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 on: February 18, 2018, 11:08:02 pm 
Started by Martijn dh - Last post by Martijn dh
A started I planned to release an improved demo today so people could help test performance, but a small glitch in the boomerang's bouncing behaviour bothered me so much (because I couldn't find the cause) that I ultimatly ended up spending the better part of the day just rebuidling the entire bouncing mechanic from scratch (also improving performance for that script by about 60% so it's not all bad). It's all about that polish.

Expect the improved demo by the end of next weekend. Sorry about the delay for those looking forward to it.

Weekly progress:
Code: [Select]
0.19.32 (12 februari 2018)
* Greatly reduced the use of (inefficient) view functions (that got in due to the Gamemaker migration)
* Increased efficiency some more collision scripts
* Tree drawing made more efficient

0.19.33 (13 februari 2018)
* Replace more of the inefficient view functions from the gamemaker migration
* Made more trees more efficient

0.19.34 (17 februari 2018)
* Various more coding improvements to boost performance
* Fixed tiling issue in the sewers
* Fixed issue in blob AI; now correctly only chases you if close enough
* Fixed collision magic powder vs anti-faerie

0.19.35 (18 februari 2018)
* Improved red boomerang wall bouncing performance and fixed bug where it would rarely bounce backwards
* Fixed boomerang being able to destroy walls (in specific situations)

 on: February 16, 2018, 05:23:09 pm 
Started by slex989 - Last post by slex989
Okay Guys,Ive Improved the Map quite a bit and i also made some progress on the water somewhat.

Sadly The water isnt quite transparent in the way i wanted but its getting there.

Let me know your thoughts everyone ^-^

 on: February 15, 2018, 02:19:55 pm 
Started by slex989 - Last post by Zhello
Nice to see this project back again  XD

 on: February 15, 2018, 02:19:01 pm 
Started by Zhello - Last post by Zhello
Hello, I am back, was out due to IRL issues that needed my attention.

I haven't dropped an update yet, but I will have something up very soon, things such as an actual working quest log system that focus on the player's objective in the main story quest and 2 side-quest other slots for major and minor side-quests. I also made a working achievement system that works now so I will showcase that soon since I didn't get the chance to do so before I had to pause on my project.

 on: February 14, 2018, 08:46:00 pm 
Started by slex989 - Last post by slex989
Okay... so i may have made a mistake in the Previous Release and it would only work on special OoT Debug Builds. this one will work on all of them :p Also there is rom patcher for android that does ppf for those interested. Enjoy everyone!

 on: February 14, 2018, 08:46:14 am 
Started by slex989 - Last post by slex989
Here is the First Demo Release Everyone ^u^ (just patch your rom with ppfomatic and use the save file to skip the intro cutscene :P)

 on: February 14, 2018, 01:14:36 am 
Started by slex989 - Last post by slex989
Well since people wanted to stay updated on the project as fast as possible, i just made the development server that was on discord public. The Server Permalink is :


 on: February 13, 2018, 02:31:15 am 
Started by slex989 - Last post by slex989

In a Few Hours i will import this over Lake Hylia and the beta npc will be there :0 (1st Demo Probably Tonight!)

 on: February 12, 2018, 10:30:04 pm 
Started by slex989 - Last post by slex989

Textures will be Added Later Today, And I will place the restored unused npc in this area as well and release the first demo :P

 on: February 12, 2018, 05:19:56 am 
Started by slex989 - Last post by slex989

First Area Import in Over a Year and a Half ^u^ more to come this week guys (expect demos!!!)

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