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Author Topic: Horn of Balance  (Read 458371 times)

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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1120 on: March 26, 2017, 07:12:02 pm »
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Still alive XD
Between the new Zelda and the new Gamemaker Studio actual gameplay development has pretty much stopped right now. (Loving both distractions by the way!). I expect I'll need about another month for the conversion to Gamemaker Studio 2. After that I'll finishing up with the new swimming mechanics, connect the new magic maze and tweak the Moldorm bossfight. Once all of that is done I'll see about releasing a new demo for testing.

Code: [Select]
0.18.14 Studio (4 maart 2017)
* Made progress designing new dungeons

0.18.15 Studio (5 maart 2017)
* Made progress designing new dungeons
* Started work on magic maze mechanics

0.18.16 Studio (7 maart 2017)
* Finished added magic maze mechanics

0.18.17 Studio (8 maart 2017)
* Further tuned magic maze mechanics

0.18.18 Studio (17 maart 2017)
* Did some trailruns for conversion to Gamemaker Studio 2

0.18.19 Studio (18 maart 2017)
* Fixed visuals during credits screen for larger screen sizes
* Game longer does trickery with foregrounds for less code in GMS2
* Changed various naming conventions and subscribt for cleaner code in GMS2

0.18.20 Studio (19 maart 2017)
* Switched to GMS2
* Edited code regarding camera usage (and blend mode usage)

0.18.21 Studio (20 maart 2017)
* Started implemented room inherentance tree
* Started defining generic room layers

0.18.22 Studio (24 maart 2017)
* Finished implementing room inherentance tree
* Reorganized the game's macro's

0.18.23 Studio (25 maart 2017)
* Made lots of  progress setting up 3th generation tilesets to take more advantage of GMS2 functions
* Moved various development logs into Gamemaker

0.18.24 Studio (26 maart 2017)
* New dev layers visibility off during default play
* Completely went over all the layers of the titlescreen, gameselect and credits (also cutting now obselete resources)
* Map menu now uses proper gms2 functions for getting room backgrounds
* Fixed shock animation
* Started documenting naming conventions in GMStudio
* Further improved new tilesets
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1121 on: March 26, 2017, 07:37:38 pm »
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Take your time, friend.
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1122 on: April 28, 2017, 10:42:43 am »
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Just a little update to show the project is still alive.
I hit a little snag earlier this month with the new inherentance options of GM Studio 2, which caused all the new tileset usage to get scrambled (see screenshot). But I'm almost done fixing it and truly finishing the conversion to the version of GM. Aside from that I'm working on adding a small intro cave to the game and making progress on the next dungeon (=A lofty mansion complete with garden and underground cells). The plans for these rough designs for these new area's are done, though it will take several months to fully add all intented functionality (which I'll add in phases).

Progress made:
Code: [Select]
0.18.25 Studio (27 maart 2017)
* Implemented JSDoc for all script arguments

0.18.26 Studio (29 maart 2017)
* Made further progress on tilesets
* Did more experimentation on layers

0.18.27 Studio (2 april 2017)
* All objects are now (first) created on a single layer

0.18.28 Studio (8 april 2017)
* Populated layer_Shadows for all rooms
* Started implementing newly optimized tilesets

0.18.29 Studio (9 april 2017)
* Made a lot more progress on the new tilesets and implementation
* Fixed glitch where enemies can move over some types of terrain
* Replace almost all usages of obselete function: instance_create

0.18.31 Studio (15-26 april 2017)
* Cleaned up (faulty) coding behind dynamic depths enemies/character/various objects
* Removed last remaining usages of obselete function: instance_create
* Implemented enum() for floor numbers
* Made further progress on new tileset (implementation)

0.18.32 Studio (27 april 2017)
* Added cave on adventure (=new intro cave)
* Made more progress on mansion dungeon
* Chest types now handled via enum values
* Lots of smaller room changes
* Fixed depth issue HUD
* Made more progress on retiling with new tilesets

0.18.33 Studio (28 april 2017)
* Made more progress on intro cave and mansion dungeon
* Made more progress on retiling with new tilesets
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1123 on: May 08, 2017, 08:07:51 am »
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And here is last week's progress:
Code: [Select]
0.18.34 Studio (29-30 april 2017)
* Added various generic helper functions for checking room conditions (like if all enemies are dead). Mainly done to save time and complexity in the future.
* Made pressure plates simpler/faster to implement
* Finished version 1.0 of intro cave
* Made lots of progress on the mansion dungeon
* Edited the way visuals are determined for locked and conditional doors
* Cut large blue chests that do not require a the master key
* Magicly appearing staircases now handled differently (cutting some duplicate sprite resources)

0.18.35 (1-7 mei 2017)
* Made more progress on retiling with new tilesets
* Made more older functions obselete
* Added drowning in deep water
* Fixed visual issue map menu
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Re: [DEMO 0.18] Alttp - Horn of Balance
« Reply #1124 on: May 14, 2017, 08:29:57 pm »
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And here is this weeks progress. I made some good progress on adding the swimming mechanics. I'll likely take a break next weekend and continue the week after. Would anybody be interested in playtesting it once it's done? If so post a reply or send me a message.

Code: [Select]
0.18.36 (12 mei 2017)
* Added new single scripting for adding one-off items to dungeons
* Made a little progress on implementing Mansion Dungeon
* Made more progress on retiling with new tilesets
* Reorganised external files more logically
* Fixed a few minor masking issues
* Finished tilesets for all the (new) dungeons

0.18.37 (13 mei 2017)
* Fixed issues after new Gamemaker update (Those unasked updates really annoy me sometimes)
* Fixed glitch with collectable heartpieces+keys
* Added collectable flippers in cave
* Silver arrows now shoot faster
* Further expanded water/swimming mechanics
* Added error sound when trying to use bottle when already fully healthy
* Fixed issue with effects starswitches
* Made more progress on retiling with new tilesets

0.18.38 (14 mei 2017)
* Made more progress with the swimming mechanics
* Made more progress on retiling with new tilesets
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1125 on: May 14, 2017, 10:56:55 pm »
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Toss it to me.  I'll break, erm, test it on my stream.
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  • Super Fan Gamers!
Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1126 on: May 15, 2017, 04:56:36 pm »
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Will do. Thanks in advance.
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1127 on: May 28, 2017, 08:27:26 pm »
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And here is the latest progress report:
Good progress was made on the swimming mechanics, but it's not yet finished.

Sorry Theforeshadower, but it needs a little bit more polish before I can send it out. Specificaly: I kinda didn't realise water in the overworld used slanted edges :o, whereas my water mechanics (so far) only take rectangles into consideration. If that makes sense. I feel kinda silly for missing it.
I could send what I already have, but the water looks very much out of place in the overworld without custom tiles. So it's not ready it yet to bother your streamfollowers with I think. I'll toss it over as soons as it's also fixed.

For all: I DID add a diving mechanic. This also wasn't in the original appearantly (Not sure what was up with my memory this week), but I really like the results so I'm keeping it in. As it uses the action button diving will replace the faster swimming motion from the original.

Code: [Select]
0.18.39 (21-28 mei 2017)
* Made more progress on swimming mechanics
* Made more progress retiling using new tilesets
* Added diving mechanics
* Made it so you're forced to come up for air eventually
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1128 on: June 05, 2017, 01:37:00 pm »
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@Theforeshadower: Still working on the swimming mechanics. It turns out adding it to my existing collision system is a bit of a headscratcher, but I'll get it done eventually.
See the screenshot for the current situation.
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1129 on: June 11, 2017, 07:49:48 pm »
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Yes! Finally finished the swimming mechanics as seen on the attached image. (I might still tweak it a little based on feedback, but for now it's done). Time to pick a new challenge to tackle next week.

PS: I've also added a simpler cave right of the starting area for the player to find the flippers. The Moldorm cave has been shifted to the lower right of the map.

Code: [Select]
0.18.40 (2-4 juni 2017)
* Made decent progress on the tilesets for the overworlds (now about half way finished)
* Fixed depth issue with shadows during death

0.18.41 (5 juni 2017)
* Added triangles to deep water surfaces
* Made it so you can moothly swim from one deep water area to an (adjacent) other one

0.18.42 (9-10 juni 2017)
* Made progress on the overworld tileset
* Expanded ligth world visuals
* Expanded the overworld with a makeshift swimming area
* Mechanics now account for running directly into deep water
* Changed projectiles being blocked by deep water
* Made it so you also get proper hurt recovery time while  swimming
* Edited swimming speed / gamefeel a little more
* Fixed various other smaller bugs with swimming mechanics
* Fixed visuals Ku/River Zora
* Made it so Ku/River Zora will now damage swimming players on contact

0.18.43 (11 juni 2017)
* Finished documenting all variables used in software
* In dungeon 1 and 2 you can now activate shortcuts to/from the dungeon entrance. (Mainly added because the bosses are already hard enough).
* Made more progress retiling using new tilesets
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1130 on: July 09, 2017, 06:48:24 pm »
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I'm still alive. XD
Sorry for the month of absence. I needed some time away from the project, but I'm back again. (Check the attachements for new screenshots). And if anybody want to help testing the new dungeon and mechanics I'm working on feel free to reply or send me a PM. The NCFC will probably be happening in a couple of months so any and all help to get the next release done before then is greatly appreciated!

Progress made:
Code: [Select]
0.18.44 (16-25 juni 2017)
* Made lots more progress retiling using new tilesets
* Expanded red boomerang to be able to collect multible items at once

0.18.45 (1-9 juli 2017)
* Made A LOT of progress on the mansion level
* Made more progress retiling using new tilesets
* Added unlockable cell doors
* Added keyblocks (like in Link's Awakening)
* Expanded on the breakable wall objects
* Entirely rewrote magic maze mechanics to fix some issues
* Red boomerang better grabs items
* Red boomerang can now pass over deep waters
* Connected Mansion 2nd and 3rd floors to lobby
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1131 on: July 09, 2017, 09:18:31 pm »
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I did some modification on your mermaid statue.

What do you think?
« Last Edit: July 09, 2017, 09:32:12 pm by neike60 »
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1132 on: July 10, 2017, 08:24:47 pm »
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I was looking for some more statue variation. Thanks. Looks good.
Any chance you'd be interested in making some more custom sprites for the game?
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1133 on: August 12, 2017, 06:23:24 am »
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Hello! Long time no see, Martijn! I see you have made a ton of progress! Looks great! Keep up the great work. Im such a fan.
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1134 on: August 12, 2017, 08:34:47 pm »
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Thanks man. Really appreciate it.

On a side note:
Progress has been slow last month due to being on a long vacation but I'll start it up again shortly.
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1135 on: August 25, 2017, 03:32:56 pm »
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Hello again. Work started back up again properly last week, but I just wanted to let people know I'm back at it more seriously now. Also, I made a personal schedule in preparation for the NCFC participation (since I know some of you like it when there is progress to follow).

If anybody wants to contribute with spriting, music or testing in order to make the NCFC entry even better be sure to send me a message.

The plan
27 aug:
> Finish bugfixes/tweaks as mentioned in youtube comments
> Add various more NPC's (+expand NPC object functions)
> Tweak mansion cells
> Tweak demo enemy placements
> Finish more mansion rooms: shed / fairy room / lobby

3 sept:
> Connect mansion to the demo overworld
> Add some kind of ending to the mansion level (=nothing special, just functional)
> Add bouncing boomerang

10 sept:
> Finish library sections
> Add on-off blocks

17 sept:
> Finish mansion garden
> Finish retiling overworld

24 sept:
> Finish remainder of mansion F1
> Release early demo

1-15 okt:
> Tweak all bosses
> Handle forum feedback + whatever I missed

22 okt:
> Release pre-NCFC demo
> Handle new forum feedback + whatever I missed

29 okt:
> Final NCFC demo
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1136 on: August 27, 2017, 02:34:45 pm »
  • Doesn't afraid of anything
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it makes me happy to see this project still going :)
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i love big weenies and i cannot lie
Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1137 on: August 27, 2017, 08:10:33 pm »
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Thank you. Glad to hear it.

And here is this weekend's update:

Progress:
Code: [Select]
0.18.46 (14-15 juli 2017)
* Simplified wall light object creation scripting
* Made more progress retiling using new tilesets
* Edited Murray welcome speech
* Connected garden shed in Mansion level
* Added master key to collect from the ground

0.18.47 (16 juli 2017)
* Made lots of progress on the new overworld tilesets
* Made lots of improvements to mansion dungeon

0.18.48 (13 augustus 2017)
* Finished the new lightworld overworld tilesets
* Started retiling all overworld tilesets

0.18.49 (14-27 augustus 2017)
* Day-night mechanic now also enabled for mansion garden
* Made some edits to mansion cells
* Expanded NPC objects
* Made progress retiling overworlds / caves
* Added some NPC's and other hints to dungeon entrances and mansion
* Connected mansion to overworld
* Made progress on the mansion garden
* Made improvements to the overworld tileset
* Added a functional ending scene to the mansion (just to indicate the area is conquered)

Schedule:
Backlog:
[IN PROGRESS] Finish bugfixes/tweaks as mentioned in youtube comments
- Add various more NPC's (+expand NPC object functions)
- Tweak mansion cells
- Tweak demo enemy placements

[PUSHED BACK] Finish another mansion room: shed
[PUSHED BACK] Finish another mansion room: fairy room
[PUSHED BACK] Finish another mansion room: lobby

3 sept:
- Connect mansion to the demo overworld
- Add some kind of ending to the mansion level (=nothing special, just functional)

- Add bouncing boomerang

10 sept:
- Finish library sections
- Add on-off blocks

17 sept:
[IN PROGRESS] Finish mansion garden
- Finish retiling overworld

24 sept:
- Finish remainder of mansion (F1/F2/F3)
- Release early demo

1-15 okt:
- Tweak all bosses (prio for Moldorm)
- Handle forum feedback + whatever I missed

22 okt:
- Release pre-NCFC demo
- Handle new forum feedback + whatever I missed

29 okt:
- Final NCFC demo
« Last Edit: September 03, 2017, 12:43:31 pm by Martijn dh »
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1138 on: September 03, 2017, 08:06:13 pm »
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This weekend was a little slow due to XCOM2's expansion. (A little overpriced but worth the time).

Progress:
Code: [Select]
0.18.50 (3 september 2017)
* Gibo cloud can no longer get stuck around corners
* Made more progress retiling overworld
* Expanded red boomerang to also bounce off walls
* Red boomerang can be recalled mid flight (and eager to get feedback on it's gamefeel)
* Fixed issues with boomerangs not correctly collecting items
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1139 on: September 14, 2017, 08:13:08 am »
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I'm currently enjoying a week off from work to relax. And since working on my game is a way to relax extra progress has been made over the past few days.
(Also: new screens in the attachment)

Progress:
Code: [Select]
0.18.51 (9 september 2017)
* Fixed several tiling and collision issues in debug area
* Integrated hitswitch for colored on-off blocks into general hitswitch object
* Removed red boomerang recall functionality
* Finished adding colored on-off blocks

0.18.52 (10 september 2017)
* Added pushable windrooster statues
* Added first of a series of statue puzzle to the garden
* Added conditional blocking objects
* Added graves

0.18.53 (11 september 2017)
* Found and fixed small memory leak in an idle animation
* Tweaked some of the garden transitions
* Added more statue puzzles to garden
* Made more progress retiling all the overworld area's
* Improved consistency grid collision systems

0.18.54 (12 september 2017)
* Made more progress retiling all the overworld area's
* Made more progress on mansion garden
* Removed several (now) obselete tilesets
* Added text to garden graves

0.18.55 (13 september 2017)
* Made more progress retiling existing area's
* Replaced + expanded all animated lightworld tiles
* Replaced obselete background_assign function
* Removed several more (now) obselete tilesets
* Added soldier statues for mansion inside rooms
* Added some ponds to the mansion garden

Updated schedule:

17 sept:
- Finish bugfixes/tweaks as mentioned in youtube comments
- Finish another mansion room: shed
- Finish another mansion room: fairy room
- Finish another mansion room: lobby
[DONE] Add bouncing boomerang
[IN PROGRESS] Finish library sections
[DONE] Add on-off blocks
[IN PROGRESS] Finish mansion garden
[IN PROGRESS] Finish retiling all areas

24 sept:
- Finish remainder of mansion (F2)
- Finish remainder of mansion (F3)

1 okt:
- Finish remainder of mansion (F1)
- Release early demo

15 okt:
- Tweak all bosses (prio for Moldorm)
- Handle forum feedback + whatever I missed

22 okt:
- Release pre-NCFC demo
- Handle new forum feedback + whatever I missed

29 okt:
- Final NCFC demo
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