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Author Topic: Horn of Balance  (Read 463553 times)

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Re: [Demo] Tech demo - Horn of Balance
« Reply #620 on: May 10, 2012, 02:12:27 am »
  • It's just Max.
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Retro- SLAP!

Martijn, I'd be interested in testing, but I have next to no time on my hands. I've never tested any games for anybody before, besides my own and lord knows that's FULL of bugs :p
How much time do you reckon I'd need to clock in to be useful to you?
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Re: [Demo] Tech demo - Horn of Balance
« Reply #621 on: May 10, 2012, 08:02:59 pm »
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The time you invest in it is fully up to you. Two hours a week would be swell, but I'll generally take what I can get. Mad skills isn't a requirement either. It's more important that you are able to describe what you did to get certain situations. Trying out everything the game has to offer, like weird combinations and such, is a bonus for me.

I'm still working on the depth engine so I'll present you with new demo's as I convert more of the game into the new depth mechanic. Testing out specific sections of the game will probably make it easier for you as well. Expect a first demo in about 1-1.5 days time.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #622 on: May 19, 2012, 10:00:24 am »
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So I had two people from elsewhere help test the last testers demo. Taking their feedback to heart I am about ready to present a secundary testers demo with both the sewers and desert rooms available. If anybody is willing to help out in this second testing phase, be sure to let me know.

Here is the latest progress made:

0.12.134 (8 mei)
+ Edited some of the statue text
+ Eyegores can be affected by stone attacks again
+ The dungeon end scene now transitions into the credits sequence
+ Containers no longer destroyed by simple touching them with your sword while charging it
+ Link does not get pushed back while being shocked

0.12.135 (11 mei)
+ Continued work on the new depth system (converted nearly all of the character actions)

0.12.136 (17 mei)
+ Fixed graphical issue with character shadow when touching staircases
+ Scattered temporary chests / chest content around the game for demo purposes
+ Edited wall cannon enemies
+ Edited beamos enemies
+ The hookshot can now ledge onto small torches, visible text objects and movable objects
+ Made sure about 6 rooms of the desert dungeon are playable

0.12.137 (18 mei)
+ Tweaked several details outside and in the sewers
+ In a new game the correct items are now shown in the overhead boxes by themselves
+ Finished converting level F1 of dungeon 1 to the new depth system
+ Continued work on the new depth system (converted everything in the second dungeon)
+ Fixed collission issues between character items and enemy projectiles


Still left to do till the next demo:
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding skeletons with bows
- Finish quake medallion
- Editing the magic usage system
- Building a new depth system (!)
- Going through all the rooms in the dungeons (with testers) to tweak things like item/enemy placement and to check performance.
- Make sure about 6 rooms of the desert dungeon are playable <-- now finished


Here is the edited intro scene:
(Nothing much to see here if you followed the topic, but I wanted to upload it for the first post anyway)
<a href="http://www.youtube.com/watch?v=R52YwD-rvmo" target="_blank">http://www.youtube.com/watch?v=R52YwD-rvmo</a>
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Re: [Demo] Tech demo - Horn of Balance
« Reply #623 on: May 28, 2012, 09:40:06 pm »
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Currently I'm more or less still on schedule to release a demo mid June. (Man, that Quake Medallion took forever). I hope I make my deadline, because otherwise it will become end July or later before I can show anything due to my vacation and some other stuff.

Again, if anybody wishes to help out: I could use people willing to playtest my game. I can produce a testdemo with about 2/3th of the content available whenever.

Here is the latest progress made:

0.12.138 (19 mei)
+ Optimized tileset dungeon 1

0.12.139 (22 mei)
+ Fixed glitch: using the hookshot on two enemies or items at once makes it move beyond
+ Converted most of the enemies over to the new depth system

0.12.140 (27 mei)
+ Added a quick Murray/game introduction text
+ Moved more enemies and items over to the new depth system
+ Made progress with the quake medallion

0.12.141 (28 mei)
+ Finished the Quake Medallion

Still left to do till the next demo:
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding skeletons with bows
- Finish quake medallion <-- now finished (I'll try to upload a new video one of these days)
- Editing the magic usage system
- Building a new depth system (!)
- Going through all the rooms in the dungeons (with testers) to tweak things like item/enemy placement and to check performance.

EDIT:
And here is that quake video. I'm looking forwards to hearing what you guys thing about it. (The magic consumption is next on my list to fix. No worries there).
<a href="http://www.youtube.com/watch?v=KqEqnuJa-uY" target="_blank">http://www.youtube.com/watch?v=KqEqnuJa-uY</a>
« Last Edit: May 31, 2012, 07:36:39 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance
« Reply #624 on: May 31, 2012, 07:58:18 pm »
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If practically fells like an earthquake in there. Well done!
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Re: [Demo] Tech demo - Horn of Balance
« Reply #625 on: June 03, 2012, 07:13:34 pm »
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Here is the latest progress made:

0.12.142 (29 mei)
+ Tweaked Quake Medallion: Link's sprites now stay still while everything else shakes

0.12.143 (3 juni)
+ Redid the magic consumption set-up
+ Fixed depth issues while picking up containers looking north
+ Fixed errors when using the Quake Medallion during some specific circumstances
+ Edited character sprites during quake animation a little
+ More statues in the dungeon have something to say (50 statues left)
+ Fixed depth issues dungeon 1 - B2

Still left to do till the next demo:
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding skeletons with bows
- Editing the magic usage system <-- now finished
- Building a new depth system (!)
- Going through all the rooms in the dungeons (with testers) to tweak things like item/enemy placement and to check performance.

EDIT: And here is some more statue text if you're interested or want to help proofread:
Show content
    case "F1-05-Statue1": // Sevrin - YEAR
        message[0] = "Sevrin - ???";
        message[1] = "Loyal knight to prince Gatialo. Known";
        message[2] = "and respected as his second shadow.";
        exit;

    case "F1-05-Statue2": // Prince Gatialo - YEAR
        message[0] = "Gatialo - ???";
        message[1] = "Long ago a lone farmer came from the";
        message[2] = "south to seek help for his village.";
        message[3] = "He told Gatialo how it had turned to";
        message[4] = "stone and the prince responded by";
        message[5] = "gathering his men to investigate.";
        message[6] = "They found the warlock responsable,";
        message[7] = "but the village had already been lost.";
        message[8] = "Gatialo seemed older after that.";
        exit;

    case "F1-05-Statue3": // Catiua - YEAR
        message[0] = "Catiua - ???";
        message[1] = "In this world of endless conflict the";
        message[2] = "greatest danger is hopelessness.";
        message[3] = "Kings war, men fight and nobles plot";
        message[4] = "from behind their walls. Catiua would";
        message[5] = "fight any to shield us from all of it.";
        exit;

    case "F1-05-Statue4": // Medu - YEAR
        message[0] = "Medu - ???";
        message[1] = "A childhood friend of Gatialo and one";
        message[2] = "of the knight escorting him to Wyv.";
        message[3] = "A warlock had been the cause of it's";
        message[4] = "condition and so they attempted to";
        message[5] = "arrest him. It was at that time that";
        message[6] = "Medu saved the prince from a magical";
        message[7] = "attack. For this act of bravery, he";
        message[8] = "was later rewarded the warlock's rod.";
        exit;

    case "F1-05-Statue5": // Eupalamos - YEAR
        message[0] = "Eupalamos - ???";
        message[1] = "Personal guard to Gatialo. Being the";
        message[2] = "ever optimist, he would bring his lute";
        message[3] = "everywhere. To accompany his many";
        message[4] = "songs and tales whenever there was";
        message[5] = "a fireplace and moral ran low.";
        exit;
« Last Edit: June 03, 2012, 07:15:53 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance
« Reply #626 on: June 08, 2012, 04:39:17 pm »
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I got a little bored today and spontaneously added the Vulture enemy. He doesn't really fit in the demo, but I felt like it anyway. Deviating from the plan is refreshing once in a while.



Maybe I'll add some more enemies this weekend.

Edit: The cactus is now also added, though there are still some issues to be sorted out tommorrow.
« Last Edit: June 08, 2012, 06:25:24 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance
« Reply #627 on: June 08, 2012, 06:57:42 pm »
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nice, this seems like a classic ! i came across ur youtube videos a month ago, nice job.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #628 on: June 09, 2012, 08:13:34 pm »
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Thank you.

Here is a new progress update:

0.12.144 (8 juni)
+ Added new enemy: Vulture
+ Added new stage-hazard: Cactus

0.12.145 (9 juni)
+ Fix glitch: Vulture AI during Ether Medallion
+ Improved AI: Vulture moves faster if far removed from Link
+ Fixed error: Vulture follows you while you transition into another room
+ You can now turn cactus to stone / frozen state
+ Deibadora are invincible while underground
+ Started work on new enemy: Sandman

0.12.146 (9 juni)
+ When turning enemies to containers invicible sprites are no longer taken into account
+ Fixed glitch: positioning sparkle effects for enemies turned frozen
+ Finished new enemy: Sandman
+ Added new enemy: Leever (green)
+ Added new enemy: Leever (purple)





EDIT: How does the skeleton in the attachement look? I've been experimenting some with implementing a skeleton archer and this is where I'm currenly at. Mostly just sprites for now btw.
« Last Edit: June 10, 2012, 11:22:14 am by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance
« Reply #629 on: June 10, 2012, 07:45:47 pm »
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And here is the final progress of the weekend:

0.12.147 (10 juni)
+ Leevers now surfaces closer to the character then before burrowing
+ Worked on new enemy: Blue soldier archer
+ Worked on new enemy: Blue skeleton archer
+ Leevers only burrows and reappear on diggable ground
+ Tweaked leever stats
+ More statues in the dungeon have something to say (49 statues left)

0.12.148 (10 juni)
+ Sandman only moves across sand
+ Tweaked sandman stats
+ You can now hookshot towards enemies / cactus XD
+ Tweaked cactus stats
+ Fixed desert dungeon digging grid

All in all there was a pretty nice flow with 4 new enemies finished (and 2 others started) in a about 2.5 days.
Next weekend I'll see about creating a new video to show all the new enemies in action.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #630 on: June 10, 2012, 11:47:19 pm »
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The Stalfos Archer may feel at home with this one. Do you plan on differentiating it from the Soldier archers?
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Re: [Demo] Tech demo - Horn of Balance
« Reply #631 on: June 11, 2012, 05:53:53 am »
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Ideally I'd make the Stalfos archer laugh after firing an arrow and possibly make his AI slightly worse then a default Human archer.
In reality though, I'll have to see what is possible. I'm also open for any other suggestions.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #632 on: June 19, 2012, 09:09:46 pm »
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<a href="http://www.youtube.com/watch?v=3yKT40_ol9E" target="_blank">http://www.youtube.com/watch?v=3yKT40_ol9E</a>
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Re: [Demo] Tech demo - Horn of Balance
« Reply #633 on: June 21, 2012, 03:08:48 pm »
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I've always loved aLttP styled fan games, so this is most certainly something I need to keep my eye on for updates. Nice work!
    ~ Shane
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Re: [Demo] Tech demo - Horn of Balance
« Reply #634 on: June 24, 2012, 10:04:27 pm »
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Here is the latest progress made again. It will be a while before I can work on it again, with the upcoming vacation and all. Originally I had hoped to release the next demo around this time, but adding some additional enemies got me a little sidetracked. The next deadline will be August 1st.

0.12.149 (11 juni)
+ Fixed glitch: could kill cactus with dirt from digging
+ Using Bombos medallion lites all torches in the room
+ Using Ether medallion extinguishes all torches in the room

0.12.150 (14 juni)
+ Improved object destruction for solid enemies

0.12.151 (16 juni)
+ Worked some more on the (skeleton)archer -- default patrolling AI
+ Added new hazard: landmine

0.12.152 (17 juni)
+ Worked some more on the (skeleton)archer

0.12.153 (24 juni)
+ Tweaked positioning Sandman and Leevers on sandy surfaces
+ Edited cactus masking/collisions
+ Added arrows for enemy archers + finished sprites
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Re: [Demo] Tech demo - Horn of Balance
« Reply #635 on: June 24, 2012, 10:23:40 pm »
Martijn, I wouldn't worry about being sidetracked. You've been working on this project with diligence for quite some time now, so I think you deserve to indulge yourself at least a little bit. That being said, the updates look promising. :)
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Re: [Demo] Tech demo - Horn of Balance
« Reply #636 on: July 15, 2012, 09:02:35 pm »
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I'm back from my vacation so it's time for another progress update:

0.12.154 (28 juni)
+ Fixed error while destroying archers
+ Edited enemy arrows to interact with the character shield

0.12.155 (14 juli)
+ Designed the subboss rooms for the desert dungeon (for a later demo)
+ Tweaked default Armos AI
+ Tweaked plant AI: they now make a little hop as they appear out of the walls
+ Finished converting the last of the normal enemies to the new depth system

0.12.156 (15 juli)
+ Converted the bosses over to the new depth system
+ Converted the hookshot over to the new depth system

0.12.157 (15 juli)
+ Improved sprites of frozen enemies (now takes depth more into account)
+ Worked some more on the archer movements (it can now allign itself with the character)
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Re: [Demo] Tech demo - Horn of Balance
« Reply #637 on: July 22, 2012, 01:15:52 am »
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Pants that pop out of walls?
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Re: [Demo] Tech demo - Horn of Balance
« Reply #638 on: July 22, 2012, 07:56:03 am »
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You mean plants? XD

Yes, there will be a room in the game where enemies start gushing out of the wall as you enter. Come to think of it. It's been so long since I released anything that I'm not entirely sure if the (empty room) was even present earlier.

Originally I had planned to work on my game like crazy this weekend, maybe even finishing it, then that STEAM summersale happened. Now I've got about 20 new games that all need playing. Life is hard sometimes :'(
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Re: [Demo] Tech demo - Horn of Balance
« Reply #639 on: July 30, 2012, 02:15:24 am »
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<a href="http://www.youtube.com/watch?v=3yKT40_ol9E" target="_blank">http://www.youtube.com/watch?v=3yKT40_ol9E</a>

I haven't been keeping up on this project and I just watched this video and saw Link turning things to ice, then picking up the frozen objects and throwing them to shatter them. :o I just had to comment saying how much I loved that. And the engine seems even more solid than I remember.

... Originally I had planned to work on my game like crazy this weekend, maybe even finishing it...

Wait... finishing it? Has that much really happened since I've checked this out?
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