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Horn of Balance

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Martijn dh:
Just a quicky update.

It had come to my attention that the previous demo had issues a good while into the dungeon. I have just uploaded demo version 0.27.01 to Itch. All know issues have been resolved in that one.

Link: https://hornofbalance.itch.io/horn-of-balance-pre-ks-demo

While I'm at it. If you want to see a nice playthrough of the game also check out:
https://www.twitch.tv/videos/1796342153

Martijn dh:
Skipping the bigger status update this week. Just working on a range of things right now as I adjust the plans for the next goals.

Progress report:

--- Code: ---v0.27.00 (17 apr 2023)
* Fixed masking issue beyond the conveyor belts in the demo dungeon
* Put out new sprite commissions

===== Released update 1 =====

v0.27.01 (18 apr 2023)
* Fixed small issue where one early staircase may appear prematurely
* Fixed placeholder text on left statue in the entrance room
* Fixed a number of shattered typo's
* Restored missing “secret” sound – Gamemaker bugs strike again!
* Fixed collission error between items spawned from flying enemies vs collission grids
* The game now shows gamepad controls in the textengine if you have a gamepad plugged in
* Skeletons now have the shocked sound effect when they discover something missing
* Flipped hitswitch visuals for more intuitive puzzle
* Fixed shield showing up on the first frame of the dying animation
* Slightly lowered volume when breaking containers

===== Released update 2 =====

v0.27.02 (19 apr 2023)
* Dropped the old cane of byrna item
* Added menu descriptions for the hero shields

v0.27.03 (20 apr 2023)
* Tweaked ice elemental sprites
* Implemented ice elementals as usable items

v0.27.04 (21 apr 2023)
* Worked on some new wall tile mockups for future dungeons
* Edited menu navigation (= can now move more freely to/from the tabs with the up and down buttons)
* Fixed quest page right side navigation from the quivers
* Made preparations to implement fire and stone elementals

v0.27.05 (22 apr 2023)
* Created updated version of the side push animation
* Created new visuals for hero during fast travel system
* Worked on refining new visuals shield use
* Made early mockups for fire/ice item usage

v0.27.06 (23 apr 2023)
* Finished visuals for bringing out the shield
* Updated visuals for stone elemental
* Dropped new push animation again
* Implemented new hero sprite for fast travel system
* Made progress implementing new visuals for bringing the shield out
--- End code ---

Martijn dh:
Hi all,

So you have noticed that the progress logs have been a lot longer these past few weeks. That is because I've taken a few months off from my regular job in order to work on the game (and just enjoy a bit of extra freedom). It was getting a bit much doing both things together and this will buy me some more peace of mind to look at the bigger picture again. I do not have grand plans to do this fulltime. It's just a little something that I've been saving up for for myself. Long story short: expect.

As for progress on the actual game:
- I believe I fixed the random movement issue that was reported. I've been hesitant to release an update yet though as I don't have a tester available right now. If anybody feels like helping out with that, please let me know.
- The next demo will also include the shield as an equipable item. Check out the screenshot. It won't stop enemies from walking into you, but it will stop their nasty projectiles.
- I've also been able to make really good progress with the inclusion of the 6 NPC's originally in your hometown, as well as new visuals for the fast travel system. I don't want to spoil anyone so I'll only be showing screenshots little by little over time.

Progress report:

--- Code: ---v0.27.07 (24 apr 2023)
* Implemented new visuals for getting shield out
* Tweaked fast travel sequence slightly
* Cleaned up old shield coding/resources
* Fixed error with specific enemy type in the overworld
* Fixed small visual issue after titlescreen
* Tinkered around with bird animations

v0.27.08 (25 apr 2023)
* Edited and implemented new large bird
* Tweaked overworld tileset a little
* Worked with spriter
* Added more variant “birds”

v0.27.09 (26 apr 2023)
* Implemented book menu items
* Put out new sprite commissions

v0.27.10 (27 apr 2023)
* Added more variant “birds”
* Tweaked some overworld tiles
* Put out more a few more sprite commissions
* Fixed new visual issue on the fileselection screen
* Added extra measure to prevent floating point errors in the movement script

v0.27.11 (28 apr 2023)
* Created movements visuals for new child NPC visuals
* Trinkered around with colors in overworld tilesets

v0.27.12 (29 apr 2023)
* Worked with sound engineer
* Made sound for breaking vases quiter

v0.27.13 (30 apr 2023)
* Finished and implemented child movement animations
* Deleted unused non/original NPC visuals
* Reorganised and expanded debugging functions
* Updated the demo to start with the shield available
* Created and implemented florine movement animations
* Fixed boss icon not showing up properly on the demo dungeon map
* Implemented florine laugh animation
* Dropped several (now) obselete sprites
--- End code ---

Martijn dh:
I've got some family things going on right and it got pretty late again while writing this. So please do excuse any typo's and such. 😅

The good news is that more tricky hero animations have been completed and implemented: jumping into water, using the net and using the staff. I really spend a lot of time to make those feel good and to not just go for something too generic. I'm keeping it a secret for now, but if you look at the gif for example you can see that the lady is actually holding up her dress in order to walk around. It's that level of detail that I'm talking about.

Speaking of NPC´s. A lot of progress has also been made on sprites for the game´s main villain group. This will (mostly) be like a mercenary group, so expect a wide range of colorful characters. 😉 They will not be shown of for a long while, but I like to work backwards with bosses and such. So starting with the goal and then making sure the rest (like the setting and level) fit it. And thus there is already progress being made on this front.

On the demo side: I had hoped for the next small update to also include the shield and net items (as both have recently been completed). This will fall through though as the required custom sounds are not ready yet (=my scheduling mistake) and I have to wait one or multiple months until I can ask for more. So, for now unless I find good placeholder sounds, those features are pushed back to the next big demo update.

Progress report:

--- Code: ---v0.27.14 (1 mei 2023)
* Tweaked new NPC's to only look sideways when talking to them from the side
* Improved new NPC's depth compared to hero
* Put out next sound effect commission
* Disabled shield in the demo again, because I forgot I'm still using placeholder sound assets
* Tweaked sprite moon book
* Restructured the way most scenes are set up
* Fixed small visual oversight when moving from titlepage to options menu
* The ice shield now does ice damage
* You can now use the fire elemental to apply 80% extra damage when doing physical (related) attacks
* You can now use the stone elemental only take half damage
* Recoded parts of the keyboard and gamepad controls pages

v0.27.15 (3 mei 2023)
* Created new hero visuals for jumping into water
* Started work on new visuals for using more items

v0.27.16 (4 mei 2023)
* Made more progress on new hero visuals for more items
* Fixed small oversight with the new NPC visuals

v0.27.17 (5 mei 2023)
* Created new hero visuals for using the Staff of Meliae and the net

v0.27.18 (6 mei 2023)
* Worked with spriter on the new villain group sprites
* Tweaked visuals for dress wearing following NPC's slightly
* Slightly tweaked a few menu items
* Implemented new hero visuals for using the net
* Implemented new hero visuals for using the Staff of Meliae

v0.27.19 (7 mei 2023)
* Worked more with spriter on villain group
* Implemented new hero visuals for jumping into water
* Worked on rebindable gamepad controls, but did get my gamepad working for testing, so gaving up for a little while
--- End code ---

gm112:
One thing that always puts a smile on my face is seeing you diligently still working at perhaps the longest running project in this sites history! Well, aside from Demo 4. ;) I look forward to the big demo update

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