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Author Topic: Horn of Balance  (Read 463804 times)

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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1080 on: October 30, 2016, 08:09:32 pm »
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And here is this weekend's progress. Slowly we are still chugging along to a full demo restoration in Q1 as planned.

Progress made:
Code: [Select]
0.17.185 Studio (30 oktober 2016)
* Converted character actions:
– Use item (bow)
– Use item (shovel)
– Sword swing
– Sword charge
– Sword poke
– Sword release
* Converted some misc character effects
* Tweaked hookshot visuals / spd
* Finished new item: red boomerang

NEWLY CONVERTED ITEMS*:
- Bow & Arrow
- Shovel
* check the full item/enemy listing in the starting post

NEWLY ADDED ITEMS*:
- Red boomerang
* check the full item/enemy listing in the starting post

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

CHARACTER ACTIONS LEFT TO DO: 10 --> 4
- Grabbing/pulling
- Open chest
- Sword charge
- Sword poking
- Sword release
- Sword swing
- Use item: bow
- Use item: shovel

- Throw item
- Pick up containers

REMAINING FEATURES TO CONVERT: To be listed later
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1081 on: October 31, 2016, 12:46:32 am »
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Martijn! I got another direction done!!! XD Here u go. Happy Halloween! :)
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1082 on: October 31, 2016, 12:56:59 am »
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Heres the last direction. Thanks for telling me about font_add_sprite and draw_text_ext, it really helped me out.  :)
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1083 on: October 31, 2016, 06:55:34 pm »
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Thanks.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1084 on: November 06, 2016, 09:32:22 pm »
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Another week. Another patch of progress.
I'd finally mustered up the courage to tackle the second boss. And I've become re-acquinted with the coding I've also made a large number of changes to the fight in an attempt make it more accessable / enjoyable. Maybe I'll continue next week since since I'm still on the fence on whether it sufficiently improved. (Send me a PM if you want to help playtest the second boss).

Progress made:
Code: [Select]
0.17.186 Studio (4 november 2016)
* Converted more enemies:
– Sanmola
– Lanmola

0.17.187 Studio (5 november 2016)
* Converted more enemies:
– Molgera

0.17.188 Studio (6 november 2016)
* Heavily edited Molgera fight
* Converted damage taking character scripting

NEWLY CONVERTED ENEMIES*:
- Sanmola
- Lanmola
Dungeon 2: Boss 
Show content

* check the full item/enemy listing in the starting post

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


CHARACTER ACTIONS LEFT TO DO:
- Grabbing/pulling
- Open chest
- Throw item
- Pick up containers

REMAINING (CONVERSION) BEFORE DEMO 18.0 [15]:
- Convert Murray
- Convert spirit NPC's / shopkeeper
- Convert final sprites
- Convert item menu
- Convert map menu
- Convert enemy remaining movment + misc scripting
- Convert character movement scripts
- Convert all character scenes
- Convert character misc scripting
- Convert containers
- Convert hitswitches
- Convert torches / various light sources
- Convert misc scripting
- Add in a small new dungeon to display the new enemies in demo 18.0
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1085 on: November 13, 2016, 07:49:12 pm »
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This week's progress report.

Progress made:
Code: [Select]
0.17.189 Studio (11 november 2016)
* Converted Murray
* Converted NPC's (spirits + shopowner)

0.17.190 Studio (12 november 2016)
* Fixed shopowner not facing the correct way while talking
* Converted new state: get items from chest
* Converted all character scenes

0.17.191 Studio (13 november 2016)
* Converted several of the final sprites (now handled via backgrounds)


CHARACTER ACTIONS LEFT TO DO:
- Grabbing/pulling
- Open chest
- Throw item
- Pick up containers

REMAINING (CONVERSION) BEFORE DEMO 18.0 [15]->[12]:
- Convert Murray
- Convert spirit NPC's / shopkeeper

- Convert final sprites
- Convert item menu
- Convert map menu
- Convert enemy remaining movment + misc scripting
- Convert character movement scripts
- Convert all character scenes
- Convert character misc scripting
- Convert containers
- Convert hitswitches
- Convert torches / various light sources
- Convert misc scripting
- Add in a small new dungeon to display the new enemies in demo 18.0
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1086 on: November 20, 2016, 10:09:10 pm »
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And here is another weekly progress report. I'll be take a break next weekend to rechange a little, but slowly but surely the v0.18 release is coming closer. Personally I'm getting excited about almost finishing the conversion to Studio (despite Studio 2 having just been announced. Go figure). What I estimated at 2 months actually ended up taking 2,5 years. Granted, this is also due to me wanting to introduce 60 fps and clean up the coding, but still. Just a little while longer and then I'll be able to fully focus on new stuff again. New enemies, bosses, locations, mechanics. Can't wait.

Progress made:
Code: [Select]
0.17.192 Studio (18 november 2016)
* Fixed shadows for flying enemies in room with bridges
* Converted bridge collision mechanics
* Fixed shield depths when walking down straight stairs
* Converted wall lights
* Lights produced by wall lights now animated

0.17.193 Studio (20 november 2016)
* Animate lights from torches and other sources
* Lights produced by small/tall/large torches now animated
* Converted all remaining enemy scripting


CHARACTER ACTIONS LEFT TO DO:
- Grabbing/pulling
- Throw item
- Pick up containers

REMAINING (CONVERSION) BEFORE DEMO 18.0 [12]->[9]:
- Convert final sprites
- Convert item menu
- Convert map menu
- Convert enemy remaining movment + misc scripting
- Convert character movement scripts
- Convert character misc scripting
- Convert containers
- Convert hitswitches
- Convert torches / various light sources
- Convert misc scripting

- Add in a small new dungeon to display the new enemies in demo 18.0
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1087 on: November 22, 2016, 11:43:15 am »
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Which version of GM Studio are you using? If it is 1.4 it should not take too much time to make it work in GM Studio 2.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1088 on: November 22, 2016, 07:53:36 pm »
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I'm on Studio 1.4 right now. I hear they might have some kinda auto code conversion setup even, but I'll have to see how reliable that'll be for a project as big as mine.

The new room editor in Studio 2 looks very cool by the way. The amount of time those new brushes will save me on tiling is worth the money alone I think. And the inheritance setup seems perfect for a light/dark world mechanic XD

Is anybody on the forum part of the beta? If so, can sprites be manipulated layer by layer with the new code?
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1089 on: December 04, 2016, 08:29:04 pm »
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So I know I said I wasn't going to add in anything new before the next demo.... but I added bombs. I'll need to spend some more time on them next week as well to fully complete them (like having them also explode while picking up / carrying / throwing)

Progress made:
Code: [Select]
0.17.194 Studio (3 december 2016)
* Added new item: Bombs
* Bombs can now be bought at shop
* Converted character action button scripting
* Converted character grab/push/pull state
* Converted collision scripting for detached character sprites
* Fixed visuals of Somaria block dissappearing after enemy interaction
* Fixed errors when grabbed object suddenly disappears


CHARACTER ACTIONS LEFT TO DO:
- Grabbing/pulling
- Throw item
- Pick up containers

REMAINING (CONVERSION) BEFORE DEMO 18.0:
- Convert final sprites
- Convert item menu
- Convert map menu
- Convert character movement scripts
- Convert character misc scripting
- Convert containers
- Convert hitswitches
- Add in a small new dungeon to display the new enemies in demo 18.0
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1090 on: December 11, 2016, 08:00:53 pm »
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And here is this weekend's update. The bombs should now be fully finish. And I must say that they feel fun! They're a little different from the original, but also enjoyable enough that I ended up just throwing them around for no reason during testing, so I'm happy. Also, the complexity surrounding containers has been survived. XD Only a few more tricky hurdles left and then I can officially call the old demo restored. Considering the progress being made I'll aim for a release on 1-1-2017.

Progress made:
Code: [Select]
0.17.195 Studio (4 december 2016)
* Fixed small issue with grabbing/pulling walls
* Tweaked bomb visuals while walking around with them

0.17.196 Studio (10 december 2016)
* Can now pick up and walk with bombs (that can blow up)
* Tweaked bomb spawning placement
* Converted containers
* Converted more character draw events
* Converted character action: throwing
* Converted character action: picking up
* Added additional bomb functionality

0.17.197 Studio (11 december 2016)
* Tweaked animation frozen/stone enemies being picked up
* Fixed various found issues
* Add new bomb specific damage class
* Expanded container collision scripting for bombs
* Added a little hop to thrown bombs
* Both frozen buzzblobs and cukemen coming back to live with a hammer hit
* Converted terrain visuals as part the character visuals

CONVERTED / NEW ITEMS:
- Gloves
- Bombs (new in V18.0)

CHARACTER ACTIONS LEFT TO DO:
- Throw item
- Pick up containers


REMAINING (CONVERSION) BEFORE DEMO 18.0:
- Convert final sprites
- Convert item menu
- Convert map menu
- Convert character movement scripts
- Convert character misc scripting
- Convert containers
- Convert hitswitches
- Add in a small new dungeon to display the new enemies in demo 18.0
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1091 on: December 12, 2016, 05:53:08 pm »
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I see you're bringing back old items as well as adding new ones. Will there be new types of NPCs as well?
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1092 on: December 12, 2016, 09:18:59 pm »
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I'm not entirely sure what you mean when you say types, but I do also have various unique NPC's in mind.
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Re: Alttp - Horn of Balance
« Reply #1093 on: December 18, 2016, 10:18:21 pm »
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Just a little quicky: here is this weekends progress.

Progress made:
Code: [Select]
0.17.198 Studio (18 december 2016)
* Converted map menu
* Converted item menu
* Fixed graphical issue in the HUD

REMAINING (CONVERSION) BEFORE DEMO 18.0:
- Convert final sprites --> Will be fixed later when converting to studio 2
- Convert item menu
- Convert map menu

- Convert character movement scripts
- Convert character misc scripting
- Convert hitswitches
- Add in a small new dungeon to display the new enemies in demo 18.0
« Last Edit: December 28, 2016, 08:21:19 am by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1094 on: December 28, 2016, 11:02:41 am »
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And here is last week's progress. It's going to be close but the new demo should be possible before the end of the year still (if I don't find any more glitches to fix). Check out the new poll if you want to weigh in on what my focus should be for januari / februari. Also, if been tinkering with Studio 2. It's still pretty buggy, but the potential is excellent. Can't wait to start working with it when they (fix and) release it proper.

Progress made:
Code: [Select]
0.17.199 Studio (24 december 2016)
* Converted (and combined) hitswitches

0.17.200 Studio (27 december 2016)
* Made progress preparing tilesets for gamemaker2
* Tiled small new area for placing the latest enemies

0.17.201 Studio (28 december 2016)
* Fixed glitch item menu
* Masked + populated small cave for displaying new enemies
* Converted remaining character sprites

REMAINING (CONVERSION) BEFORE DEMO 18.0:
- Convert character movement scripts
- Convert character misc scripting
- Convert hitswitches
- Add in a small new dungeon to display the new enemies in demo 18.0
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1095 on: December 30, 2016, 12:19:08 pm »
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And here is demo 0.18.0:

Demo version: 0.18.00
File Size: 21,24 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: http://www.mediafire.com/file/1n5o4cbbr7n4r31/Horn_of_Balance_version_0_18_00.zip/26_maart_ZFGC_resources.zip

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.


What is different from demo 0.17?

Fully converted the game over to Gamemaker Studio

Fully converted the game over to 60 fps

New enemies:
- Spark
- Wall lasers
- Winder
- Snapdragon
- River Zora / Ku
- Sandcrab
- Kodongo
- Wallmaster
- Stalfos head

New items:
- Bombs
- Red Boomerang

New terrain:
+ Tiles falling underneath your feet. Two types: timed and triggered
+ Starswitches (makes pits appear / disappear)
+ Conveyor floor
+ Blue warptile (into dark world)
+ Invisible Floor

New misc:
+ Day-night cycle
+ Animated tilesets
+ Trees that can talk (and some that drop items if crashed into)
+ Wall decorations to cut up (= curtains / vines)
+ Added more items to collect: bombs (5), arrows (10),  rupees (100,200,300), bombs (3), apples
+ Additional enemy projectiles

Gameplay / misc tweaks:
+ Made it so ALL enemies can now potentially bounch Link back as the hero damages them with his sword
+ Redesigned Molgera boss fight (+tweaked boss 1 and subboss 1)
+ Made it so enemies can push Link back based on the position of the sprite that made contact (if so desired), rather then always the enemy control object's position
+ Added idle animations to the file select screen
+ Streamlined starting menu's
+ Fairies are no longer used if you touch them while at full health
+ Collectable arrow items now change sprites if you have the hero bow + silver arrows
+ Added “luck” states for item spawn rates (to be altered by a fairy pond in future versions)
+ Bottles now only consumed if not yet at full health/magic
+ Tweaked transition effects within dungeons
+ Lights produced by wall lights now animated
+ A ton more I'm probably forgetting

Technical stuff:
+ Streamlined large sections of code to ease future development
+ Build new collission system (now only using just a few sprite resource)
+ Surfaces are now handled better (= plugging memory leaks)
+ Sounds are now handled via the new sound engine
+ Game (incl. screen effects) are now displayed using the GUI (=less resources / better performance)
+ Started using constant far more consistently
+ Set up / implemented guidelines for scripts and other resources
+ Documented all variables and depths used in the game
+ Added and optimized various tilesets
+ Build developer editors for diggrids and collisiongrids
+ Greatly cut back on the number of object types used
+ All area data is now handled through a single
+ Build more expansive debug area's
+ Started using shaders for complex screen effects
+ A ton of small things


A massive amount of bug fixes


What's next?
The first priority is to fix whatever bugs or issues you guy may find in the current demo. So feel free to report whatever things you might notice while playing, no matter how small.

After that I plan to spend januari just adding whatever I feel like. After that (in februari) I'll go back to a more directed schedule. Check the poll above to give your opinion on what that schedule should focus on.
« Last Edit: January 17, 2017, 05:52:57 pm by Martijn dh »
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1096 on: January 06, 2017, 12:51:53 am »
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That sounds like a plan.
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1097 on: January 15, 2017, 03:52:30 pm »
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Just finished adding a new boss fight: Moldorm (but different). Check the attached screenshot.
If anybody wants to help playtest this guy, feel free to let me know so I know to set up a new demo.
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1098 on: January 17, 2017, 07:45:53 am »
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I think there's a mistake with the download links for demo 0.18.
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Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« Reply #1099 on: January 17, 2017, 05:56:12 pm »
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I think there's a mistake with the download links for demo 0.18.

Thank you for notifying me. I had no idea. In fact, I was feeling pretty disheartent that absolutely nobody seemed to try the link XD

The links have been updated. Please enjoy and feel free to comment on whatever you might notice or find. All feedback is welcome.
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