Originally I had planned to fully finish the archers before I'd release the next demo, but I'm a little bored with that piece of coding so I'll release the demo next sunday without them. Finally
Here is another listing of the recent progress made:
0.12.163 (2 augustus)+ Fixed various more (depth) issues
0.12.163 (4 augustus)+ Improved creation code of collectable items (like rupees) from flying enemies / containers
+ Fixed depth issues within the collision scripts
+ Edited text on a few soldier statues
+ Fixed depth issues with splashing water
+ Improved archer allignment coordinates in relation to Link
+ Edited shield masking to improve collisions with enemy arrows
+ Improved the digging mechanic in combination with (enemy)containers
0.12.164 (4 augustus)+ Fixed depth issues with large soldier statues
+ Fixed depth issues with the boss
0.12.165 (5 augustus)+ Finally finished new depthsystem (!!)
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EDIT: Here is the summarised list of changes in demo 13
- Added rooms to the sewers and dungeon 2
- Finished the last rooms for dungeon 1
- Added text to a large number of statues in dungeon 1
- Enemies can now reject some attacks
- Enemy movement scripting has been improved
- Character and enemy collisions have been completely redone
- Improved the use of the hookshot in various ways
- Improved the character movement script (incl. adding a pull and reject force)
- All timelines and paths have been converted into scripts
- Added a save and continue functionalities
- Added the victory animation for Link
- Finished collectable fairies
- Build in a new depth system
- Improved container masking, sprites and collisions
- Redid the magic consumption set-up
- The game now features scenes
- Added a sidekick character (Murray) during the scenes
- All sound effects are now stored externally
- Changes the way (solid) masking is handled (saving lots of resources and improving performance)
- Optimized the used tilesets
- Converted the game over to Gamemaker 8.1 (version 8.1.141)
- Updated the digging mechanic
- Added titlescreen and intro sequence
- Added button mash sword attack
- Added collectable full heart container + dungeon treasure
- Added hitswitches (just yellow ones for now)
- Implemented plant flud room (= enemies keep gushing out while in the room)
- Added new terrain: sandpits
- Added new terrain: metal surface
- Added new enemy: Hardhat Beetle (Blue + Red)
- Added new enemy: Deibadora (Green + Blue + Red)
- Added new enemy: Beamos + Eye Laser
- Added new enemy: Wall Cannon
- Added new enemy: Armos
- Added new enemy: Yellow Slime (creatable through the Quake medallion)
- Added new enemy: Vulture
- Added new enemy: Sandman
- Added new enemy: Leever (Green + Purple)
- Added new enemy: Zol (Green + Blue + Red + Yellow)
- Added new subboss: Vanmol
- Added new boss: Last Remnant
- Added new item: Quake Medallion
- Added new item: Boomerang (default)
- Added new hazard: Cactus
- Added new hazard: Landmine
- And much more, but it's too much to mention. Seriously.