Edited text on a few soldier statues
+ Fixed depth issues with splashing water
+ Improved archer allignment coordinates in relation to Link
+ Edited shield masking to improve collisions with enemy arrows
+ Improved the digging mechanic in combination with (enemy)containers

0.12.164 (4 augustus)
+ Fixed depth issues with large soldier statues
+ Fixed depth issues with the boss

0.12.165 (5 augustus)
+ Finally finished new depthsystem (!!)

--------------------------------------------------

EDIT: Here is the summarised list of changes in demo 13
- Added rooms to the sewers and dungeon 2
- Finished the last rooms for dungeon 1
- Added text to a large number of statues in dungeon 1
- Enemies can now reject some attacks
- Enemy movement scripting has been improved
- Character and enemy collisions have been completely redone
- Improved the use of the hookshot in various ways
- Improved the character movement script (incl. adding a pull and reject force)
- All timelines and paths have been converted into scripts
- Added a save and continue functionalities
- Added the victory animation for Link
- Finished collectable fairies
- Build in a new depth system
- Improved container masking, sprites and collisions
- Redid the magic consumption set-up
- The game now features scenes
- Added a sidekick character (Murray) during the scenes
- All sound effects are now stored externally
- Changes the way (solid) masking is handled (saving lots of resources and improving performance)
- Optimized the used tilesets
- Converted the game over to Gamemaker 8.1 (version 8.1.141)
- Updated the digging mechanic
- Added titlescreen and intro sequence
- Added button mash sword attack
- Added collectable full heart container + dungeon treasure
- Added hitswitches (just yellow ones for now)
- Implemented plant flud room (= enemies keep gushing out while in the room)
- Added new terrain: sandpits
- Added new terrain: metal surface
- Added new enemy: Hardhat Beetle (Blue + Red)
- Added new enemy: Deibadora (Green + Blue + Red)
- Added new enemy: Beamos + Eye Laser
- Added new enemy: Wall Cannon
- Added new enemy: Armos
- Added new enemy: Yellow Slime (creatable through the Quake medallion)
- Added new enemy: Vulture
- Added new enemy: Sandman
- Added new enemy: Leever (Green + Purple)
- Added new enemy: Zol (Green + Blue + Red + Yellow)
- Added new subboss: Vanmol
- Added new boss: Last Remnant
- Added new item: Quake Medallion
- Added new item: Boomerang (default)
- Added new hazard: Cactus
- Added new hazard: Landmine
- And much more, but it's too much to mention. Seriously.
« Last Edit: August 11, 2012, 10:59:48 am by Martijn dh »
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Re: Tech demo - Horn of Balance [Demo 13.00 has ...
« Reply #651 on: August 12, 2012, 07:24:57 am »
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Like the title says. Demo 0.13.00 is out!
Check the (updated) first post or click the following link: http://www.mediafire.com/download.php?ifuh4aetkcyg96s
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #652 on: August 19, 2012, 10:33:45 am »
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I must say. I'm a little dissappointed by the non existant feedback so far, but oh well.I anyboidy has any feedback on how to make the game more appealing to download or comment on then let me know.

In the meantime: progress continues. I've added the magic hammer this week and am now working a little on the desert dungeon's design and some new enemies.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #653 on: August 19, 2012, 04:56:01 pm »
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I'm sorry to see the lack of feedback you've received from such amazing work. As soon as I have a working computer again I will give the demo a try. Any chance of a video to show where you're currently at, progress wise?
« Last Edit: August 19, 2012, 04:57:52 pm by Master Yoshi »
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #654 on: August 19, 2012, 06:16:11 pm »
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Thank you.
I will work to create a new video somewhere next weekend.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #655 on: August 19, 2012, 07:04:12 pm »
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You're doing a great job in this game, it looks very promising. What needs a change it's the sword attack, in ALttP it is a little bit more easier to hit the enemy.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #656 on: August 19, 2012, 07:34:39 pm »
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Can you give me an example of an enemy and circumstance where you feel things could be improved? Changing the enemy collisions is a bit complicated, but I might be able to tweak things. That being said, I did recently alter the collisionhandling in order to make it more "realistic". It's not just a case of sprite A collides with sprite B anymore.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #657 on: August 19, 2012, 08:10:01 pm »
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Maybe increasing the area of sword attack collision can make it better, I don't know... I just feel it doesn't give you too much reaction time compared to ALttP when an enemy move towards you.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #658 on: August 19, 2012, 08:52:10 pm »
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WOW THIS IS AMAZING!!!!,  ;) This has some serious potential keep it up, don't let non existent feedback hold you back. I can only imagine a completely new ALTTP zelda game with new dungeons! KEEP IT UP  8)
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #659 on: August 19, 2012, 09:59:03 pm »
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Very good work so far, It feels a lot like LttP.  The engine is coming along very nicely, and has a good level of polish to it.


There is room for improvement though, here are a few things I noticed.  My main complaint right now is the controls so the first few have to do with them.

- Why can the player have two items equipped, and there's one button for using one, and one button for switching between which one you use?  2 items, 2 buttons, why make it confusing, let the player assign one item to each button instead of making them have to worry about accidentally having the wrong one highlighted.  Or get rid of the second item slot to cut down on your number of controls since you probably have too many right now anyway.

- Why is the button used for activating/initiating interaction also a cancel button in menus?  It's like saying green means go, but also sometimes stop.

- I want to assign the item menu to the enter button, why does it also swing my sword anyway?


Anyway, enough about controls, on to the rest.

- Freki's right, something feels off about attacking enemies sometimes.  I don't think it's the range of the sword, I think it might have something more to do with the timing of it detecting the hit sometimes.  I don't know for sure though, it's kinda hard to say.

- The physics of item drops look awkward, like they're moving at a constant speed as they fall and bounce.  There should be more acceleration/deceleration to it.  Gravity speeds things up as they fall, and slow them down when they're moving up.

- Why can I throw a boomerang over this, but not shoot an arrow over it?

- Is it just me or is the beeping when your life is low even more annoying than it was in LttP?  Is it quicker, or something?

Also, I hope you get rid of the default F1 menu, I kinda face palm every time I see that used seriously in a GM game.

Keep up the good work, I can tell a lot of effort went into this.  I haven't beaten the dungeon yet, but I really like what I see so far.
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