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Pages: 1 [2] 3 4 ... 10
 on: January 28, 2018, 06:26:23 pm 
Started by Martijn dh - Last post by Martijn dh
Hi all, here is another progress report.

So I've finally settled on a method for "raising water levels". Check the screenshot for an inbetween frame of what I'm talking about. Next I'll be adding some sound before implementing such watereffects all across the dungeon.

Next, I was playing around with some of the coding when I noticed opportunities to massively improve performance, so please enjoy those results in the next demo.

Finally, the German (and Russian) translations didn't pan out. It's fully dead, but I did write down the required reordening of ingame texts while waiting. Who know. Maybe I'll revisit the idea when the game is fully done.

Update report:
Code: [Select]
0.19.24 (19 januari 2018)
* Improved collisions while swimming in deep water
* Redid setup for getting out of deep water via jump
* Interaction ledge jumping and landing in deep water added
* Tweaked jumping in the deep water from broken ladders

0.19.25 (20 januari 2018)
* Cleaned up the coding a little regarding water object creation
* Added water animated water flow from the wall

0.19.26 (26 januari 2018)
* Loving the studio profiling options: The engine has been tweaked all over to achieve a whooping combined performance increase of 41% (while in the debug room)

0.19.27 (27 januari 2018)
* Improved performance of room transition coding quit a lot
* Performance in debug room improved by another 7.5%
* Performances boosted by another 17,5% if room doesn't contain darkness mechanics

0.19.28 (28 januari 2018)
* Added raising waterlevel (single body of water for now

 on: January 28, 2018, 12:45:30 pm 
Started by Avatarus - Last post by Avatarus
Dungeon room concept featuring clawshot.

<a href="http://www.youtube.com/watch?v=ZwewIsUG0fY" target="_blank">http://www.youtube.com/watch?v=ZwewIsUG0fY</a>

 on: January 15, 2018, 07:01:29 pm 
Started by Martijn dh - Last post by Martijn dh
Weekly progress report:
Code: [Select]
0.19.22 (13 januari 2018)
* Can now dive to collect items
* No more errors if you walk towards jumpable ledges from an invalid direction

0.19.23 (14 januari 2018)
* Added visuals for transparent deep water
* Fixed small bug in deep water generation scripting
* Fixed small saving bug

 on: January 14, 2018, 11:43:29 pm 
Started by MG-Zero - Last post by MG-Zero
Scheduled downtime coming 1/16 @ 1AM EST

 on: January 13, 2018, 10:24:00 pm 
Started by SpritingBrad - Last post by SpritingBrad
i'm trying to get the shape of the front view correct, but I am not happy with it completely. I don´t know why this view is harder than the others lol. the Tusks are also a pain to get right, since on the model its even hard to see, that is as close as I could get it. as for the arms, I've been searching for a good front image of Ganon standing, but I found nothing, so I had to edit the 3d Model in Paint. however, I don´t like the arms, and the legs seem off too. Any help with this view?

 on: January 13, 2018, 01:22:28 pm 
Started by SpritingBrad - Last post by SpritingBrad
I did the diagonal view of Ganon.

 on: January 12, 2018, 05:39:05 pm 
Started by SpritingBrad - Last post by Leduardo

 on: January 10, 2018, 12:46:30 am 
Started by SpritingBrad - Last post by shadowlink360
I really wish someone would make a game out of these sprites xD

 on: January 10, 2018, 12:42:01 am 
Started by Theforeshadower - Last post by shadowlink360
lol i wanna play this but cant help thinking i should first play the real version xD

 on: January 07, 2018, 06:20:11 pm 
Started by Martijn dh - Last post by Martijn dh
Weekly progress report:
Code: [Select]
0.19.20 (6 januari 2018)
* Fixed a long running visual glitch where, if you stop pushing and directly time to try to the sides, you may be shown pushing nothing
* Started work on (water level) push switches (post screenshot)

0.19.21 (7 januari 2018)
* Finished (water level) push switches
* Tweaked puzzles in water prison
* Started working on dynamic water levels triggered by push switched

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