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 on: April 15, 2018, 08:51:58 pm 
Started by Martijn dh - Last post by Martijn dh
Another progress report for those interested.

Code: [Select]
0.19.43 (6 april 2018)
* Added spiked rolls to underground prison
* Tweaked some collision grids
* Added new object: cracked blocks (destructable with bombs)

0.19.44 (7 april 2018)
* Transition objects are now also detected while in water
* Added transitions for swimming or diving to another screen

0.19.45 (14 april 2018)
* Added the ability to swim “under” some floors/walls while diving – still need to iron out some depth issues
* Redesigned underwater prison puzzle room

0.19.46 (15 april 2018)
* Added more room flooding animations
* Fixed visual bug due to mini-moldorm spawned at unintented specific positionings

Current progress on underwater prison: 3* / 16
* Meaning all enemies / objects / grids / scenes / etc finished for that room

Dungeon rooms done:
- Entrance room
- Final treasure room
- Final water trigger room

 on: April 14, 2018, 12:17:50 pm 
Started by Avatarus - Last post by Avatarus
Blocks and how to use them.

<a href="http://www.youtube.com/watch?v=5vkZ8EcwQxI" target="_blank">http://www.youtube.com/watch?v=5vkZ8EcwQxI</a>

You can contribute your own puzzles here, or on the project forum: twilitportal.org

 on: April 08, 2018, 03:51:35 pm 
Started by Monster World RPG - Last post by Monster World RPG
The problem might very well be about CLEARTYPE, a technology meant to improve clarity of texts in LCD screens, but it seems to get in conflict with Rpgmaker games.
1-Go to Control Panel and click on Fonts,
2-Go to Adjust ClearType text,
3-Click on “Turn on ClearType” to deactivate it, then click Advance and choose a text format you want (keep in mind the one it was on before).
Your regular computer font might look a bit weird, but you can always go back to activating ClearType and choosing the old format.

 on: April 02, 2018, 10:21:19 pm 
Started by slex989 - Last post by MaJoRa
So this is the first time I've seen this. It's definitely looking interesting. Very few ocarina of time modifications out there. Can't wait to see the first completed area, I'll definitely give it a play.

 on: April 02, 2018, 06:48:41 pm 
Started by Martijn dh - Last post by Martijn dh
Progress report:
Code: [Select]
0.19.36 (24 februari 2018)
* Fixed red bari not splitting correctly

0.19.37 (18 maart 2018)
* Edited various rooms in the underwater prison dungeon

0.19.38 (25 maart 2018)
* Fixed glitch: visuals pushing containers not triggered

0.19.39 (26 maart 2018)
* Finished several rooms in the underwater prison dungeon
* Expanded functionality obj_waterfall_sprite
* Implemented new GML cleanup events
* Fixed room design where you could ledge jump into a wall
* Fixed a masking+depth issue for locked cell doors

0.19.40 (27 maart 2018)
* Water objects now better destroy attached objects when destroyed themselves
* Fixed forgetting to refresh water collisions ds_grids in some circumstances
* Found and fixed GML warnings: “ds_grid out of bounds during initialisation”

0.19.41 (28 maart 2018)
* Added sound effects to rooms filling up with water

0.19.42 (2 april 2018)
* Added new variant of conditional doors: cell doors without keyhole
* Made a serie of redesigns to underwater prison (=tiling, objects, enemy placements, etc)
* Added dungeon shortcut warp
* Improved deep water collisions
* Added water filling animation for more rooms
* Slowed down room flooding animations
* Added simple end scene for prison dungeon
* Tweaked some collision grids

Current progress on underwater prison: 2* / 16
* Meaning all enemies / objects / grids / scenes / etc finished for that room

Dungeon rooms done:
- Entrance room
- Final treasure room

 on: March 28, 2018, 08:04:06 am 
Started by Martijn dh - Last post by Martijn dh
Hi everybody. Sorry about the long absence. Aside from a brief vacation I got swamped with new projects at work and really needed to focus on that and other things for a while. That being said: no worries, the project is not dead.

The last thing I promised was an updated demo so I'll share that now. Basically it's exactly the same as the last demo, but with less glithes and a ton of performance improvements. You'll see fps counter at the top while in-game to keep track of the second one. If you feel like helping me out then please report any instance the fps drops below 60 fps so I now what area or actions I should try to improve further. Bugreports or other kinds of feedback are (as always) also always welcome!

New download
Demo version: 0.19.40
File Size: 19,24 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: http://www.mediafire.com/file/oljka3zb73puydo/Horn%20of%20Balance%20version%200.19.40%20Performance%20Test.zip

 on: March 23, 2018, 08:46:08 pm 
Started by Monster World RPG - Last post by Monster World RPG
X-Buster interview.

"Hello everyone, today we have a special interview with the creators of Monster World RPG; an incredible fan game and passion project based on the Wonder Boy series created by Ryuichi Nishizawa. We have with us the lead developer; Massimo and the co-developer; Fernando. In honor of the 30th anniversary of Wonder Boy, I will be asking 30 questions based on the game's development(which also includes questions unrelated as well).

Without further ado, let's get started shall we?"

- Continue reading at the following link: "-


 on: March 21, 2018, 03:17:31 am 
Started by MG-Zero - Last post by MG-Zero
yea so this didnt help much so I decided to blow the whole form up and the back end service with it ¯\_(ツ)_/¯ Can't spam the contact form if there isn't one

 on: March 07, 2018, 04:24:47 am 
Started by Master Yoshi - Last post by Master Yoshi
Really good!

I'm updating all of my old work, making really good progress over the past few days.

My second daughter was born a week ago, so I'll be updating this thread sporadically.

 on: March 06, 2018, 10:33:04 pm 
Started by Master Yoshi - Last post by MG-Zero
niiiice! How goes the project?!

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