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Author Topic: Horn of Balance  (Read 463973 times)

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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1060 on: July 17, 2016, 01:25:06 pm »
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So, as mentioned, here is a new demo this weekend so here you go. I'll been bugbashing but there, but I still can only recommend the download if you are more interested in the developement proces then the end result and/or you like to help playtesting.

So be aware that this demo is ALPHA STATE. Expected crashes etc.
Please report stuff like that though so I can start fixing it.

Link demo (alpha state): https://www.mediafire.com/?qoboeceph16ayy7 (Zipped = 21+ MB)

Default controls*:
D - Action button (open doors / read text / grab / etc) + Confirm button (while in menus)
G - Attack button (hold and release for a full swing attack) + Cancel button (while in menus)
S - Perform run action (if you have the boots available)
P - Pauses the game (can be used to exit the game)
R - Use item A
F - Use item B
H - Brings up item menu
E - Brings up map menu

* The controls can be personalized in the options menu at the start of the game.


THE STUFF NOT YET WORKING CORRECTLY:
> All bosses (= Move at 2x speed so VERY hard to beat)
> All soldiers
> All stalfos
> All slimes and plant enemies
> Rope / Stalrope
> Tektites
> All sandworms
> Pols Voice
> All character actions (incl. room transitions and scenes)
> All containers (=pots etc)
> Hitswitches
> Item menu / map menu (except some small graphical issues)

For access to the debug area: name you character "DEBUG".
In the upper right of the debug cave are two warps. The left leads to the default game. The right leads to the (mostly empty) new placeholder overworlds / dungeons. I generally use these areas to test new enemies and to file them away as an example for later use.

Finally, here are some functions that work in debug mode to mess around with if you enjoy breaking games :)
Code: [Select]
// Ctrl + O = music on/off
// Ctrl + P = restart
// Ctrl + L = display diggrid
// Ctrl + Y = display collision grid
// Ctrl + C = open diggrid creator
// Ctrl + V = perform victory swing
// Ctrl + S = perform shock animation
// Ctrl + I = link dies
// Ctrl + X = change character depth layer
// Ctrl + Q = quit
// Ctrl + Z = gain rupees
// Ctrl + K = gain various items
// Ctrl + N = change equipment
// Ctrl + U = start credits
// Ctrl + T = open text debugger
// Ctrl + B = display solids
// Ctrl + A = open collisiongrid creator
// Ctrl + W = stop day-night time progress
// Ctrl + E = day-night time state switches to a random different state
// Ctrl + D = deactivate all outside of current room
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1061 on: July 21, 2016, 03:16:02 pm »
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Another alpha? You made good progress on this, but I'll pass.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1062 on: July 22, 2016, 06:35:21 am »
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It'll still be a while before the demo from before the conversion to GMStudio will be up and running like in the past.

Generally I forsee four phases:
- Finish all enemies (about 60-70% done now)
- Finish all character actions
- Finish the last few strangling mechanics / menu's
- Start building an entirely new world / dungeons

I'll probably release new demo's after each phase (or when I finish the next major boss fight) so you'll have to sit out during the next 2 demo's as well, probably.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1063 on: July 26, 2016, 08:43:31 pm »
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Understandable, but why would you release a demo of a game before the move to GameMaker Studio?
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1064 on: July 27, 2016, 06:09:29 am »
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Because during the conversion always had a high chance of making the project die. It's been hash. Basically I completely rebuild the game in a section from the time. And because any future demo would take ages to release. I honestly didn't think it would take this long either, but that's life I guess. No use quiting now.

The idea to completely redo the overworld and some dungeons after the conversion came about during the conversion itself. Looking at it for so long made me release the designs could be better. In terms of gradual buildup of complexity and difficulty. In terms of better guiding players through hints while still having it be open world like. And so on. For example: Before I was building dungeon for dungeon, but it is actually better to also constantly look at the game as a whole to make sure mechanics return in multiple dungeons, gradually becoming more intricate. I hope I'm making sense.

I personally really consider it a good thing that I am willing to let go (which I can tell you is no easy choice) of sections that I've been building on for years just to try and make the game more enjoyable in the long run. The old demo will be restored beforehand and I'll still continue updating that to some extent as well. The new overworld and such will be released in sections, much like an early access game would I suppose.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1065 on: July 30, 2016, 08:19:36 am »
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Here is another progress report.

Code: [Select]
0.17.152 Studio (16 juli 2016)
* Fixed collision errors with some specific terrain instances
* Further worked on church tileset
* Accidentally deleted personal development wiki – as you do
* Fixed various masking issues in dungeon 1 and 2
* Fixed missing transition object in throne room dungeon 2

0.17.153 Studio (17 juli 2016)
* Fixed fairy and enemy movements when outside current room
* Fixed slow framerate in right side of the moat in dungeon 1
* Fixed error in the room before 2nd subboss in dungeon 2
* Fixed depth issues leever surfacing
* Fixed more masking issues in dungeon 2
* Fixed error in entrance scene dungeon 2 boss fight
* Fixed error when boss dungeon 2 dies while projectiles still active
* Fixed error while collecting full heart items after boss fight
* Fixed error from NPC dissappearing in dungeon 2 end scene

0.17.154 Studio (18 juli 2016)
* Finished new enemy: Snapdragon
* Fixed main enemy movement script to also consider transition objects correct again

0.17.155 Studio (19 juli 2016)
* Tweaked coloring for Snapdragon enemies
* Started work on new enemy: Wallmaster

0.17.156 Studio (21 juli 2016)
* Finished converting all default enemy sprites
* Further worked on sewers tileset

0.17.157 Studio (25 juli 2016)
* Made it so wall masters respawn upon death
* Started work on next boss

0.17.158 Studio (28 juli 2016)
* Made more progress on new wall master enemy

0.17.159 Studio (30 juli 2016)
* Converted more enemies:
– Rope / Stalrope

NEW CONVERTED ENEMIES:
- Rope / Stalrope

NEW ENEMIES:
- Snapdragon (NEW in version 18.0)

ENEMIES LEFT TO DO:
- Popo
- Ropa
- Pol's Voice
- Yellow Slime
- Gel / Zol (multi)
- Stalfos (multi)
- Tektite (multi)
- Soldiers (multi)
- Sanmola
- Lanmola
- Subboss 1
- Boss 1
- Boss 2
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1066 on: August 04, 2016, 09:54:17 pm »
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It looks like you're almost finished. By the way, why are you adding monsters from The Dark World?
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1067 on: August 05, 2016, 06:26:29 am »
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Because I'm also going to be adding a darkworld. Many enemies (bosses especially) require me to expand my engine mechanics so it seems logical to try and add most of those at this time in the development. With the current mechanics still being fresh in my mind and all I mean.

Also, it's just fun to add new stuff rather then only convert existing things. Makes me feel like I'm making more progress.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1068 on: August 07, 2016, 09:02:57 pm »
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And here is the latest progress:
Code: [Select]
0.17.160 Studio (31 juli 2016)
* Fixed / streamlined Rope AI
* Made more progress on wallmaster
* Converted another enemy: Popo
* Added new enemy: Ku / River Zora
* Sped up world warp animation

0.17.161 Studio (7 augustus 2016)
* Started work on lightworld tileset
* Worked some more on boss 3 (added more bodyparts – some of which are destructable)
* Converted another enemy: Ropa

NEW CONVERTED ENEMIES:
- Popo
- Ropa

NEW ENEMIES:
- River Zora / Ku (NEW in version 18.0)

ENEMIES LEFT TO DO:
- Pol's Voice
- Yellow Slime
- Gel / Zol (multi)
- Stalfos (multi)
- Tektite (multi)
- Soldiers (multi)
- Sanmola
- Lanmola
- Subboss 1
- Boss 1
- Boss 2
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1069 on: August 14, 2016, 08:57:51 pm »
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And here is the progress from this week. Check the starting post for the complete overview off all enemies converted + added so far.

PROGRESSLOG:
Code: [Select]
0.17.162 Studio (14 augustus 2016)
* Updated enemy stat sheet with latest enemies
* Expanded collision mechanics to allow for enemies that deal no damage while remaining damagable themselves
* Converted more enemy mechanics:
– Resource release upon death
– Character action button interactions
– Create item after death
* Tweaked darkworld warp animation a little more
* Added new enemies:
– Sandcrab
* Fixed enemy bounce collision scripting to correctly detect transition objects again
* Converted more enemies:
– Tektites (also greatly expanded the AI)

NEWLY CONVERTED ENEMIES:
- Tektite

ENTIRELY NEW ENEMIES:
- Sandcrab (NEW in v18.0)

ENEMIES LEFT TO CONVERT:
- Pol's Voice
- Yellow Slime
- Gel / Zol (multi)
- Stalfos (multi)
- Soldiers (multi)
- Sanmola
- Lanmola
- Subboss 1
- Boss 1
- Boss 2

EDIT: Added some screenshots of the next stuff I'm working on
« Last Edit: August 17, 2016, 06:08:15 pm by Martijn dh »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1070 on: August 21, 2016, 08:09:59 pm »
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Here is another progress report for you to view. Also please check out the new poll.

Code: [Select]
0.17.163 Studio (17 augustus 2016)
* Made further progress on light world tileset
* Added additional type of enemy fireball projectiles
* Converted more enemies:
– Yellow slime (also fixed previous appearance issues)
– Zol (four types)
* Added new enemies:
– Kodongo (green / red)

0.17.164 Studio (18 augustus 2016)
* Converted character actions:
– Dying
– Use item (book of mudora)
– Use item (hookshot) (also tweaked max distance)

0.17.165 Studio (19 augustus 2016)
* Converted character actions:
– Fall down into next floor
– Fall in endless pit
* Tweaked visuals for ice tiles attached to moving platforms
* Made more progress on the wallmaster enemy
* Movement speed is slowed if walking in tall grass

0.17.166 Studio (20 augustus 2016)
* Converted character actions:
– Use item (firerod)
– Use item (icerod)
– Use item (rod of medu)

0.17.167 Studio (21 augustus 2016)
* Converted character rod magics (3x)
* Rewrote some sections behind the characters to (hopefully) prevent earlier rare inconsistent errors while pushing/pulling
* Fixed errors boss 1 entrance scene
* Fixed some issues with Studio within the boss 1 coding

NEWLY CONVERTED ENEMIES:
- Yellow Slime
- Zol

ENTIRELY NEW ENEMIES:
- Kodongo (NEW in v18.0)

ENEMIES LEFT TO DO:
- Pol's Voice
- Stalfos (multi)
- Soldiers (multi)
- Sanmola
- Lanmola
- Subboss 1
- Boss 1
- Boss 2
« Last Edit: August 21, 2016, 08:20:14 pm by Martijn dh »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1071 on: September 11, 2016, 06:43:33 am »
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Still alive and kicking.

So a few minutes ago I realised this past week marked the two years point since I started working on demo 18 / the conversion to Gamemaker Studio. Sorry for the wait for those that have been checking out the project every now and then during that period. Truly. The sad thing is though that I am still several months away from fully restoring the old demo :( (before I can fully commit to working on a completely new world/demo, which I'll call demo 19). I have been stepping up the work this week, but it does feel a little bit like a negative achievement. If anybody wants to help me speed things up (in whatever way you are talented) then feel free to send me a PM.

Progress made:
Code: [Select]
0.17.168 Studio (28 augustus 2016)
* Converted more enemies:
– Boss 1 (also cleaned up and tweaked some things)

0.17.169 Studio (9 september 2016)
* Made more progress on overworld tileset
* Converted more enemies:
– Soldiers (grunts / rookies / archers)
– Stalfos (archer)
* Started work on new enemies: Tarosu (blue/red)

0.17.170 Studio (10 september 2016)
* Converted character actions:
– Victory swing
– Get item
– Idle animations
– Shocked
– Use item (quake)
– Use item (ether)
– Use item (bombos)
* Bottles now only consumed if not yet at full health/magic
* Fixed glitch where the character stays invisible after falling in an endless pit
* Fixed collision grid boss 1 room
* Fixed collision grid secret entrance desert dungeon
* Fixed masking issue specific staircase in desert dungeon

NEWLY CONVERTED ENEMIES*:
- Stalfos archer
- Soldiers
Show content
- Boss 1
* check the full enemy listing in the starting post

ENEMIES LEFT TO DO:
- Pol's Voice
- Stalfos (multi)
- Soldiers (multi)
- Sanmola
- Lanmola
- Subboss 1
- Boss 1
- Boss 2

CHARACTER ACTIONS LEFT TO DO: 24+
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1072 on: September 18, 2016, 08:21:16 pm »
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And here is this weeks progress.

Progress made:
Code: [Select]
0.17.171 Studio (11 september 2016)
* Tweaked light effect while using Ether medallion
* Tweaked Kodongo health values
* Finished new enemy: Wallmaster

0.17.172 Studio (17 september 2016)
* Converted character walking speeds to 60 fps
* Converted all subboss scenes dungeon 1
* Converted more enemies: subboss 1 (+small fixes and gameplay tweaks)

0.17.173 Studio (18 september 2016)
* Fixed transparancy issue after getting shocked
* Added a small pedestal for subboss 1
* Tweaked subboss 1 difficulty
* Converted all boss scenes dungeon 1
* Fixed AI glitch in boss 1 fight
* Updated collision grids debug area and subboss 1 room
* Converted most of the character screen transitions
* Added screen fade to using stairs between floors

NEWLY CONVERTED ENEMIES*:
Dungeon 1: Subboss 
Show content

* check the full enemy listing in the starting post

ENTIRELY NEW ENEMIES:
- Wallmaster (NEW in v18.0)

ENEMIES LEFT TO DO:
- Pol's Voice
- Stalfos (multi)
- Sanmola
- Lanmola
- Subboss 1
- Boss 2

CHARACTER ACTIONS LEFT TO DO: 24 --> 20
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1073 on: October 09, 2016, 03:48:33 pm »
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Here is another update (after a few weeks of vacation). I've made some good progress this period with the darkness system and enemy death systems now fully converted. Also I spend a full day exploring shaders to maybe set up a better pallet swapping system, but that didn't really get anywhere. Since almost all the enemies are now done I've also listed the next large piece that needs to get converted. After that there will only be few misc systems left before a new demo can be released.

Progress made:
Code: [Select]
0.17.174 Studio (27 september 2016)
* Converted last character screen transitions
* Rebuild the ledge jumping mechanics entirely
* Converted character actions:
– Use item (hammer)
* Added splash effect for slamming the hamer onto water

0.17.175 Studio (1 oktober 2016)
* Tweaked boss 1:
– Better transition into angry mode
- AI is now location independant
– Wall knights are better properly alligned agian
– Boss now better accounts for character out of bounds

0.17.176 Studio (2 oktober 2016)
* Added multiple spawn location functionality for the following enemies: Ku, Zora, (Undead) Wizzrobe

0.17.177 Studio (6 oktober 2016)
* Failed at building/implementing a universal pallette swap shader
* Fixed darkness graphical issue for rooms without darkness but with elevated bridges
* Finished converting darkness engine

0.17.178 Studio (7 oktober 2016)
* (Most) enemies now get pushed back before actually dying (like in the original)
* Tweaked Gibo timing
* Tweaked dungeon 1 boss appearance scene slightly
* Ku/Zora enemies now only react to character if onscreen
* Tweaked appearance speed and health for Ku/Zora enemies
* Ku/Zora enemies are now killable

0.17.179 Studio (8 oktober 2016)
* Added additional boss 1 (in the debug overworld)
* Arrows no longer stick to dying enemies
* Converted enemy death object
* Converted more enemies:
– Pols Voice
– Stalfos (headless body and rotating head)

0.17.180 Studio (9 oktober 2016)
* Added new enemy:
– Floating green stalfos head
* Converted more enemies:
– Stalfos (normal & bone throwing)
* Tweaked stalfos to throw bone *after* jumping out of the way
* Tweaked settings various thrown projectiles

NEWLY CONVERTED ENEMIES*:
- Pol's Voice
- Stalfos
* check the full enemy listing in the starting post

ENTIRELY NEW ENEMIES:
- Stalfos head (NEW in v18.0)

ENEMIES LEFT TO DO:
- Pol's Voice
- Stalfos (multi)
- Sanmola
- Lanmola
- Boss 2

CHARACTER ACTIONS LEFT TO DO: 20 --> 17
- Getting hurt
- Grabbing/pulling
- Open chest
- Sword charge
- Sword poking
- Sword release
- Sword swing
- Use item: boomerang
- Use item: bottles
- Use item: bow
- Use item: cane of somaria + cane of byrna
- Use item: bug catching net
- Use item: shovel
- Throw item
- Pick up containers
- Running
- Walking

REST LEFT TO DO: Various
« Last Edit: October 09, 2016, 03:54:55 pm by Martijn dh »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1074 on: October 16, 2016, 08:11:56 pm »
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This week's progress is somewhat modest, focussing mostly on polish rather then passing any particular milestone. Also I'm holding myself back adding too much new stuff before the conversion is fully finished (considering the current pole results).

Progress made:
Code: [Select]
0.17.181 Studio (16 oktober 2016)
* Improved fairy movement script (= smoother movement + fairies can now ignore pits)
* Converted character actions:
– Use item (bottles)
– Use item (net)
* Converted hero item collection script
* Converted exploding landmine
* Converted character landing in water scripting
* Tweaked net usage for better visual flow to/from idle standing

NEWLY CONVERTED ITEMS*:
- Bug-Catching Net
- Bottles

ENEMIES LEFT TO DO:
- Sanmola
- Lanmola
- Boss 2

CHARACTER ACTIONS LEFT TO DO: 17 --> 15
- Getting hurt
- Grabbing/pulling
- Open chest
- Sword charge
- Sword poking
- Sword release
- Sword swing
- Use item: boomerang
- Use item: bottles
- Use item: bow
- Use item: cane of somaria + cane of byrna
- Use item: bug catching net
- Use item: shovel
- Throw item
- Pick up containers
- Running
- Walking

REST LEFT TO DO: Various
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1075 on: October 22, 2016, 07:33:33 pm »
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The progress report is a little earlier this week because I might be taking it easy for a number of days. Progress is still on track so a restored demo 18 early in Q1 2017 shouldn't be any problem at this point.

Progress made:
Code: [Select]
0.17.182 Studio (17 oktober 2016)
* Converted character animation “library” script

0.17.183 Studio (21 oktober 2016)
* Tweaked dwindelstair transition animations slightly
* Converted character actions:
– Getting hurt
* Started work on converting the walking states

0.17.184 Studio (22 oktober 2016)
* Converted character actions:
– Walking (normal / while carying)
– Running (normal / while carying)
– Use item (boomerang)
– Use item (cane of byrna)
– Use item (cane of somaria)
* Fixed slowdown during full screen by disabling new gamemaker anti-tearing function
* Converted movement sounds (+fixed running sounds during menu's)
* Started work on new item: Red Boomerang
* Converted walking on default stairs
* Disable terrain effect while dying in the water (etc)
* Fixed error from throwing a bush into a hitswitch
* Fixed being able to damage enemies while running into them while carrying something
* Fixed glitch where soldiers are able to chase through bushes
* Made soldier less adept at chasing Link for more fairness

NEWLY CONVERTED ITEMS*:
- Boomerang
- Cane of Byrna
- Cane of Somaria
- Pegasus Boots

ENEMIES LEFT TO DO:
- Sanmola
- Lanmola
- Boss 2

CHARACTER ACTIONS LEFT TO DO: 15 --> 10
- Getting hurt
- Grabbing/pulling
- Open chest
- Sword charge
- Sword poking
- Sword release
- Sword swing
- Use item: boomerang
- Use item: bow
- Use item: cane of somaria + cane of byrna
- Use item: shovel
- Throw item
- Pick up containers
- Running
- Walking


REMAINING FEATURES TO CONVERT: To be listed later
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1076 on: October 30, 2016, 12:31:01 am »
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Here!
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pxl_moon (dotyue)

Team Dekunutz
Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1077 on: October 30, 2016, 01:19:03 am »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1078 on: October 30, 2016, 01:42:24 am »
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martijn asked for it.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1079 on: October 30, 2016, 06:29:40 am »
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I did. Tonydaderp made the offer to help me out with stuff so I handed him a short wishlist.
Thanks Tonydaderp.
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