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Author Topic: Horn of Balance  (Read 462095 times)

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Re: Alttp - Horn of Balance
« Reply #1380 on: October 26, 2020, 05:35:31 pm »
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So here is the latest progress report and my tasklist to consider the newest dungeon ready for release. With alpha meaning the dungeon can be fully completed and beta meaning all aspects should actually work as intended. (Don't be discouraged by the length of the list though; most alpha points are already being worked on at once).

Progress report:
Code: [Select]
0.22.99 (22 oktober 2020)
* Made more progress tiling the mining town dungeon

0.22.100 (23 oktober 2020)
* Made more progress tiling the mining town dungeon

0.22.101 (24 oktober 2020)
* Made lots of progress tiling the town room
* Slightly update tiling LW/DW overworlds
* Slightly expanded DW overworld tileset

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix conveyor belt depth issues
- Fix depth issues of cell depths
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Finish mine room upper right of entrance
- Finish tiling town area
- Add digging to the town
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests

Beta components:
- Add signposts texts
- Adjust gauntlet dungeon to prevent repeat treasures
- Fix issue with continuous boss music
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (various)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Tweak bomb throw (?) and/or allow bombs to be gently lowered
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Miles07

Knight of ERA
Re: Alttp - Horn of Balance
« Reply #1381 on: October 29, 2020, 10:22:04 pm »
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Can't wait for that! Excited to test it out, chart it out.
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I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome. :D

Zelda Items Spritesheet album (OUT OF DATE) - (link here)
A Link Across Time project - (link here)
Boss Keys project (Metroid) - (link here)
Boss Keys project (Zelda) - (link here)
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Re: Alttp - Horn of Balance
« Reply #1382 on: November 01, 2020, 10:22:14 pm »
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I'd like that as well. I'm interested to see how our charts will compare on this new dungeon.

-------

Progress report:
Code: [Select]
0.22.102 (30 oktober 2020)
* Fixed tiling town overworld room
* Fully masked town room
* Made progress tiling mine rooms
* Fixed various smaller things

0.22.103 (1 november 2020)
* Added diggrid to overworld room
* Expanded mine tileset more
* Expanded mine tileset
* Scrapped gauntlet dungeon adjustments
* Fixed several tiling depth issues
* Fixed helmasaurus boss music continuing after defeating boss on the first attempt
* Fixed last known depth issue with conveyors transporting through walls

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix conveyor belt depth issues
- Fix depth issues of cell depths
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Finish mine room upper right of entrance
- Finish tiling town area
- Add digging to the town
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests

Beta components:
- Add signposts texts
- Adjust gauntlet dungeon to prevent repeat treasures
- Fix issue with continuous boss music
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (various)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Tweak bomb throw (?) and/or allow bombs to be gently lowered
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Re: Alttp - Horn of Balance
« Reply #1383 on: November 08, 2020, 09:05:55 pm »
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Weekly update. I was on my way to make good progress but ran across a number of new bugs that needed my attention first, for gameplay purposes.

Progress report:
Code: [Select]
0.22.104 (2 november 2020)
* Made more progress tiling the mining town dungeon

0.22.105 (3 november 2020)
* Made more progress finishing another room

0.22.106 (8 november 2020)
* Tweaked mine entrance room
* Finished room upper right of mine entrance room
* Streamlined room logic coding around conveyor floors
* Made mine ore dispensers permanently available after activation
* Tweaked speed of thrown items after wall collisions
* Fixed error when jumping down a ledge with ore in hand
* Fixed effects when turning into a bunny while carrying ore
* Items and containers can now be pushed into the water by conveyor belts

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths
NEW - Finish town cell house
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Finish mine room upper right of entrance
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests

Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Tweak bomb throw (?) and/or allow bombs to be gently lowered
NEW - Fix bug: Containers / items can be affected by multiple conveyor belt at a time
NEW - Fix bug: Ore respawns at last known location if destroyed while carrying
« Last Edit: November 08, 2020, 09:08:11 pm by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1384 on: November 13, 2020, 02:13:42 pm »
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Just a quicky update image, cause I had it lying around from last week and felt like it.
(I'm currently slightly further along than this).
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Re: Alttp - Horn of Balance
« Reply #1385 on: November 15, 2020, 07:31:10 pm »
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Progress report:
Code: [Select]
0.22.107 (13 november 2020)
* Fixed destroyed ore spawning at last known location
* Items and containers are now only affected by one conveyor belt at a time
* Tweaked mines fairy room

0.22.108 (14 november 2020)
* Fully tiled and finished cell house in the mining town
* Corrected some smaller tiling issues
* Tweaked fairy room a little further
* Tweaked the rolling pin enemy starting states
* Finished mine lower room B2

0.22.109 (15 november 2020)
* Added some shadows to the town houses
* Tiled and finished last house before the house (for now until more enemy types are added)
* Made more progress tiling the town “dual house”
* Finished adding secret chests

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths
- Finish town cell house
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests

Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
NEW - Finish town house upper left position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Fix bug: Containers / items can be affected by multiple conveyor belt at a time
Fix bug: Ore respawns at last known location if destroyed while carrying

NEW - Fix bug: Rounding issue in fairy/enemy movements scripts
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Re: Alttp - Horn of Balance
« Reply #1386 on: November 22, 2020, 08:44:17 pm »
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Apology's about this next demo taking so long to produce. I had some extra days off to clear most (if not all) of the Alpha items this week but personal things ended up asking more of my attention than intented (=nothing bad, just grown up responsibilities you know).

Progress report:
Code: [Select]
0.22.110 (16 november 2020)
* Added remaining locked and conditional doors to the mining town houses
* Made progress tiling the “dual house” in the mining town
* Tiled and finished house in the top left of the mining town
* Made progress tiling the other remaining mining town houses
* Tweaked mining town dungeon map

0.22.111 (17 november 2020)
* Tweaked mining town tiling further
* Finished mine generator room (except for enemies)
* Made progress on the library side of the dual house

0.22.112 (22 november 2020)
* Made progress on finishing the ”dual house” room
* Expanded the functionality of destructable curtains

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish mine "generator" room
- Finish mine room before boss
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors

Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Finish town house upper left position
MOVED - Finish town house house center position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
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pxl_moon (dotyue)

Team Dekunutz
Re: Alttp - Horn of Balance
« Reply #1387 on: November 24, 2020, 08:01:30 pm »
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Don't Worry, life happens and you have the best fangame in the scene right now... hope to see the next demo soon, i'm always lurking around for your updates here and it's looking good so far :D
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Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
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Ocarina of Time: Deku Caca
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Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: Alttp - Horn of Balance
« Reply #1388 on: November 25, 2020, 12:14:28 am »
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Ye. Take what time you need.
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Re: Alttp - Horn of Balance
« Reply #1389 on: November 25, 2020, 12:33:02 pm »
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Thank you both. It's good to receive feedback every now and then :)
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Re: Alttp - Horn of Balance
« Reply #1390 on: November 29, 2020, 07:51:50 pm »
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Weekly update:

Progress report:
Code: [Select]
0.22.113 (23 november 2020)
* Made more progress on finishing the ”dual house” room

0.22.114 (24 november 2020)
* Made good progress tiling the last remaining houses
* Tweaked mining town dungeon map and town room
* Masked and finished another dungeon room

0.22.115 (25 november 2020)
* Masked and finished another dungeon room
* Made progress adding in multiple captured NPC's

0.22.116 (26 november 2020)
* Made progress adding in multiple captured NPC's
* Added signposts to the mining town dungeon
* Added dungeon warp shortcuts

0.22.117 (27 november 2020)
* Fixed NPC depth issue that can happen during specific transitions if they are following you
* Added failsafe to prevent NPC's from leaving dungeons with you

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add failsafe for exiting the dungeon with NPC's following
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish mine room before boss

Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Finish town house house center position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
MOVED - Add NPC conversations
MOVED - Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
« Last Edit: November 29, 2020, 07:54:23 pm by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1391 on: December 07, 2020, 05:17:04 pm »
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Development was delayed again, but the next demo is still getting closer and closer. XD

Progress report:
Code: [Select]
0.22.118 (1 december 2020)
* Added all the remaining shadows to the new dungeon
* Tiled central town house

0.22.119 (2 december 2020)
* Finished central town house

0.22.120 (5 december 2020)
* Added failsafe when trying to leave the area while an NPC follows you
* Fixed error when entering some houses on other depth level, while NPC's following you

Stuff left to do:
Quote
Alpha components:
- Add failsafe for exiting the dungeon with NPC's following
- Finish "dual house" room
- Finish mine room before boss

Beta components:
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Finish town house house center position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Add NPC conversations
- Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
NEW - Fix error when using warp tiles while NPC's follow you
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Re: Alttp - Horn of Balance (alpha out)
« Reply #1392 on: December 13, 2020, 10:46:09 pm »
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And here it is, the alpha version. Name your character "Boss" to directly playtest the new dungeon area. Just don't leave the area by going directly north (or you'll have to solve the puzzle to get back in).

Download
Demo version: 0.22.121
File Size: 19,89 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/us6w9kl0tzltkyw/Zelda+0+22+121+alpha.zip/file

Progress report:
Code: [Select]
0.22.121 (13 december 2020)
* Fixed error if you warp with NPC's following you
* Disabled NPC's following you if you use the mirror to jump to the dungeon entrance
* Added placeholder NPC's to save (incl placeholder scenes when they reach their target locations)
* Added extra type of screen fade effect
* Fixed a serie of issue with following NPC's
* Tweaked some more tilework
* Masked and finished last room before the boss
* Tweaked mining town objects and masking

Stuff left to do:
Quote
Alpha components:
- Finish mine room before boss


Beta components:
MOVED - Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Add NPC conversations
- Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
NEW - Fix error when using warp tiles while NPC's follow you
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Re: Alttp - Horn of Balance
« Reply #1393 on: December 14, 2020, 07:36:06 am »
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Nice! I'll probably wait till the finished product myself, but it's one I'll definitely look forward to!
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Re: Alttp - Horn of Balance
« Reply #1394 on: December 14, 2020, 12:19:48 pm »
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I'll likely release a new demo every few weeks as feedback rolls in and beta components get added so hop on whenever you feel like  ;)
I appreciate the support either way.
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Miles07

Knight of ERA
Re: Alttp - Horn of Balance
« Reply #1395 on: December 15, 2020, 07:50:13 pm »
  • Long live the Chaos!!
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Oh sweet, new demo! I'll give this a try this week.
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I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome. :D

Zelda Items Spritesheet album (OUT OF DATE) - (link here)
A Link Across Time project - (link here)
Boss Keys project (Metroid) - (link here)
Boss Keys project (Zelda) - (link here)
Boss Keys project Trello Board - (link here)

Miles07

Knight of ERA
Re: Alttp - Horn of Balance
« Reply #1396 on: December 17, 2020, 11:36:44 pm »
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Okay, tried the demo. Currently, it's not completable. Found bugs are as follows:

Show content
A1. Some tiles and sections of the world are missing or solid red. [1][2]
A2. Poor Switch doesn't change his dialogue when his shop is empty. [1]
A3. Waterworks, last room. You successfully removed the unused rooms from the map, but at the cost of turning a door upside down. [1]
A4. Florine's dialogue in the Underwater Prison needs to be proofread. [1][2]
A5. Underwater Prison toggle switches sometimes have a graphical glitch depending on where Link is facing. [1][2]
A6. The Soldiers Shrine researcher also could use some proofreading. [1]
A7. *than [1]
A8. *its [1][2][3][4][5]
A9. Incorrect tile layers during Link's stair-climbing animation in some locations. [1][2][3]
A10. *built and *controlled [1]
A11. *halberd [1]
A12. *similar [1]
A13. *grateful and *guardian (later in the conversation) [1]
A14. Fairies can sometimes get stuck on stairs, or other pieces of the environment. [1]
A15. *us [1]
A16. The button on the Solders Shrine side of the access cave, is in its normal state after entering this cave, even though it should be depressed and turned off. Lifting a pot and standing on the switch activates it again, but the barrier remains down. [1]
A17. Overworld, outside Heimgartner Manor. I'm able to blow up the wall to the prison even though the thief guard is still there. (No rings placed on the altars.) Intentional? Okay? [1]
A18. *walls [1]
A19. *defile [1]
A20. "there was little *she could do" [1]
A21. *must have [1]
A22. *a second chance [1]
A23. *valiant [1]
A24. *bear no ill will [1]
A25. *price [1]
A26. *goddesses' (with an apostrophe) [1]
A27. *no one (two separate words) [1]
A28. Heimgartner Manor, Magical Labyrinth isn't marked as "visited" after solving it. [1]
A29. Heimgartner Manor, Garden. Sometimes the barriers don't fall when they are supposed to? [1]
A30. *and / *safe , plus double-check the rest of this conversation [1]
A31. *thieves [1]
A32. Darkworld, the dash-rocks have the Overworld green grass sprite border. [1]
A33. Double-check the AI of the fire-snakes. I've been watching one hug the left side of the room indefinitely, and the other was just circling the room. Intended? Or are they supposed to have some sort of RNG? [1]
A34. Check allcaps during Enraged Florine pre-fight speech. [1]
A35. Check collisions on some of the Mining Town structures. [1]
A36. Check sprite layers for Mining Town jail bars and other nearby assets. [1]
A37. Mining Town, entered a house and I can't move. Had to save-and-quit or use the Magic Mirror to escape softlock. [1]
A38. Mining Town, maidens have placeholder text. Unsure where I am supposed to bring them. [1]
A39. Mining Town, reloading the file or using the Magic Mirror, resets any button presses, removing the shortcuts. [1]
A40. Mining Town, used the wrong Bomb items for pickups. [1]
« Last Edit: December 17, 2020, 11:43:58 pm by Miles07 »
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I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome. :D

Zelda Items Spritesheet album (OUT OF DATE) - (link here)
A Link Across Time project - (link here)
Boss Keys project (Metroid) - (link here)
Boss Keys project (Zelda) - (link here)
Boss Keys project Trello Board - (link here)
Re: Alttp - Horn of Balance
« Reply #1397 on: December 18, 2020, 09:49:19 am »
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Wow, you really helped me out with this! Thank you.

I should be able to fix most of these by the end of the weekend. Can't call it an alpha if you can't reach the end, now can I XD

Fairy/enemy collisions (14+33) and Cell depth (36) were known issues and got pushed back to the beta. I'll give those priority.

EDIT:
#17 - Being able to interact with the wall is no problem so long as you can't bypass the guard. I actually like that the world is what it is, regardless of whether or not you triggered a cutscene. Like how dark souls enemies don't just spawn in. Maybe I'm reaching but to me it feels more immersive. (Uuhm. Just ignore NPC's tanking bombs to the face though XD)
« Last Edit: December 18, 2020, 11:03:10 am by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1398 on: December 19, 2020, 07:35:48 pm »
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@Miles07: I can't replicate issue 5. Was it reproducable?

While I'm at it. These are the issues still left on my end:
Show content
A2. Poor Switch doesn't change his dialogue when his shop is empty. [1]
A5. Underwater Prison toggle switches sometimes have a graphical glitch depending on where Link is facing. [1][2]
A14. Fairies can sometimes get stuck on stairs, or other pieces of the environment. [1]
A16. The button on the Solders Shrine side of the access cave, is in its normal state after entering this cave, even though it should be depressed and turned off. Lifting a pot and standing on the switch activates it again, but the barrier remains down. [1]
A28. Heimgartner Manor, Magical Labyrinth isn't marked as "visited" after solving it. [1]
A29. Heimgartner Manor, Garden. Sometimes the barriers don't fall when they are supposed to? [1]
A32. Darkworld, the dash-rocks have the Overworld green grass sprite border. [1]
A33. Double-check the AI of the fire-snakes. I've been watching one hug the left side of the room indefinitely, and the other was just circling the room. Intended? Or are they supposed to have some sort of RNG? [1]
A36. Check sprite layers for Mining Town jail bars and other nearby assets. [1]
A38. Mining Town, maidens have placeholder text. Unsure where I am supposed to bring them. [1]
A39. Mining Town, reloading the file or using the Magic Mirror, resets any button presses, removing the shortcuts. [1]
« Last Edit: December 19, 2020, 07:37:39 pm by Martijn dh »
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Re: Alttp - Horn of Balance (alpha out)
« Reply #1399 on: December 20, 2020, 11:23:45 pm »
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And here is the update. Almost all issues have been fixed. You should be able to fully complete the new dungeon now.

Download
Demo version: 0.22.124
File Size: 19,89 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/m4st96uvvs8nfyl/Zelda+0+22+124+alpha.zip/file

Progress report:
Code: [Select]
0.22.122 (18 december 2020)
* Fixed various language issues
* Fixed various tiling issues
* Fixed masking issues in mining town and mining town dual house
* Fixed incorrect collectable items from specific containers
* Started work on cell bars depth issues

0.22.123 (19 december 2020)
* Finished handling cell bars depth issues
* Fixed tiling issue underwater prison
* Tweaked end coordinates for a few transitions
* Adjusted some more minor masking issues
* Edited mining town dungeon order a little to prevent may to get stuck
* Fixed chest not spawning
* Fixed diggrid values in part of the overworld

0.22.124 (20 december 2020)
* Made mining town door shortcuts permanent
* Added in the hostage conversations
* Fixed shopkeeper not detecting his shop being empty
* Fixed visual hickup in mansion dungeon map
* Tweaked a few minor tiling issues

Stuff left to do:
Quote
Beta components:
- Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Add NPC conversations
- Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain

Reported issues left to adress:
Show content
A14. Fairies can sometimes get stuck on stairs, or other pieces of the environment. [1]
A16. The button on the Solders Shrine side of the access cave, is in its normal state after entering this cave, even though it should be depressed and turned off. Lifting a pot and standing on the switch activates it again, but the barrier remains down. [1]
A29. Heimgartner Manor, Garden. Sometimes the barriers don't fall when they are supposed to? [1]
A33. Double-check the AI of the fire-snakes. I've been watching one hug the left side of the room indefinitely, and the other was just circling the room. Intended? Or are they supposed to have some sort of RNG? [1]
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