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Author Topic: Horn of Balance  (Read 368664 times)

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Re: Horn of Balance
« Reply #1520 on: April 04, 2022, 04:27:32 pm »
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Weekly progress report:
Code: [Select]
v0.26.18 (27 maart 2022)
* Minor menu coding updates

v0.26.19 (30 maart 2022)
* Sprited some new hero/boss icons for the map menu

v0.26.20 (1 apr 2022)
* Spend the day spriting a hero archery animation

v0.26.21 (2 apr 2022)
* Further tweaked archery animation (and implemented ingame)
* Implemented earlier icons in the map menu
* Tweaked HUD sprites a little further
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Re: Horn of Balance
« Reply #1521 on: April 11, 2022, 08:24:26 pm »
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And here's the weekly update. Mostly just finished implementing the archery animation. I also spend a lot of time trying to add in an in-game .gif recorder, thinking it would save me time in the long run. But it ended up clashing too much with my other systems for it to be worth it time wise. Oh well. Best to cut my losses now and get back to actual demo progress again.

Progress report:
Code: [Select]
v0.26.22 (8 apr 2022)
* Further tweaked new archery animation

v0.26.23 (9-10 apr 2022)
* Now fully implemented the new archery animation
* Added custom arrows for hero and enemies
* Updated to the latest version of Gamemaker
* Spend a fair amount of time setting up an ingame GIF recorder function. Ended up scrapping it because it required a rethink of the custom draw setup (which wasn't worth the time)
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Re: Horn of Balance
« Reply #1522 on: April 17, 2022, 10:09:48 pm »
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As for this weeks progress update: I don't have new visuals to share, but I did put out a new commission some days ago. so  things should pick up again next week. I AM working on a HUD rework, but that´s using quick and dirty placeholder sprite work, so I'm not confident enough to share that just yet.

A while back I said I would re-evaluate the project now that Micah left. Basically, combined with the overall pace of things, it is not feasible to get a demo out by the end of summer. I was working on the assumption that I would have 2 team members to help out by early Q2, but that did not happen. As a result I'm going to be aiming for a december demo, with a smaller scope. Things can still pick up rapidly with the right supporting members, but it seems prudent to plan more cautiously this time around. And by smaller scope, I mean I'll not be spending energy on kickstarter preparation anymore until the demo is out. And that I'll not be spending too much effort into promotion of this server and the game until then either. You can still expect the customary weekly progress reports. I've been posting those for so many years now that they've become like second nature by now 😆

Progress report:
Code: [Select]
v0.26.24 (12 apr 2022)
* Further cleaned up coding behind Link's dynamic tunic coloring
* Made some more progress on the new HUD setup

v0.26.25 (15-16 apr 2022)
* Put out a new batch of sprite commissions
* Changed mp and hp HUD indicators. Placeholders graphics for now
* Magic usage no longer cut by 1/2 and 1/4th upgrades. Instead the magic values get increased.
*Magic 1/4th usage upgrade changed to 1/3th usage
* Removed sound overlap when cutting multiple grass patches at once
* Edited screen position of HUD counters
* HUD bomb/arrow/rupee counters now only shown after picking up when collecting more (or paying)

v0.26.26 (17 apr 2022)
* Minor changes made to new tileset
* Tweaked positioning HUD counters
* Got sick
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Re: Horn of Balance
« Reply #1523 on: April 24, 2022, 08:43:02 pm »
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I've been taking it a little easy this week, due to life. But there was still decent progress: on the tiling front, with tweaks to last week's commission results and with the formation of the next batch of work.

I've included early versions of the item menu sprites that came in from, last week's commission, in case anyone wants to chip in with feedback on the style and so forth. I was looking for bright colorful images, limitating the artist in the amount of colors she could use, also. Given that, I am fairly happy with the results. Not sure I'll be able use all of them,  but most should make it into the game in one form or another.

Also this week I finally finished a tricky new idle animation of the main character doing his morning arms stretches. It's pretty frustrating to develop a movement not in the orginal or other example materials, but oh so delightfull if you finally get it to work. Slowly I'm getting more and more comfortable animating this little guy XD

Progress report:
Code: [Select]
v0.26.27 (18 apr 2022)
* HUD rupee counter always visible in shops

v0.26.28 (22 apr 2022)
* Made progress on the hero idle animations
* Made progress on the menu item sprites

v0.26.29 (23 apr 2022)
* Worked on new tileset commissions

v0.26.30 (24 apr 2022)
* Removed atk button indicator from HUD
* Finished new tiling commission
* Tweaked results from menu item commission
* Made own progress on expanding tomb tileset
* Started work on extra hero idle animations
« Last Edit: April 24, 2022, 08:47:50 pm by Martijn dh »
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Re: Horn of Balance
« Reply #1524 on: May 02, 2022, 10:42:58 am »
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Here the first gameplay screenshot from the new game to share. So what can we see?
I've changed the HUD quit a bit to make this game stand more on it's own. The health and magic bars are now represented via leafs, which I felt fit more with the main character. Also the items counters have been moved and only (briefly) show up when you collect items or when it's helpful for the room you are in; like with the key counter in dungeons.

As for tiling. You will notice that just the floors and walls are different so far. The first dungeon has close to 50 rooms so it's taking a lot of work doing just that much, but it's getting there. Eventually I will be redesigning the first dungeon to be more compact, but for now I want to save time getting to a demo and leaving the actual rooms as is. You will see me gradually phasing out more and more of the original tiles as things progress.

And as a final bit of good news: I finally found a skilled spriter that I like to work with. It's a big milestone and a huge relieve on my part.

Progress report:
Code: [Select]
v0.26.31 (27 apr 2022)
* Made progress building the new tileset and implementing the ceilings in the demo dungeon

v0.26.32 (29 apr 2022)
* Tweaked and implemented new commission results
* Made more progress expanding and implementing new tilesets

v0.26.33 (30 apr 2022)
* Made progress implementing parts of the new tileset in dungeon 1

v0.26.34 (1 mei 2022)
* Made progress implementing parts of the new tileset in dungeon 1
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pxl_moon (dotyue)

Team Dekunutz
Re: Horn of Balance
« Reply #1525 on: May 05, 2022, 07:55:00 am »
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Maybe you should make a small difference between health and magic... like: Apples for Health and Leaves for Magic
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~~Resources~~
~Minish Cap Style~

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
~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: Horn of Balance
« Reply #1526 on: May 06, 2022, 07:54:59 pm »
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Experimented with a few options but the simplest idea seemed to work best. How's this?
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Re: Horn of Balance
« Reply #1527 on: May 08, 2022, 08:23:42 pm »
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Progress report:
Code: [Select]
v0.26.35 (3 mei 2022)
* Made progress implementing parts of the new tileset in dungeon 1

v0.26.36 (4 mei 2022)
* Made progress expanding and implementing the new tileset in dungeon 1

v0.26.37 (6 mei 2022)
* Tweaked HUD
* Continued updating the dungeon 1 tiling

v0.26.38 (7 mei 2022)
* Tweaked HUD (hp now displayed with autumn leaf colors)
* Continued updating the dungeon 1 tiling

v0.26.39 (8 mei 2022)
* Continued expanding and implementing the dungeon 1 tileset
* Implement new visuals for cannonball opening bars
* Fixed visual oversight in the door display script
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Re: Horn of Balance
« Reply #1528 on: May 16, 2022, 06:16:08 pm »
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Progress report:
Code: [Select]
v0.26.40 (14-15 mei 2022)
* Put out new tiling commissions
* Put out first music trial commission
* Added diagonal walls to tileset
* Continued expanding and implementing the dungeon 1 tileset
* Implement new visuals for a few objects:
– small pushable statues
– Dungeon fairy statues (also added animation)
* Fixed broken push trigger
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Re: Horn of Balance
« Reply #1529 on: Yesterday at 08:11:13 pm »
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Code: [Select]
v0.26.41 (18-20 mei 2022)
* Tweaked commissioned spritework
* Implemented new broken pedestals
* Fixed room layer depth issue due to inherentance
* Fixed some boss 1 sound effects from stacking
* Started implementing new visuals boss dungeon 1

v0.26.42 (21 mei 2022)
* Finished implemented new visuals boss dungeon 1
* Tweaked boss 1 AI to work better with the new visuals
* Redid parts of the setup behind enemy stone/frost/damage pallets

v0.26.43 (22 mei 2022)
* Tweaked and implemented more dungeon 1 wall decorations
* Tweaked and implemented new sprites for breakable wall
* Worked more on spritework
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