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Author Topic: Horn of Balance  (Read 464099 times)

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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #960 on: July 19, 2015, 07:02:10 pm »
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Statusupdate:

Code: [Select]
0.17.66  Studio (11 juli 2015)
* Redid entire saving mechanics

0.17.67 Studio (19 juli 2015)
* Finished replacing old area control objects with new singular object
* Cleaned up code designed around old area data set-up
* Areas are now reference to via constants rather then hardcoded numbers
* Edited gamemaker roomcreation scripts
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #961 on: July 24, 2015, 08:16:18 am »
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This makes me wanna get back to developing a zelda fangame myself. Keep it up!


p.s If you still need testers, I would like to sign up for it, way to much free time on my hands atm. :)
« Last Edit: July 24, 2015, 08:22:58 am by Heartless »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #962 on: July 24, 2015, 06:09:23 pm »
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Great. I can always use help with testing. I'll set up a private demo with some dummy rooms tomorrow.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #963 on: July 24, 2015, 07:51:29 pm »
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Glad to hear!
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #964 on: July 26, 2015, 06:45:11 pm »
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Statusupdate:

Code: [Select]
0.17.68 Studio (21 juli 2015)
* Fixed errors due to new area constants
* Redid more action objects:
– Locked doors

0.17.69 Studio (24 juli 2015)
* Redid more action objects:
        - Conditional doors
        - Chests

0.17.70 Studio (25 juli 2015)
* All chest contents are defined via a single script
* Created *very* basic placeholder light- and darkoverworlds
* Cleaned up gamemaker room creation coding

0.17.71 Studio (26 juli 2015)
* Further developed the placeholder overworlds. This is skeleton set-up to based the rest of the game on later.
* Added placeholders for ALL dungeons in the new overworlds
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #965 on: August 02, 2015, 06:38:20 pm »
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Here is another progress report. This fixes some tricky issues. One of which had been bothering me for years, so I'm quite excited. This also fixes almost all of the issues Heartless was able to find.

I'll see about adding in some completely new features next week to break up this string of converting and recoding.

Code: [Select]
0.17.72 Studio (27 juli 2015)
* Fixed graphical issue during fileselect (on some machines)
* Fixed error messages experienced with a certain hitswitch

0.17.73 Studio (1 augustus 2015)
* Tweaked pause mechanics and GUI drawing
* Restored the warping sequence by rebuilding it from scratch

0.17.74 Studio (2 augustus 2015)
* YES!! Finally managed to fix a long running issue with transparant tiling not displaying correctly
if handled by surfaces in (for instance) transition effects. Appearently the blending mode bm_normal can't handle such situations and I needed to switch over to a custom blend mode without actual blending. Go figure.
* Did some more work on the pause scripting
* Redid all uses of overhead shadows (now created via tiling rather then scripting)
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #966 on: August 12, 2015, 05:16:49 pm »
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Another status update. See the screenshots for a visual representation.

Code: [Select]
0.17.75 Studio (5 augustus 2015)
* Added new transition effect: blue warptile into dark world – still some visuals tweaking needed

0.17.76 Studio (9 augustus 2015)
* Tweaked walking speed while walking up a staircase in the floor (fixing an issue found by heartless)

0.17.77 Studio (12 augustus 2015)
* Finished work on dark world warp
* Fixed error while grabbed walls in some areas (fixing an issue found by heartless)
* Can no longer walk through some trees (fixing issue found by heartless)
* Fixed some visuals issues with trees
* Fixed some tiling issues in old overworld
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #967 on: August 23, 2015, 08:35:06 pm »
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Another update. The shock effect is now live again. With this done there is only a hand full of old action objects left to convert to Studio. After that the two largest remaining pieces of the engine to convert will be the character and enemy scripting.

Code: [Select]
0.17.78 Studio (16 augustus 2015)
* Added coding to allow terrain driven movement while getting shocked
* Started redoing getting electricly shocked (the screen redraw function does not work so I'm trying out working with multible views)

0.17.79 Studio (22 augustus 2015)
* Finished work on the shock screen effect
* Fixed some small issues on the background tilesets
* Fixed conveyor belts / water moving faster while getting shocked
* Removed some more old obselete resources

0.17.80 Studio (23 augustus 2015)
* Redid another of the old action objects: Text objects
* Made progress on icecave tileset and overworld tiling
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #968 on: August 30, 2015, 04:17:31 pm »
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And yet another update. As you can see in the screenshot I've added a day-night cycle. There are plans to expand upon this with various weather effects, but I'm still pondering how all of these systems can work together best.

Code: [Select]
0.17.81 Studio (26 augustus 2015)
* Started work on day-night cycle

0.17.82 Studio (29 augustus 2015)
* Finished day-night cycle
* Added visuals for (almost) all the conditional and locked doors in the game
* Renamed all dungeon tilesets and area backgrounds

0.17.83 Studio (30 augustus 2015)
* Documented the day-night mechanics
* Added the remaining conditional and locked doors for towns
* Added special conditional and locked doors for caves
* Finished ice cave tileset
* Tweaked placeholder icecave area in temp overworld
* Tweaked mechanics behind welcome text
* Added welcome text to all the new placeholder dungeons
* Fixed issue with placeholder lightworld masking
* Fixed issue with transition in ice temple
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #969 on: September 01, 2015, 07:20:14 pm »
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Will we see lights on at nighttime?
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #970 on: September 02, 2015, 05:43:36 pm »
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I plan to add the option to the engine as well, yes. First I'll integrate the previous darkness engine with this new day-night time set-up. I find blending mechanics a little difficult so I'm not yet sure how long this process will take me.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #971 on: September 20, 2015, 01:51:13 pm »
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Still alive and making progress. I'm also fixing up my house some more these days so it might be a little less then usual for a while though.

Code: [Select]
0.17.84 Studio (3 september 2015)
* Fixed digging issues in desert dungeon

0.17.85 Studio (15 september 2015)
* Temp chest contents are now stored in seperate script
* Added testfunction for trying out different ingame texts on the fly

0.17.86 Studio (19 september 2015)
* Redid more action objects:
Breakable walls

0.17.87 Studio (20 september 2015)
* Added visuals for a large part of all possible breakable walls
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #972 on: September 21, 2015, 04:57:19 pm »
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Just passing by, saying that I LOVE this game, and I enjoy it completely. I'm currently speedrunning it, and I have one thing to say: continue your awesome work, you awesome guy :D
« Last Edit: September 21, 2015, 04:59:26 pm by Wobmiar »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #973 on: September 21, 2015, 07:57:32 pm »
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Thanks man. I really appreciate it.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #974 on: September 25, 2015, 05:19:48 am »
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I am curious if you are interested in a more "vibrant" day/night system.  I wrote my own that functions nicely and provides a more "realistic" approach to day and night colors.

It's still just a color overlay similar to most systems.  However, my system actually uses RGB values that change. 
As the day closes, my engine uses an orange into red, then as it becomes night, the red turns into a dull but dark purple, then it fades into a gray color to simulate a morning fog. 

I don't have it 100%.  Everything cycles as it should.  It runs off a simple script that continues to flow unless the game is paused or if the player enters and area other than the Overworld.  The issue is coming out of night into morning.  It happens somewhat abruptly, but could be remedied with the actual fog overlays from Link to the Past when you are in the Lost Woods.

Just tossing the offer out there.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #975 on: September 25, 2015, 11:26:17 am »
  • Long live the Chaos!!
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I am curious if you are interested in a more "vibrant" day/night system.  I wrote my own that functions nicely and provides a more "realistic" approach to day and night colors.

It's still just a color overlay similar to most systems.  However, my system actually uses RGB values that change. 
As the day closes, my engine uses an orange into red, then as it becomes night, the red turns into a dull but dark purple, then it fades into a gray color to simulate a morning fog. 

I don't have it 100%.  Everything cycles as it should.  It runs off a simple script that continues to flow unless the game is paused or if the player enters and area other than the Overworld.  The issue is coming out of night into morning.  It happens somewhat abruptly, but could be remedied with the actual fog overlays from Link to the Past when you are in the Lost Woods.

Just tossing the offer out there.

Whether that's something for HoB or not, it'd be a great little snippet for any game, really. Could you make it so it's basically a plugin for any project? I'm sure there are plenty of people who would love to use it for their projects.
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I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome. :D

Zelda Items Spritesheet album (OUT OF DATE) - (link here)
A Link Across Time project - (link here)
Boss Keys project (Metroid) - (link here)
Boss Keys project (Zelda) - (link here)
Boss Keys project Trello Board - (link here)
Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #976 on: September 25, 2015, 11:50:24 am »
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Yes for example in KOT!

The project is awesome BTW :)
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #977 on: September 25, 2015, 05:01:38 pm »
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I am curious if you are interested in a more "vibrant" day/night system.  I wrote my own that functions nicely and provides a more "realistic" approach to day and night colors.

It's still just a color overlay similar to most systems.  However, my system actually uses RGB values that change. 
As the day closes, my engine uses an orange into red, then as it becomes night, the red turns into a dull but dark purple, then it fades into a gray color to simulate a morning fog. 

I don't have it 100%.  Everything cycles as it should.  It runs off a simple script that continues to flow unless the game is paused or if the player enters and area other than the Overworld.  The issue is coming out of night into morning.  It happens somewhat abruptly, but could be remedied with the actual fog overlays from Link to the Past when you are in the Lost Woods.

Just tossing the offer out there.

Sure, I'll take a look. Getting the cycle to run smoothly is challenging so I'd appreciate to also see a different take on it.

I'll upload my own results in a bit as well.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #978 on: September 25, 2015, 05:33:16 pm »
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Attached are the two scripts I wrote.  I didn't really comment anything as it should be easy to follow and there isn't too much there.  They could be optimized more if needed.
 The numbers in the timer script deal with how long you want the day to go.  It's just based on per-step.
 The other script deals with variables that are Red Green Blue values.  If you want to change the color, you either need to know the 255 spectrum or open up your favorite image editor and find a color you want to find the RGB values.

Don't forget these globals to initiate before the object:
global.In_overworld = true;
global.Time_of_day = "day";
global.Time = 1200;

In order to use the scripts, I have a single persistent object created in the first room of my projects(I have used this day/night system in 4 on going Zelda projects of mine).

objDayNightController
CREATE EVENT
Code: [Select]
color = 0;
colorR = 0;
colorB = 0;
colorG = 0;
image_alpha = 0;
STEP EVENT
Code: [Select]
if (global.paused == false)
{
    x = view_xview;y = view_yview;
    scrDayNightTimer();
    if (instance_exists(objHUDcontroller))
    {
        depth = objHUDcontroller.depth + 1;//objHUDcontroller is always at the closest depth, so we want the overlay to be drawn under it
    }
}
DRAW EVENT
Code: [Select]
scrDrawDayNight();


https://drive.google.com/file/d/0B49_4X0jDFp8QnJqSXY1VDRpMVU/view?usp=sharing
If you want to see it in action in a project I have been working on, you can mess with my Zelda II project.  It'll take some time, but just move around and such and after some time, you'll see the transition.

As I said, coming out of morning needs some work.
« Last Edit: September 25, 2015, 05:35:11 pm by Theforeshadower »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #979 on: September 25, 2015, 05:48:52 pm »
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Thanks. I'll try it out.

Here's my cycle in action:
https://www.mediafire.com/?6y9cbr94p6j02d2 (sorry about the large filesize)

EDIT:
Nice looking menu by the way. I really like it.
« Last Edit: September 25, 2015, 05:59:57 pm by Martijn dh »
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