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Author Topic: Horn of Balance  (Read 466066 times)

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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #360 on: March 22, 2011, 05:10:21 am »
  • AKA "Micah DS"
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don't let youself force to add content, it seems you're the best project right now in kind of stable planning of a project and engine... most people just add gfx and features in a glitchy buggy engine

your updates are content enough to see that you are working on it, that should be enough to know for us ;)

Agreed. It takes time to get a solid engine, mainly because of testing lol. I'm happy to see that it keeps getting revised with less objects and more efficient code. That is VERY good in SO many ways. Of course I do look forward to the day when a story get's put in place and an epic adventure comes out of it, but every game must first have a solid engine in order to succeed.

... + Finished the save feature for the character data (plus send FrozenFire a copy) ...

And I thank you for that! I might not do it exactly your way, but I should be able to get a better idea on how to go about it after looking it over some more. Thanks again Martijn! ^_^
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #361 on: March 31, 2011, 12:42:17 pm »
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Plenty of progress in the last two weeks:
-All objects storing dungeon data have been converted into a single object
-All references to dungeon data have been adjusted to fit the new situation
-Started working on including all dungeondata in the savefiles
-Spend a couple of days tweaking the pick up mechanic, but I was unhappy with the result and scrapped all of the progress. :(


I've also been spending a number of days working on the room below. It's not much to look at right now, but I'll upload more images as it progresses. Personally I always like seeing something come to life like that. If anybody spots inconsistencies then feel free to point them out, but don't bother with comments on the green earth. That's gonna change anyway. The setting is a mountainpath up to dungeon 1. The goals of this room (and the once before it) are: give the player the feeling he is really moving higher and higher up a mountain and give the player the felling of discovering a far away hidden temple.

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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #362 on: April 09, 2011, 09:49:45 am »
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Made more progress lately:
- Saving dungeon data is done
- Textboxes can once again show all text instantly. This is present in all the current demo's but accidentally fell of as I recoded the textengine.

I also have a specific question for anyone willing to help:
What happens in alttp if you hold out your sword in front of you and walk into an enemy with it?
Can you go around stabbing the enemy until infinity or does something else happen?


Update: The following process has also been made.
- The attack button can now also be used to throw things
- You no longer instantly swing your sword instantly after a textbox (this problem had been bugging me for ages)

Another update:
- Added Life, Magic and Cure-All Medicine
Each new gamefile will (temporarily) start with one Life Medicine.
The first saved file will start with one of each type of bottle contents.
« Last Edit: April 09, 2011, 03:57:34 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #363 on: April 10, 2011, 01:16:40 pm »
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Just one more day of freedom before I start work again tomorrow. Who can anwser my questions about alttp below so I can maybe get some more progress done before that happens XD?
1. How much does a fairy heal you if you die while having one in your inventory. How many hearts and how much magic?
2. What happens when you use a net to catch a fairy? Specificly: What is said? Which options are given (if any)? And what is said if you have no (free) bottles?
3. What happens if you hold out your sword in front of you and walk into an enemy with it? Can you go around stabbing the enemy until infinity or does something else happen? Does stabbing an enemy like so cancel out the swordcharge you had going?

I'm currently working on adding in collectable fairies. Can't really say when those will be finished as I have some questions left. Maybe in a week or so. It also depends on how much more time I'll need to spend on setting up the rest of the dungeon design contest.
Beyond that I'm working little on mapping again.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #364 on: April 10, 2011, 02:20:16 pm »
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1: A fairy always heals 7 hearts and no magic, whether you are dead or not.

2:
You caught a fairy!(wait until text-continuing button is pressed)
What will you do?
-Keep it in a bottle
-Set it free

(if no empty bottles and 1st option selected:)
You don't have any empty bottles. You have no choice... Just set it free.

(if 2nd option selected, or 1st and you have a free bottle:)
textbox closes.

3: When you walk into an enemy, the enemy is hurt, but receives only half the damage of a normal attack.
Link once makes an animation as if stabbing a wall, then he stops holding his sword.

All taken from the European GBA version of ALttP.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #365 on: April 10, 2011, 02:29:52 pm »
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Thanks for the information. I really appreciate it!
Just a quick follow-up question about stabbing the enemy. Once Link hits an enemy and put away his sword, what happens then? Does he just move like normal instantly? Does he move and look like he is still holding out his sword (minus the sword obviously)? Or maybe something else happens?
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #366 on: April 10, 2011, 02:34:48 pm »
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After Link puts away his sword, he moves like normal, like he never held out his sword.
He doesn't ever have to stop moving, not even while he makes the stabbing animation (this surprised me, too).
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #367 on: April 10, 2011, 07:16:14 pm »
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The bottled fairies now only heal 7 hearts and no magic when you die.
Catching a fairy is giving some problems with consecutive textboxes. That'll have to be done somewhere next weekend. Same as the stabbing edits.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #368 on: April 10, 2011, 08:42:17 pm »
  • L'homme avec beaucoup de noms.
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Plenty of progress in the last two weeks:
-All objects storing dungeon data have been converted into a single object
-All references to dungeon data have been adjusted to fit the new situation
-Started working on including all dungeondata in the savefiles
-Spend a couple of days tweaking the pick up mechanic, but I was unhappy with the result and scrapped all of the progress. :(


I've also been spending a number of days working on the room below. It's not much to look at right now, but I'll upload more images as it progresses. Personally I always like seeing something come to life like that. If anybody spots inconsistencies then feel free to point them out, but don't bother with comments on the green earth. That's gonna change anyway. The setting is a mountainpath up to dungeon 1. The goals of this room (and the once before it) are: give the player the feeling he is really moving higher and higher up a mountain and give the player the felling of discovering a far away hidden temple.



hey if you need tiles for making outdoor areas, in one of my old threads about tiling there were some tilesets there if you want to use them.  I also have this tileset I am using for my game you can use it if you want. :)  If you need house tiles too I have some but I have to find them first.

Best used with ORE or Gmare. :D
« Last Edit: April 10, 2011, 08:44:59 pm by Linkwolf48 »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #369 on: April 11, 2011, 07:11:59 pm »
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Sounds good. Thanks. If you've got more then what's attached then I'm definatly interested.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #370 on: April 23, 2011, 08:31:47 pm »
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Last weeks progress:
+ Added collectable fairies to touch and catch
+ Fixed glitch: double creation sound for instant textboxes
+ Fixed glitch: incorrect loading of saved dungeon room data
+ Fixed the door in the dungeon you can walk through while it is closed from the other end
+ Finished work on the snake enemy
+ Tweaked the shield a little
+ Fixed glitch: endless death loop



« Last Edit: April 23, 2011, 08:37:58 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #371 on: April 25, 2011, 02:12:42 pm »
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Here's another image showing some progress:


I made a start at adding in a functional magic attack for the three rods. Two are done, but I lack the sound and animation for the third (=Rod of Medu).
Anybody willing to help me out on that one? I have the rest of the day to work on the project and it's little effort to add in the third.

The request for resources can be found here
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #372 on: May 01, 2011, 12:34:56 pm »
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Accidentally cut myself in the hand yesterday so there has been pretty much no progress this weekend.
Beter luck next week I guess.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #373 on: May 07, 2011, 06:30:03 pm »
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This weeks progress:
+ Added ice magic
+ Ice magic may freeze some enemies
+ Ice magic can extinguish torches
+ Added fire magic
+ Fire can light torches
+ Stone magic may turn some enemies to stone
+ The rods used without magic now break pots
+ Some torches only stay lite for a limited time
+ Fixed glitch with pull switches
+ Getting the dungeon map now requires lighting 4 torches instead of killing enemies
+ Edited quite a bit in the first seven rooms in the sewers (which are now accesable)
+ Fixed glitch: Sword collisions
+ Added another locked door to prevent short cuts in the dungeon
+ Edited the main dungeon (the cellar is now unaccesable without lighting 4 torches)
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #374 on: May 08, 2011, 01:36:11 pm »
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Working on the game again today as well.

Currently I'm mainly working on the three types of magic: ice magic from the icerod, fire magic from the firerod and stone magic from the rod of medu.
The plan is to all for enemies and some containers (all but the stones) to be turned to stone or ice. Changes a container may also change things like the weight and destruction animation. Changing enemies turns them into containers as well. The plan right now is to allow the player to pick them up when that happens. I know frozen enemies did not break in the original, but I intent thrown frozen/stone enemies to shatter upon impact. One final thing I might someday add in is the ability to turn frozen/stone enemies back to there regular self (through fire / magic powder), but I have yet to work out a feasible programming solution.. I'm also quite curious how you guys think about the idea.

Edit:
Today's progress: Frozen and stone enemies can be picked up and thrown (but it still needs plenty of work to perfect)
« Last Edit: May 08, 2011, 07:25:00 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #375 on: May 15, 2011, 07:07:04 pm »
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Finished editing the draw events for containers both stationairy, carried and thrown. The Icerod should be finished shortly. The Rod of Medu still lacks an appropriate magic animation.



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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #376 on: May 20, 2011, 07:23:12 pm »
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Rod of Medu?!  :huh:
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #377 on: May 20, 2011, 07:25:02 pm »
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I'll add one of these later.
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #378 on: May 20, 2011, 08:45:34 pm »
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The Rod of Medu is a rod with a similar working like the Icerod. Only instead of turning some enemies to ice, it can turn some enemies to stone. For now the enemies turned to stone can just be picked up and thrown to break them. I might change some of that to create some original puzzles later on.

While I'm at it: I've got a little bad news. My girlfriend's father is not doing well AT ALL so I don't really feel like working on the game this week. This has been going on for a couple of weeks already and it's turning really bad. Aside from that is my work and my studies. I'll probably be back at it in 2 or 3 weeks time.

Help is always welcome though :) Even now.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #379 on: May 29, 2011, 10:18:30 am »
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Still managed to make a little bit of progress on the game:
+ Fixed error when getting shocked while holding a container
+ Fixed glitch where getting shocked no longer worked
+ Added new room: Connector room on the upper floor
+ Fixed glitch: skeleton heads keep following you after you exit the room
+ Expanded the destruction animation and item creation for containers to handle more shapes
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