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Messages - Martijn dh

Pages: 1 2 [3] 4 5 ... 56
Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: May 08, 2017, 08:07:51 am »
And here is last week's progress:
Code: [Select]
0.18.34 Studio (29-30 april 2017)
* Added various generic helper functions for checking room conditions (like if all enemies are dead). Mainly done to save time and complexity in the future.
* Made pressure plates simpler/faster to implement
* Finished version 1.0 of intro cave
* Made lots of progress on the mansion dungeon
* Edited the way visuals are determined for locked and conditional doors
* Cut large blue chests that do not require a the master key
* Magicly appearing staircases now handled differently (cutting some duplicate sprite resources)

0.18.35 (1-7 mei 2017)
* Made more progress on retiling with new tilesets
* Made more older functions obselete
* Added drowning in deep water
* Fixed visual issue map menu

Graphics / Re: SpritingBrad´s sprites
« on: April 29, 2017, 01:54:15 pm »
That looks awesome!

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: April 28, 2017, 10:42:43 am »
Just a little update to show the project is still alive.
I hit a little snag earlier this month with the new inherentance options of GM Studio 2, which caused all the new tileset usage to get scrambled (see screenshot). But I'm almost done fixing it and truly finishing the conversion to the version of GM. Aside from that I'm working on adding a small intro cave to the game and making progress on the next dungeon (=A lofty mansion complete with garden and underground cells). The plans for these rough designs for these new area's are done, though it will take several months to fully add all intented functionality (which I'll add in phases).

Progress made:
Code: [Select]
0.18.25 Studio (27 maart 2017)
* Implemented JSDoc for all script arguments

0.18.26 Studio (29 maart 2017)
* Made further progress on tilesets
* Did more experimentation on layers

0.18.27 Studio (2 april 2017)
* All objects are now (first) created on a single layer

0.18.28 Studio (8 april 2017)
* Populated layer_Shadows for all rooms
* Started implementing newly optimized tilesets

0.18.29 Studio (9 april 2017)
* Made a lot more progress on the new tilesets and implementation
* Fixed glitch where enemies can move over some types of terrain
* Replace almost all usages of obselete function: instance_create

0.18.31 Studio (15-26 april 2017)
* Cleaned up (faulty) coding behind dynamic depths enemies/character/various objects
* Removed last remaining usages of obselete function: instance_create
* Implemented enum() for floor numbers
* Made further progress on new tileset (implementation)

0.18.32 Studio (27 april 2017)
* Added cave on adventure (=new intro cave)
* Made more progress on mansion dungeon
* Chest types now handled via enum values
* Lots of smaller room changes
* Fixed depth issue HUD
* Made more progress on retiling with new tilesets

0.18.33 Studio (28 april 2017)
* Made more progress on intro cave and mansion dungeon
* Made more progress on retiling with new tilesets

Graphics / Re: Gunple Gunman's Proof - LTTP Alternative Graphics
« on: March 31, 2017, 07:23:59 am »
A few of these tilesets seem pretty nice, the broken down house and the green stone dungeon with the statues expecially. I may use a few of these for dungeon tiles in my game. As i tile if anyone is interested i can post them.

Yes please! I'm also interested in using them.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: March 26, 2017, 07:12:02 pm »
Still alive XD
Between the new Zelda and the new Gamemaker Studio actual gameplay development has pretty much stopped right now. (Loving both distractions by the way!). I expect I'll need about another month for the conversion to Gamemaker Studio 2. After that I'll finishing up with the new swimming mechanics, connect the new magic maze and tweak the Moldorm bossfight. Once all of that is done I'll see about releasing a new demo for testing.

Code: [Select]
0.18.14 Studio (4 maart 2017)
* Made progress designing new dungeons

0.18.15 Studio (5 maart 2017)
* Made progress designing new dungeons
* Started work on magic maze mechanics

0.18.16 Studio (7 maart 2017)
* Finished added magic maze mechanics

0.18.17 Studio (8 maart 2017)
* Further tuned magic maze mechanics

0.18.18 Studio (17 maart 2017)
* Did some trailruns for conversion to Gamemaker Studio 2

0.18.19 Studio (18 maart 2017)
* Fixed visuals during credits screen for larger screen sizes
* Game longer does trickery with foregrounds for less code in GMS2
* Changed various naming conventions and subscribt for cleaner code in GMS2

0.18.20 Studio (19 maart 2017)
* Switched to GMS2
* Edited code regarding camera usage (and blend mode usage)

0.18.21 Studio (20 maart 2017)
* Started implemented room inherentance tree
* Started defining generic room layers

0.18.22 Studio (24 maart 2017)
* Finished implementing room inherentance tree
* Reorganized the game's macro's

0.18.23 Studio (25 maart 2017)
* Made lots of  progress setting up 3th generation tilesets to take more advantage of GMS2 functions
* Moved various development logs into Gamemaker

0.18.24 Studio (26 maart 2017)
* New dev layers visibility off during default play
* Completely went over all the layers of the titlescreen, gameselect and credits (also cutting now obselete resources)
* Map menu now uses proper gms2 functions for getting room backgrounds
* Fixed shock animation
* Started documenting naming conventions in GMStudio
* Further improved new tilesets

Graphics / Re: Gunple Gunman's Proof - LTTP Alternative Graphics
« on: March 23, 2017, 05:13:33 pm »
Interesting link.
The maps look dull and empty but they at least made some nice looking custom sprites. Thanks for sharing.

Discussion / Re: Lines of Code
« on: March 18, 2017, 06:59:05 pm »
Interesting download. Thanks!

Here are the stats for Horn of Balance (8+ years).
To be fair: I use A LOT of comments for in engine descriptions. Also, I spend way too much time going over old code and simplifying it.

   Lines: 24763
   Empty lines: 1878
   Characters: 854459

   Lines: 114
   Empty lines: 15
   Characters: 2581

   Lines: 514
   Empty lines: 12
   Characters: 20644

   Lines: 73149
   Empty lines: 10111
   Characters: 1941392

   Lines: 98540
   Empty lines: 12016
   Lines (excluding empty lines): 86524
   Empty lines ratio (empty lines/lines): 0.12
   Characters: 2819076
   Characters per line: 28.61
   Characters per line (excluding empty lines): 32.58

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: March 08, 2017, 09:47:30 am »
To let you guys know: I'm back working on this game again after a short break. (Work related deadlines got me really tired and down so I needed it).

So here's a couple of things regarding new progress:
- I'll not be following the plan decided by the last poll. To prevent burning out on this project I'll be working on whatever I feel like for the coming months instead.
- Just finished adding a new mechanics: magic / unlimited mazes. Think along the lines of the forest maze in a link between worlds.
- Good progress has been made starting up a new dungeon (see the early screenshots in the attachments).
Here's the pitch: You enter a massive mansion belonging to the man that set you out to conquer your various dungeons. The place is filled with statues, paintings, hallways, a central lobby, libraries, a dark prison-like basement and offcourse a luxurious garden. Some rooms have guards, others smple servants. And the master himself must be working on something on the floors above.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: February 05, 2017, 09:24:00 pm »
Just a quick update, because I'm very tired from work and such: I've finally finished adding the new Magic Powder (based on Tony's sprites). XD This includes the various transformation effects for enemies. Players get direct access to the powder when starting a new game.

Progress made:
Code: [Select]
0.18.10 Studio (23 januari 2017)
* Fixed surface issue name selection screen (after changing screen dimensions)
* Fixed full screen GUI issues better

0.18.11 Studio (28 januari 2017)
* Simplified coding behind usage of area welcome text
* Started work integrating the option screen into the item menu

0.18.12 Studio (4 februari 2017)
* Spend time designing new rooms / areas

0.18.13 Studio (5 februari 2017)
* Finished adding new item: magic powder
(including exceptions for: Anti-Faerie, Buzzblob, turning enemies to slime, effects on torches)
* Made powder available for all starting players
* Fixed area text displaying too often on overworld

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 25, 2017, 06:30:08 pm »
Sorry, didn't mean to push or rush

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 24, 2017, 07:59:39 pm »
Thanks. Implementing additional collectables will take a couple of days so I'll put in on the suggestions list (=starting post) for now.

PS: Did you reach the new boss in the new cave? It's not too difficult is it?

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 23, 2017, 05:28:44 pm »
Bugfixes just make the game beter and beter so feel free to keep 'm coming.

That fullscreen issue seems to be hardware dependant. I'll do some research to see if any project has had simular issues with GM Studio.

- fullscreen is better, yet not perfect (attachment 18.09vs18.00 )

Turns out I needed to toggle off Studio's "keep aspect ratio" option because it's glitchy in combination with full screen GUI usage. It's fixed on my end now. I'll release a new demo next weekend (which'll give me some time to hopefully finish the magic powder as well).

- Name Select Screen Selection is behind the words and background (attachment)

Now also fixed this one on my end.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 21, 2017, 09:30:20 pm »
So here is a nice little progress report and updated demo:

New download
Demo version: 0.18.09
File Size: 21,25 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: http://www.mediafire.com/file/r0duo5tykdw4x5p/Zelda+Horn+of+Balance+0+18+09+Public.zip

- The goal is to reach the end of both major dungeons
- An gauntlet mini-dungeon is included as a hard mode and to display additional enemies and items

Default controls*:
D - Action button (open doors / read text / grab / etc) + Confirm button (while in menus)
G - Attack button (hold and release for a full swing attack) + Cancel button (while in menus)
S - Perform run action (if you have the boots available)
R - Use item A
F - Use item B
Space - Brings up item menu
Enter - Brings up map menu
Escape - Pauses the game (can be used to exit the game)

* The controls can be personalized in the options menu at the start of the game.

What's new?
* Mini Moldorm -
* 3rd Boss -
Show content

* Changes to the (default) control setup
* Fixes for pretty much all the other reported feedback

What's stayed the same?
* Buzzblob's still shock when struck while stunned. --> I might edit this in a future version
* Blue Bari does not split when killed --> This is deliberate. I the original only red bari split upon death
* Item farming is still possible --> Great idea and will be looked into when game is nearing completion. For now I view the demo as a semi-sandbox so I'm okay with rupee farming.
* No burning of bushes just yet --> I'm not against the idea but I'd want to do it right (like explore the idea of letting the fire spread) and that'd take a lot of time. I may look at this again for a later demo.

(Boring) details
Code: [Select]
0.18.01 Studio (2 januari 2017)
* Started work on new item: magic powder
* Did work on tilesets and new dungeons

0.18.02 Studio (8 januari 2017)
* Did more work on the magic powder

0.18.03 Studio (14 januari 2017)
* Started work on new boss: Moldorm
* Plug small memory leak sandsnakes
* Fixed minor found visual issues boss 2

0.18.04 Studio (15 januari 2017)
* Finished new boss: Moldorm (boss)
* Added new enemy: mini-moldorm

0.18.05 Studio (17 januari 2017)
* Fixed collision issue cave of adventure
* The following enemies are now stunned if hit with the boomerang: Human soldiers, Snapdragon
* Made progress fixing screen glitch full screen mode

0.18.06 Studio (18 januari 2017)
* Fixed errors with the map menu
* Made more progress adjusting all mis-alligmnent during full screen mode
* Fixed visuals issues map menu framing while in full screen mode

0.18.07 Studio (19 januari 2017)
* Corrected all found fullscreen mis-allignment
* Fixed boomerang errors when colliding with red soldier's shield (and simular issues)
* Fixed boomerang going through bushes and cutting them multiple times

0.18.08 Studio (20 januari 2017)
* Added option to enable name typing (rather then it being ON by default)
* Edited default control set-up (see the controls on the option screen for the new controls)
* Enter, Space and Escape are now allowed as options for key binding
* Window is centered at start up and screen size changes

0.18.09 Studio (21 januari 2017)
* Gibo core can now be damaged by projectiles (like the sword beam)
* Added 3rd boss to demo (+ mini-moldorm)

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 18, 2017, 09:09:09 pm »
Just a little warning with the current demo:
While fixing reported issues I discovered potential errors with the map menu. It may be best to avoid the map menu in the current demo to prevent progress loss. The next demo will have the issue fixed so it may be best to wait for that in the weekend all together.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 17, 2017, 09:42:42 pm »
edit2: Royal Tombs, the Green Soldier with Dagger(?) and small shield ignores the player... i don't know if that because its an older dungeon of yours or he is a weak version.

I believe that's simular to the original. Those are the rookies, which are meant to be simplier then the regular soldiers. In the final game, they'll be placed before you'll encounter the tougher soldiers.

Also, I fixed the cave issues on my end (along with doing some tweaks to enemy properties). I was thinking I should release a new demo a.s.a.p. but considering the amount of feedback I think it's best if I take my time and release a more robust update by the end of the weekend. That'll give me a chance to also add the new boss somehow as well. (Also, it's late for me and work starts early).

Thanks for the feedback so far. I'm loving it.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 17, 2017, 07:56:57 pm »
the thing with the buttons is just, that it shouldn't use more than the original don't you think? can be used any of them as long as the amount of buttons doesn't reach a certain point... its useless to use buttons one time and then never again anyways right?

People once complained that I should the keyboard more fully. Never considered controls before though.

how should a player fight the buzzblob? i always stunned them so i can attack... they don't even indicate in their graphics that they electrify when they are stunned, they just hurt D:
too me the logic is either they stop "buzzing" when stunned or just can't be stunned.

Bombs, arrows and rods should work. Then again, that would limit me from placing buzzblobs in the overworld in the final game (since the player will not have those later on only). I also like the argument about visuals hinting. I'll see what I can do.

the post of PendulumSwing is exactly what i've talked about too ;)

Working on it as you're reading this. Thanks for the screenshot PendulumSwing. The issue behind this is that GM Studio doesn't always "remember" recently included files when you save a project under a new name. It's bizar and pretty annoying. Hopefully GM2 will have fixed that.

also. fatal error (seems to be the same)
normal shield, attacking a bush while boomerang is still flying

I'll look into it.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 17, 2017, 07:19:22 pm »
Thanks for testing XD. I should have all the glitches fixed by the weekend.

Editing the buttons is probably no issue. I'll try it out.

The enemy responses to the boomerang is a matter of me not comparing to the original. Stunning all soldiers makes sense since their all human so I'll add that. The buzzblob stopping to electrify when stunned I'll have to think about. You don't feel it's more logical this way?

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 17, 2017, 05:56:12 pm »
I think there's a mistake with the download links for demo 0.18.

Thank you for notifying me. I had no idea. In fact, I was feeling pretty disheartent that absolutely nobody seemed to try the link XD

The links have been updated. Please enjoy and feel free to comment on whatever you might notice or find. All feedback is welcome.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 15, 2017, 03:52:30 pm »
Just finished adding a new boss fight: Moldorm (but different). Check the attached screenshot.
If anybody wants to help playtest this guy, feel free to let me know so I know to set up a new demo.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: December 30, 2016, 12:19:08 pm »
And here is demo 0.18.0:

Demo version: 0.18.00
File Size: 21,24 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: http://www.mediafire.com/file/1n5o4cbbr7n4r31/Horn_of_Balance_version_0_18_00.zip/26_maart_ZFGC_resources.zip

Default controls*:
D - Action button (open doors / read text / grab / etc) + Confirm button (while in menus)
G - Attack button (hold and release for a full swing attack) + Cancel button (while in menus)
S - Perform run action (if you have the boots available)
P - Pauses the game (can be used to exit the game)
R - Use item A
F - Use item B
H - Brings up item menu
E - Brings up map menu

* The controls can be personalized in the options menu at the start of the game.

What is different from demo 0.17?

Fully converted the game over to Gamemaker Studio

Fully converted the game over to 60 fps

New enemies:
- Spark
- Wall lasers
- Winder
- Snapdragon
- River Zora / Ku
- Sandcrab
- Kodongo
- Wallmaster
- Stalfos head

New items:
- Bombs
- Red Boomerang

New terrain:
+ Tiles falling underneath your feet. Two types: timed and triggered
+ Starswitches (makes pits appear / disappear)
+ Conveyor floor
+ Blue warptile (into dark world)
+ Invisible Floor

New misc:
+ Day-night cycle
+ Animated tilesets
+ Trees that can talk (and some that drop items if crashed into)
+ Wall decorations to cut up (= curtains / vines)
+ Added more items to collect: bombs (5), arrows (10),  rupees (100,200,300), bombs (3), apples
+ Additional enemy projectiles

Gameplay / misc tweaks:
+ Made it so ALL enemies can now potentially bounch Link back as the hero damages them with his sword
+ Redesigned Molgera boss fight (+tweaked boss 1 and subboss 1)
+ Made it so enemies can push Link back based on the position of the sprite that made contact (if so desired), rather then always the enemy control object's position
+ Added idle animations to the file select screen
+ Streamlined starting menu's
+ Fairies are no longer used if you touch them while at full health
+ Collectable arrow items now change sprites if you have the hero bow + silver arrows
+ Added “luck” states for item spawn rates (to be altered by a fairy pond in future versions)
+ Bottles now only consumed if not yet at full health/magic
+ Tweaked transition effects within dungeons
+ Lights produced by wall lights now animated
+ A ton more I'm probably forgetting

Technical stuff:
+ Streamlined large sections of code to ease future development
+ Build new collission system (now only using just a few sprite resource)
+ Surfaces are now handled better (= plugging memory leaks)
+ Sounds are now handled via the new sound engine
+ Game (incl. screen effects) are now displayed using the GUI (=less resources / better performance)
+ Started using constant far more consistently
+ Set up / implemented guidelines for scripts and other resources
+ Documented all variables and depths used in the game
+ Added and optimized various tilesets
+ Build developer editors for diggrids and collisiongrids
+ Greatly cut back on the number of object types used
+ All area data is now handled through a single
+ Build more expansive debug area's
+ Started using shaders for complex screen effects
+ A ton of small things

A massive amount of bug fixes

What's next?
The first priority is to fix whatever bugs or issues you guy may find in the current demo. So feel free to report whatever things you might notice while playing, no matter how small.

After that I plan to spend januari just adding whatever I feel like. After that (in februari) I'll go back to a more directed schedule. Check the poll above to give your opinion on what that schedule should focus on.

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