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Author Topic: Horn of Balance  (Read 462533 times)

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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #320 on: December 03, 2010, 01:13:15 pm »
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Room B... looks a heck of a lot like the room in OOS- Lv3, Poison Moth's Lair
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I'll add one of these later.
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #321 on: December 03, 2010, 03:57:23 pm »
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ok. if you can give me any map that is not finished and I will attempt to terminate (room design) or any idea to complete a map (sprite + designer). For example overworld map, Soldier Shrine overworld design, dungeon maps or Other sprites (npc's, enemies...). I show the map made and I give the tiles used. Pass the map reference or ideas by mail if you want. I do not know another way to help, tell me exactly where you want to help. I do not know how to help.

I do not try to correct anything in your game or change your game, just try to do better and more varied (New sprites, new things from Other zelda games and new mechanics not seen in ALTP), not always the same mechanical ALTP and same graphics, but without losing the style ALTP.

Thanks for answering questions and forgive me if I was rude.



You're not rude. I just meant you effort would be better spend working on things you know I'm looking for.
I'll send over a mail with some idea's when I find the time, okay?


The boy: A puzzle like that is seen in more game, but that's okay. I like that room. Looks fresh. I just can't use it right now because I already have the first dungeon all planned out.
« Last Edit: December 03, 2010, 04:06:20 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #322 on: December 05, 2010, 08:27:55 pm »
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Worked on the game again this weekend:
+ Improved the AI for the Pol's Voice further (can now jump over various other objects / no more unwanted jumping over ledges / better response to getting hit / etc).
+ Fixed a nasty glitch (the detection of the terrain you stand in had one tiny imperfection which led to a nasty visual glitch in an entirely different object during screen redraws. Took me hours to hunt it down :'( )
+ Partially redid old coding behind the item menu, cutting a couple dousand objects
+ A couple of tiny tweaks

Most of it is refinement, but taking time for that is also important.

Edit: one more fix before going to bed.
+ Fixed glitch of getting stuck in action objects through pushing blocks
(one location where this can occure is in the basement with the pitfalls if you move the left most block of four)
« Last Edit: December 05, 2010, 09:15:05 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #323 on: December 12, 2010, 05:30:58 pm »
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Not much progress this weekend (I had some interesting diversions) so you'll have to do with a new youtube video.
<a href="http://www.youtube.com/watch?v=q9Gt1xfOLjI" target="_blank">http://www.youtube.com/watch?v=q9Gt1xfOLjI</a>
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #324 on: December 12, 2010, 08:28:18 pm »
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I haven't seen anything new that was in the demo. The Polls Voice could still use some work. I saw it being drawn under the teleport pad (1:44) and moving around on the wall (6:50).
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #325 on: December 12, 2010, 08:44:17 pm »
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Yeah, like I said. Not much progress this weekend. Just felt like uploading something. Showing one or two things people probably hadn't found while I was at it.

I'm aware of the issues you mentioned and believe I actually made comments about them in the video.

Edit: Oops. Sorry. I forgot to publish the comments I made.
« Last Edit: December 12, 2010, 08:47:45 pm by Martijn dh »
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Xiphirx

wat
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #326 on: December 12, 2010, 09:19:26 pm »
  • Xiphirx
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My god, this has to be the best Zelda engine I've seen here.
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  • For The Swarm
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #327 on: December 12, 2010, 09:32:16 pm »
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Let's hope this video can make people on other forums think the same thing. The people on the gamemaker forum in particular give little attention to anything other then a screenshot or video, so this seemed like a smart thing to do. With a little luck it may even entice one or two people to come over here afterwards ;)
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DJvenom

super-sage
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #328 on: December 12, 2010, 11:05:13 pm »
  • Colbydude was here.
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Very solid engine :) This game has come quite a ways! very awesome!
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I do art
I ermmm... DID do art
I do art
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #329 on: December 13, 2010, 12:06:22 am »
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That is one amazing engine, well done :D
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Quote from: Jason
Your community is a bunch of stuck up turds.
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #330 on: December 20, 2010, 10:30:00 am »
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Progress made in the last two weeks:
+ Finished the AI for the Buzz Blob enemy
+ Fixed glitch of Pol's Voice jumping through the air
+ Had another lovely date with the girl of my dreams
+ Made coding improvement to the startingscreen and item menu to save resource
+ Recoded some older code behind the credits

In case anybody was wondering why I'm less active lately with PotM and my project.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #331 on: December 20, 2010, 01:03:55 pm »
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+ Had another lovely date with the girl of my dreams
So we can expect some sort of cameo of her in the game/next demo  :P
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #332 on: December 20, 2010, 01:36:25 pm »
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There's an idea. I like little nods like that, so who knows. ;)

One more piece of progress since there weren't any trains to bring me to work today (from 08:00 all the way till around 13:30. WTF):
+ I found a glitch where you are almost instantly drained of life if you touch the buzz blob with your body. That's fixed in the next demo.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #333 on: December 20, 2010, 05:58:57 pm »
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Great work on the engine. It feels just like the original game! But I have been wondering, what is the Rod of Medu and what does it do? I don't think that I remember seeing it in the original game.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #334 on: December 20, 2010, 08:20:27 pm »
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That's correct. It is one of the items I'm adding myself and it is to be read as "Rod once belonging to Medu". Much like the fire and ice rods it shoots magic projectiles, but I'm not going to spoil what type of magic (=not electricity). Well, I'm not going to tell you too much also because I'm still working out how feasable it will all be to program. The name Medu may give you a small hint as to what direction I'm thinking in.

Out of the three I hope to have two rods fully programmed in, in the next two months. Hopefully all three. That includes the statuseffects for the enemies (possibly the character himself) and effects on enviroments. Depending on life, work and studies offcourse.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #335 on: January 09, 2011, 12:59:50 pm »
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Progress has been slow lately due to other things playing, but I wanted to let you guys know I'm still working on my game.

I remember someone once asking me how many resources I'm using in my game. Today I figured out a relative easy way to answer that.

I'm currently using:
590 sprites
157 scripts
111 objects
72 sounds
22 backgrounds
9 paths
8 rooms
5 timelines


Update: Here is the progress made in the past weeks.
+ Prevented crashing backwards into transitionobjects, except for warptiles and pitfall
+ Made more coding improvements to the startingscreen to save resources
+ Walking over a fragile floor with sufficient weight now makes the floor break and you will fall through the hole that appears. (No breaking animation yet and the collisions needs tweaking)
« Last Edit: January 09, 2011, 09:29:57 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #336 on: January 22, 2011, 08:03:03 pm »
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Made some progress today.
Finally finished the floor breaking beneath your feet as you walk over it. The little details made me continuesly put this one off.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #337 on: February 02, 2011, 09:02:36 pm »
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Made a little bit of progress today (I am trying to keep progress going no matter how slowly):
+ The new snake enemy can now be created as any other enemy, but also it can now be dropped from the ceiling. The snake's sprites have been finished and it's just a matter of programming the AI. Although that's the most time consuming aspect for an enemy.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #338 on: February 02, 2011, 09:12:28 pm »
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(I am trying to keep progress going no matter how slowly)
I will give you +reputation because you are alive and still working on the game, regardless how many years it will take to make it.
« Last Edit: February 02, 2011, 09:36:24 pm by Gedosemo »
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Zhello

N.A.D.I.
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #339 on: February 02, 2011, 11:53:17 pm »
  • L'homme avec beaucoup de noms.
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hey if you need any sprites, I be happy to find some for you.  I some lttp styled sprites too.
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