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Horn of Balance
Martijn dh:
At your service ;)
Thank you for the many years of support.
Martijn dh:
Just a quicky update this weekend to let you know that I've just released demo 1.1 over on Itch.
Link: https://hornofbalance.itch.io/horn-of-balance-pre-ks-demo
It's a small update containing the following new features:
* Usable shield for defence against flying projectiles
* Usable net for catching those elemental spirits
* Rebind-able gamepad controls (experimental feature)
* Updated the in-game menu navigation
* Several small tweaks and bugfixesProgress report:
--- Code: ---v0.27.20 (8 mei 2023)
* Worked with spriter on villain group
* Implemented new visuals for other fast travel system
* Added extra sounds and effects to using the staff
v0.27.21 (11-13 mei 2023)
* Upgraded to better hardware
* Upgraded to Gamemaker - LTS version (for a more stable dev platform)
* Video capture and editing proof of concept completed
* Worked on next art commission
v0.27.22 (14 mei 2023)
* Performed demo performance by a lot (= own coding needs dropped from 4+Ms to <1 Ms; system performance remains at 16,5 Ms)
* Removed obselete debug functions
* Fixed intro boss text type
* Fixed small memory leak
* Fixed a few errors resulting from new gamemaker version
* Enemy hurt sounds no longer stack
* Rewrite how spirits are caught with the net (for better visual feedback and better gamefeel when sprites are grouped very closely together)
* Tweaked masking of latest NPC's
* Tweaked intro boss masking slightly
* Create new character animations for using the fire and stone elementals
v0.27.23 (15 mei 2023)
* Created new character animations for charging the sword (+walking with charged sword)
* Created new character animations for the sword release (excl special effects)
v0.27.24 (16 mei 2023)
* Removed (now) obsolete sprites
* Tweaked hero sprites in side sword swing animations
* Finished implementing new visuals for using stone elementals (excl. sndfx)
* Made progress implementing new visuals for sword charging (+ walking with charged sword)
* Made progress implementing new visuals for sword release (excl. special effects)
* Finished implementing new visuals for using fire elementals (excl. sndfx)
v0.27.25 (18 mei 2023)
* Finished implementing new visuals for sword release (excl. special effects)
* Put out new commission for pixel artist
v0.27.26 (19 mei 2023)
* Finished implementing new visuals for sword charging (+ walking with charged sword)
* Added ability to rebind the gamepad controls (= buttons only; excl. select/start)
* The sword beam is now only available when you have the strongest sword
* Did a full demo playtest. No gamebreaking bugs found. (Just one or two small issues)
* Fixed being invincible while running
* Fixed error in terrain debug display function
* Discovered and fixed long standing issue where skulls would be able to damage hero hiding under the bridge in the big chest room
* Added the net, shield to the demo; but disabled sword charging
--- End code ---
Martijn dh:
Here's a first ever: video gameplay of the new gauntlet items I'm currently implementing.
Now, would it have been simpler and faster to just stick with a rod or something to produce fire? Yes. But! Linden is so young and excitable. Of course the only option available is to produce fireballs with the most badass pose that comes to mind. ;)
As a general update:
I've been heavily focusing on character animations these last few weeks. My goal is to get it all fully completed before moving on to the other aspects again, as I've more or less gotten into a good flow at the moment. Most of it will not be visible in the next demo, but it IS all critical progress for the final game. Special effects and sound effects will have to follow later due to scheduling, but I'm quite excited to be nearing full completion of one of the game's core aspects. XD
I'll leave it at that for now, with hopefully more good news next weekend.
Video:
https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/448/354/883/067/744/original/5e80d73c6e06625a.mp4
Progress report:
--- Code: ---v0.27.27 (20 mei 2023)
* Fixed hardcoded hero name in welcome text. (How I missed that before is beyond me)
v0.27.28 (21 mei 2023)
* Created new character animations for swimming
* Created new character animations for diving
* Created new character animations for getting out of the water
* Next demo will have one less nest and 3/4th health at the start
* Sword charging for special attack now requires the sword to be awakened
v0.27.29 (22 mei 2023)
* Implemented new character animations for swimming
* Implemented new character animations for diving
* Added extra drowning effect
* Implemented new character animations for getting out of the water
v0.27.30 (23 mei 2023)
* Animated magical books
* Created character summoning sprites
* Implemented replacement menu sprites for the medallions
* Started work implementing new summoning animations
* Deleted a bunch of (now) obselete sprites
v0.27.31 (24 mei 2023)
* Made progress creating character animation for using gloves
v0.27.32 (25 mei 2023)
* Made progress adding extra screen effect during boss deaths
v0.27.33 (26 mei 2023)
* Finished adding extra screen effects to highlight boss deaths
* Fixed error in last Murray scene
* Created new sprites for using the rod of Medu in action
* Changed boss naming scheme in desert palace
* Created new character animations for using the rod
v0.27.34 (27 mei 2023)
* Worked with pixel artist
* Implemented new visuals for releasing lv2 charged sword
* Finished creating new character animations for using the gloves
* Started implementing new character animations for using the rod and gloves
v0.27.34 (28 mei 2023)
* Finished implemented new character animations for the rod
* Tweaked glove menu visuals
* Finished implemented new character animations for gloves
* Applied small tweak to the small intro font
* Tweaked medu magic visuals
* Tweaked ice shard visuals
* Added awakened versions of the gloves
--- End code ---
Martijn dh:
Just a slim update this time as I had family matter to attend to last weekend.
Progress report:
--- Code: ---v0.27.35 (30 mei 2023)
* Reorganised enemy damage system
* Added new boomerang menu icons and descriptions
* Fixed murray in the menu when he shouldn't (which was somwhat in character to be fair)
* Implemented new boomerangs
* Tweaked credits stats page slightly
* Fixed collissions between boomerangs and containers
* Tweaked glove uses slightly further
* Made progress on new character animations for throwing the boomerang
* Made more progress on visuals released awaked sword 1 sequence
v0.27.36 (31 mei 2023)
* Worked with pixelartist
* Finished and implemented new character animations for throwing the boomerang
* Fixed oversight where the player is to throw a boomerang from any direction, including the back
* Created new sound effect
* Finished implementing new visuals for releasing lv1 charge sword
* Made progress on new hookshot solution
* Fixed visual allignment issue with hero terrain overlayer
* Fixed sprites being uncollected after releasing it when catching it with the boomerang and already at full hp/mp
v0.27.37 (1 juni 2023)
* Tweaked menu item colors slightly for a few items
* Created new character animations for using the hammer
v0.27.38 (2 juni 2023)
* Implemented new character animations for using the hammer
* Made glove animations a fraction faster
* Laid the groundwork for a potential awakened version of the hammer later down the line
* Made a start on new character animations for using the shovel
* Wall probing is now performed by "grabbing" the wall instead of walking against it with a drawn sword
* Created and finished new character animation for wall probing
* Sped up animation when releasing lvl1 charged sword
* Shovel animation visuals now have a slight variation based on the type of water you're digging up
v0.27.39 (3 juni 2023)
* Simplified the coding when using the shovel
v0.27.40 (5 juni 2023)
* Put out new emote and sprite commissions
* Worked with sound designer
* Prepared coding for upcoming sound effects
--- End code ---
Martijn dh:
Another week. Another (short) weekly update.
It's mainly good news: All the planned character animations have now been fully pixelled and whatever is needed for the next demo has been implemented. That being said, I am taking a little more time to work ahead on some of the endgame items, which could be nice to include during a trailer.
Beyond that, a lot of time has been spend on emotes and sound effects this week. Which have all turned out really well if I do say so myself. And I've been trying to design a better Kickstarter booth image. Designing titlepages is more of an art than I realised however. Looking around on Fiverr there does not seem to be anybody (skilled) specialising in it either. So I may have to come back to it at a later time. Oh well.
Just a little longer and then my efforts will be directed towards the overworld redesign. Can't wait to get started on it.
Progress report:
--- Code: ---v0.27.41 (6 juni 2023)
* Fixed switched text on keyboard controls page
* Fixed error on gamepad controls page
* Improved demo dungeon dungeon map detailing
* Implemented a few more new sound effects
* Made more progress creating new character animations for using the shovel
7 juni:
-Released new Discord emotes-
v0.27.42 (8-9 juni 2023)
* Finished new character animations for using the shovel
* Edited menu shovel icons
v0.27.43 (10 juni 2023)
* Worked on new art commission
* Set up new audio system for enemy sounds based on distance
* Implemented a few more new sound effects
* Dropped a few now obsolete resources
v0.27.44 (11 juni 2023)
* Expanded pallet swapper to display active stat boosts
* Replaced a few more sound effects
* Added visual indicator when boosts are about to end
* Prepared code for next audio commission package
* Integrated powder item into other items and cleaned up resources
* Finished implementing new character animation for using the shovel
* Fixed small visual issue when pressing directional buttons while in tall grass, but not actually moving
--- End code ---
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