ZFGC
ZFGC CP => King of Thieves => Topic started by: MG-Zero on January 15, 2015, 01:33:12 pm
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I'll be keeping track of release goals here from now on.
Next release will have:
1.7 goals -
Maps - Hyrule Castle
Deku Forest -in progress
Lizalfos
Darknut
Carbonite - in progress
Roc's Cape - complete
Hookshot - complete
HUD Item sprite updates - complete
1.6 goals - complete 4/24/16
Bug fixes from 1.5 - in progress
Water - complete
spin attack -complete
new maps - kokiri forest - complete
Hyrule Castle - pushed to 1.7
pause menu updates - in progress
bomb cannon updates - complete
1.5 goals -
New Features
spin attack - pushed 1.6
tight roping - pushed TBA
barrel hiding - complete
narrow ledge walk - pushed TBA
Updates
Fire/Ice Arrow effects - pushed TBA
Controls update - complete
Smaller resolution, fullscreen mode - complete
Camera update - complete
1.4 goals - complete 7/2/15
Shadow Cloak - complete 6/21/15 *now Shadow Medallion*
Bokoblin - complete 6/15/15
Empty Bottles - complete 6/12/15
Red/Green/Blue potions - complete 5/24/15
Map Editor component drop - complete 5/25/15
Like Like - Complete 7/2/15
1.3 goals - complete 5/17/15
Pause Menu - Complete 5/17/15 - as much as can be for now
Pick pocketing - Complete 5/8/15
Castle Town Guards - Complete 5/13/15
Notoriety - Complete 5/16/15
Map Editor tile deletion - Complete 5/2/15
Fire/Ice Arrows - Complete 4/29/15 - needs graphical work
Rope - Complete 5/17/15
1.2 goals - Complete 4/13/15
Shield - Complete 4/9/15
Rope - Pushed to 1.3
Gibdo -complete 4/13/15
Floor Tile - complete 3/8/15
Poe - complete (as much as can be completed for now) 3/12/15
Rupees - complete 2/23/15
Treasure chests - complete 3/4/15
1.1 goals
Shield - pushed to 1.2
Boomerang - Complete
Armored Crab - Complete
Moldorm & Tail - Complete
Overgrown Keese - Complete
Map Editor tile dropping - Complete
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Version 1.1 is released.
-Overgrown Keese can chase the player and return home (cannot yet carry player)
-Armored Crab can charge the player and walk side to side (Cannot yet spit rocks)
-Player can throw the boomerang by pressing right arrow
-Rolling switched from left shift to C
-Moldorm runs around like a derp(must be commented back into tiletester.xml to see it)
-Map editor tile drops
-*shield was pushed back to next release, 1.2
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We are now at 1.1.1 with the addition of Linux support.
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1.2 is on its way soon!
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for gibdo what sprite are you going to use?
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The minish cap sprites you provided (I think it was you?)
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yes it was! :D
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Almost there, guys..shield is almost working!
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Looking at a 1.2 release by the end of the week if everything keeps going smoothly. The Gibdo is about 90% complete and the Rope will probably be pushed to 1.3.
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And 1.2 is released! There are some things that will be improved on in later versions.
Release notes:
Gibdo is functional and can drain the player's health - Mash C to get him off.
Shield can be raised by holding shift.
Floor tiles can fly at the player - this isn't great, needs refinement
Rupees are now a thing! Press T to spawn a rupee to the top left of the player.
The treasure chest can be opened by pressing C when facing the front of it.
Known issues:
The shield has a higher draw priority in all directions than the player.
Treasure chest doesn't respond 100% of the time (more like 90%)
Shielding sprites for Link are hideous
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I can't check it out now due to being on a shitty net connection, but have you got any audio system stuff setup yet? I might get to work trying out some sound design and music composition when I can find the time! I'll probably fork the project if the git's updated and I can figure out what I need for building.
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Yes, the audio system is set up. Collaborate with LorentzChronon regarding that, he's doing some sound stuff as well.
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Just an FYI that there's going to be a planned sub release after 1.3. 1.3.5 will be a cleanup build to fix any existing bugs and fix any ugly standards left over from early iterations of the code base.
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Demo is coming along pretty nicely. All the maps are tiled out and are connected via doorways. Need to add a few NPCs into the mix and we're good to go :)
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does demo come with free pair of mittens dating from 1876?
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does demo come with free pair of mittens dating from 1876?
I won't play the demo unless this happens. :P
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I'll only play it if it it's for iOS.
For real tho, that super exciting!
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The demo is so close I can smell it! Smells like Goron farts
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Smells like Goron farts
I wonder how you know that...
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Supposedly, it smells like sulfur.
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That should totally be in the game.
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Working on the 1.5 release list. Any suggestions?
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Thief stuff? Likes walking on narrow ledges, ropes, hiding in a barrel?
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Yes those definitely can come in now!
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I fixed the camera, it centers on the player now. Working on full screen support now!
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Added some nice optimizations and map features! Dropped the update time from 5ms to 1.5ms and increased the frame rate on a VM from 10fps to 19fps. This doesn't show any difference on a native modern machine, but it should help anyone who had performance issues on the demo. The camera has also been modified to work consistently across platforms and to keep it from lagging behind.
As for mapping, components can now be added with the map tool!
Aand finally, I added a layer swapper to move actors from different layers in the map. This is really useful in the castle town where there are three different levels of depth. The transition is pretty much seamless. Anyone who has git set up and the dev environment (or whoever played demo) can see the changes in action by pulling the development branch and running that.
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In case anyone's curious, I just upgraded my laptop to Windows 10 and KoT runs flawlessly on it
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Barrel hiding is almost done, just need to let the player actually get out of it
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so barrel hiding is done, but I found an interesting bug. For some reason, each toss of the barrel makes it fly faster lol. No idea why yet, but oh well. It's in the development branch if anyone wants to check it out.
EDIT: aaaand fixed, because Ash can find bugs on my own code faster then I can xD
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I added in a new feature last night: Camera limits! This allows you to place a rectangular boundary in a map to limit the camera movement. If the player spawns inside one of these, the camera will not be able to scroll passed the boundary of the limit. Very useful for indoor maps.
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Sweet! Is it a two way thing, like if you spawn outside the box, you can't scroll into it? What happens if it's possible to walk out of the box, or should that never be allowed to happen? Once they're set, are they permanent, or could you do something to expand on the area of a map you're able to view?
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You can scroll into them from the outside, the limit isn't set unless you spawn inside of it. This allows for multiple in the same map and also allows none to be set if you don't spawn inside any. From the perspective of what the engine allows, yes you can walk outside of the limit you spawned in and the camera will not scroll with the player. However, this is something that should be prevented using map design. As for permanence, right now they are permanent. I could think about a way to make them expand, but that's not really their intent (at least I don't think I've ever seen a Zelda game do this, please correct me if I'm wrong xD). They would be used to keep the camera from scrolling passed the boundaries of the map to the point where there are no tiles, or for an indoor map. Since all the house interiors in the castle town are in the same map file, this keeps the player from seeing the adjacent house when walking to the wall.
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I could think about a way to make them expand, but that's not really their intent (at least I don't think I've ever seen a Zelda game do this, please correct me if I'm wrong xD).
Four Swords Adventures, I do believe.
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Hmm, could you describe how it worked?
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That particular question was actually based off something Miles mentioned- solving a puzzle would allow you to get to part of the map you couldnt previously see/know was there. It's a pretty specific situation and not something Im really worried about,just thought I'd ask : )
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Gotcha! In that case, I'm gonna keep it as a super-low priority kind-of-maybe feature
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Gonna make a bit of an announcement now that several castle town areas are complete. There will be a playable demo of the castle town soon! At least with respect to where you can go. There are no NPCs coded yet, but many, if not all of the houses and buildings that have been tiled will be included. Look forward to it!
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Wow! Hopefully, we'll see all those ideas that we of the Zelda Fan Game Central Community come to fruition.
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1.6 goals announced.
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shouldn't be the tiling/layer/spawn/etc. bugs be fixed first before adding a shitload more bugged maps? maybe just one map at a time since i don't think you can spot every error after one testrun
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Those are mistakes made during the tiling process. They'll take about 5 min to fix now that I know where they are and are included as part of the 1.5 fixes. Spawn issues are also just a configuration thing, not a coding error
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Those are mistakes made during the tiling process. They'll take about 5 min to fix now that I know where they are and are included as part of the 1.5 fixes. Spawn issues are also just a configuration thing, not a coding error
This. Steve would be crazy to code every map individually without using the same system for each, so adding more "buggy maps" is actually not an issue.
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Took The Deku Swamp off of the list for this release. Mapping the Kokiri Forest has been a struggle hahaha
Edit: If anyone wants to assist in mapping, I can get out a release branch with the editor. Though it's rather tedious to use and isn't exactly the greatest of tools
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FINALLY got water working, sans flippers!
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Would you guys be open to the idea of using http://www.mapeditor.org/ ?
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Not when we already have a map editor, no.
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Yea I've spent a good amount of time developing the editor and tuning it to our format, so that wouldn't be feasible at this point
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I don't have sprites for the sword itself for the spin attack, but that aside it's complete. So I'm marking it as such. If anyone has sprites of just the sword, that would be fantastic!
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The forest..it's finally complete!! FINALLY!! I'M JUST SO HAPPY I DON'T HAVE TO TILE IT ANYMORE!!
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The forest..it's finally complete!! FINALLY!! I'M JUST SO HAPPY I DON'T HAVE TO TILE IT ANYMORE!!
Was it really THAT bad? XD
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Lots of trees can be tricky to tile! :)
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I'm officially running this on my craptop with my gpu disabled and getting a solid 60fps! Optimization success!
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1.7 goals announced. 1.6 will be out by the end of the month.
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Next release will have:
1.7 goals -
Dinofos
So i guess i have to continue that first...
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Is it not ready? I looked at the sprites briefly and thought it was. I can swap it for something else.
EDIT: I'll switch it with the Darknut since that appears to be ready
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Is it not ready? I looked at the sprites briefly and thought it was. I can swap it for something else.
EDIT: I'll switch it with the Darknut since that appears to be ready
We have two Lizalfos (The Green with double Axe and the Grey with Dagger)
The Grey can use the Animations of the old green one but wasn't edited, the green should have all animations.
the Dinolfos was just one concept Sprite standing.
Also wouldn't it be helpful to see in the Wiki which Enemies occur in each Area?
I wanted to see which are needed for the new Areas and there wasn't anything other than a base description of the area.
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Let me go through the articles quick and see what I can find for you. I know we established the location of a good amount of enemies, but they might not have ever made it to the wiki.
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Finished Roc's Cape tonight. That was a pretty interesting one to do! Hookshot starts tomorrow!
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fyi everyone following this, everything is still active despite my lack of updates. Had a rough last 2 weeks.
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fyi everyone following this, everything is still active despite my lack of updates. Had a rough last 2 weeks.
(http://kindersay.com/files/images/baseball.png)
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hahaha not exactly!
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hahaha not exactly!
Oh man hope everything's OK then if it's not the baseball stuff it's probably more serious
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hookshot finally finished! carbonite incoming!
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Going to start tiling the deku forest. Carbonite is going along fairly well too
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Ahhh some dumb driver update broke the map editor. Gonna be fun figuring this one out :D
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Still fighting with the above issue, seems like a bug in monogame. Gonna have to work on maps on my laptop exclusively