Thanks for the reply.
Somebody made the same remark on the transitions on a different forum and I'm glad you did the same. It means my work to fix it is meaningfull. I'm guessing the problem occurs only on some computers. Would you mind me sending you a link to a newer demo in a couple of days? To check if my solution works on your end.
The roots of the trees are a result of my laziness with the outside area. The outside area will be completely redone when the dungeon is finished, so I didn't put a lot of time in it. I've already moved the movement borders in the next demo.
Could you give me a little bit more information about the music with the stairs? I'm guessing you don't mean the stairs in between the rooms. Did it sound out of sync? Was the sound incorrect? Or was it maybe something else?
___________________________________________
ERROR in
action number 1
of Collision Event with object Dummy W8 H48 - 199
for object obj_Flying_Tile:
Error in code at line 3:
instance_create(x-6,y-6,obj_Broken);
at position 26: Unknown variable obj_Broken
Good of you to show the message. I'm assuming this is an error that occurs every time a flying tile hits a wall. That would mean the demo was incomplete and it has already been fixed for the next demo. If I am wrong in my assumption, please let me know.
Thanks for your comments.
Pots (and enemies) tend to respawn themselves too in LTTP; I'm not sure if that happens as soon as you re-enter the room, or after you've been through a few other rooms.
By the way, you may know me under a different name. ;) I don't check these boards much anymore and didn't know you were on here!
PS. One more bit of advice I just remembered: perhaps you should enlarge the object mask of the pots. It seems a bit too easy to "corner-cut" around them - you almost need to be dead-centre to walk in and pick them up.
Well my real name is Chris, but I haven't been to the YoYoGames forum in ages. There I was known as HelpTheWretched.By the way, you may know me under a different name. ;) I don't check these boards much anymore and didn't know you were on here!Nickslayer? Or maybe Chris (since there's no mentioning of stuff NOT in this demo)? I don't really give yoyogames forum as much attention as this one.
1) Dissappearing rupees etc. Excellent suggestion. They normally dissappear on there own (just wait a bit), but moving from room to room pauses that. I hadn't even considered that would happen, but I can fix it by not dissabling the items in the old room. This will let them dissappear in real time.This solution would be unlike the real LTTP engine because then you could exit and reenter a room to find the items still there. But, if you ask me, that's an improvement. I mean, why not let the rupees have their due time to be picked up? I'm willing to bet that this particular "staple" of the Zelda series began as a technical limitation before it was accepted as a regular part of gameplay.
2) Respawning enemies/containers. Like the original game I work with separate area's containing multiple rooms. This will respawn enemies and containers when you move between gamemaker rooms. So when moving outside or to another floor. This will include ALL regular enemies. It doesn't have to be exactly like the original.The containers is a valid point. The only reason I'd consider having their contents respawn would be if the dungeon design required you to break it a certain number of times to obtain X items, or if there would be some kind of puzzle that involves getting their contents in the correct order. In the case of the former, it would also be important to make it somehow puzzling to get back to the container in the first place. In other words, I'd keep it as-is unless you really want to go through that trouble to make something unique.
Right now the containers follow the same principle. If you'll remember pots respawn but the contents do not. I would be broken otherwise anyway (...)
3) The transitions are done by taking links current location and a target location. The distance is divided by the number of frames it takes and link moves accordingly. If you got caught in between two doorways my first guess would be that I made a mistake setting the target location or accidentally moved a transition object. Was this a one time occurrence for that particular doorway? The distance should be about 2 pixels longer than it absolutely has to be. At what door did this happen?With "target location" transitions, yes, extending the target just a bit might be the best fix, but he already seems to hit the target location a few pixels farther than expected, so it must be some other kind of bug. It was a one time occurrence for that door, but Link went back and forth a good 8 times or so before I freed him. It was the door between the room just after the 1st key, and the room to the left that's just a horizontal bridge with 3 pots.
4) There were some bugs in the starting menu but I already fixed those shortly after I posted the demo.Cool. 8)
5) Cannonballs it is. I'm not changing the name in the game because that's more work than it's worth. So, error messages aside, it's now cannonballs.They do rather look like cannonballs, don't they? Well implemented, too.
6) The spin attack already uses both sounds, just not very noticeable. I haven't played the game for a long time but I didn't really feel like it sounded right.The two sounds are supposed to play simultaneously. If you've got an emulator, try disabling the first 6 sound channels to leave just those two. #8 is the one I mainly hear, and #7 is the one I can't. It's like a quieter version of the beam-shot from the sword.
7) The masking of pots is something I'll look into. I kinda like the walking around them. It shouldn't interfere with your ability to grab them, but I could be wrong. I'll make a note on my list.The last responder suggested square object masks. I'd go for almost square, perhaps 14x14 with very slightly rounded corners, since making them slightly easier to walk around is a nice touch. As long as it still feels like you're playing Zelda, why not improve the formula by a little bit? But getting stuck between them (which I didn't know about) and having trouble picking them up are significant problems.
This is not supposed to happen, right? It happened quite frequently to me and got pretty annoying. I'm playing on Vista, does that matter in any way?No, it's not. Vista is pretty hard on games (I couldn't even play this game when I first got it myself) but it is Vista compatible. There is a feature called freeze when the game looses focus. I've enabled that so it may be fixed now. Beyond that, there's little I can do for you.
You should be able to close menus with the keys you use for opening them.Why didn't I think of this. Excellent suggestion.
It would also be nice if you could pick up things like rupees with your sword.I was a little hesitant about this. Since the engines are done I just implement it. It isn't that much trouble to remove again when I don't like it.
Pots should have square collision in my opinion. If you were walking against a row of pots you could get stuck between two pots. I mean, you could still move out again, but square collision would be better I think. You couldn't pick up pots either, could you? But you probably plan to add that anyway.
The last responder suggested square object masks. I'd go for almost square, perhaps 14x14 with very slightly rounded corners, since making them slightly easier to walk around is a nice touch. As long as it still feels like you're playing Zelda, why not improve the formula by a little bit? But getting stuck between them (which I didn't know about) and having trouble picking them up are significant problems.
Another thing was no knockback for Link, but same as above, I think.I'm not really sure what you mean. Knock-back against walls, enemies or something else. I guess I should add knock-back from enemies, but I'm not really sure how it was done in the original. Did it stop your movement every single time you hit an enemy?
Also I found that the 'Royal Shrine' text vanished too quickly to read, if you aren't prepared for it.No problem. That's an easy fix.
As I recall mentioning (though maybe I didn't), I hadn't studied how/when enemies respawn. I'd suggest respawning them after traveling to a certain number of other rooms, rather than just when changing Game Maker rooms, IF the dungeons are rather large. Walking around through large floors with all the enemies beaten could get boring. A thought just occurred: it would be neat to actually SEE them respawn via some magic power, rather than just being there when you walk in.Can't argue with that. This is somewhat of an hefty order though so it may take some time to implement. As for spawning enemies; I do want to add bones on the floor that turn into skeletons, but thats for the second dungeon.
Also consider the overworld; most if not all enemies respawn when you change areas.
With "target location" transitions, yes, extending the target just a bit might be the best fix, but he already seems to hit the target location a few pixels farther than expected, so it must be some other kind of bug. It was a one time occurrence for that door, but Link went back and forth a good 8 times or so before I freed him. It was the door between the room just after the 1st key, and the room to the left that's just a horizontal bridge with 3 pots.I haven't been able to recreate this bug but I did find some other really messed up things. For example, releasing your sword while doing a transition gets you stuck. That makes me wander what else I've missed so far.
If you're using division by frames to control Link's movement during the transition, then perhaps it was a perpetual rounding error. I'm not sure how your walking code works, but if it allows Link to be at a non-integer (x,y) position at any given time, then I'd suggest also rounding off his position before the transition begins.
This just in: I reenacted the bug by dashing at the upper part of the doorway so that Link passes through but still makes the collision noise. Took many tries but I made it work 3 times. Perhaps since Link is supposed to bounce back, the target position ends up getting pulled back a bit.
Also, where the 9 pots are just above that door, sometime in the midst of cutting them up and pressing D (I think) repeatedly to get infinite blue rupees out of one, Link's sword somehow got moved an entire 2 blocks to the left and 1 down. It stayed that way through every movement until quitting.
The two sounds are supposed to play simultaneously. If you've got an emulator, try disabling the first 6 sound channels to leave just those two. #8 is the one I mainly hear, and #7 is the one I can't. It's like a quieter version of the beam-shot from the sword.Sorry, no emulator. I'm using memory and youtube.
I'm currently working on respawning enemies/containers, but man ... that's a deceptively large amount of work. Anyway. I'll try and post a new demo tomorrow and I'd appreciate it if some of you could test the demo when it's out to see if I missed any obvious glitches.
You said you wanted to help in any way. Does that maybe also more like spritework and/or level design?
[1] Pressing the menu button while Link is walking up or down automatically on the stairs:Oops, that one slipped through. I already fixed the sword vs stairs.
Problem: Two stair sounds will play instead of one. Also, Link will sometimes reverse his direction. The menu will also shift up or down after the second sound plays, which seems to only happen when you press the menu button at the very bottom or top of the stairs.
Fix: The easiest fix would be to disable the menu while walking on stairs. The original game does this anyway. Actually, it pauses EVERYTHING in ALL auto transitions, even enemies, and it locks ALL buttons.
[2] Pressing the sword button while Link is walking up or down automatically on the stairs:Found and fixed. See above.
Problem: Two stair sounds will play, Link's sword sound will play but he does not slash his sword and Link will also freeze in place for a short time. After Link freezes, he will either continue walking upward or he will reverse direction.
There may be other keys that have a similar effect as in these first two glitches.
Fix: Obvious. Make sure Link can't do anything in the middle of auto-walking.
[3] Poking wall:Hhmm. Interesting. I'll have to look into it, but it doesn't look to complicated to fix. My guess is that releasing the sword button negates charging, but not (yet) poking. I'm using a single variable called Link_Status for all of link's actions. It should be just a matter of adding a new condition to releasing the sword button. "If released while poking do the same as when released while charging", or something similar.
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.
[4] Spin attack sparks:Okay, that shouldn't be too much trouble to fix. This is something left over from creating two walking depths. This is just the kind of stuff I wouldn't find on my own.
Problem: When doing a spin attack underneath a layer (i.e. floor above you) you will see the sword sparks above that layer.
Fix: Should be just a simple depth problem. On an interesting note, I found that the original game actually had a problem with depth in certain areas as well, but usually when swimming in the water. I just seem to stumble upon these minor things for some reason. ^_^
[5] Room scrolling:Check point 1 and 2. The sword button has already been fixed. The menu button will be fixed shortly.
Problem: If you press the sword or menu key when scrolling/transitioning into another room, BAD BAD things happen.
Fix: Don't let any key work during any auto scroll or walk.
Hope that helps! Even with all those glitches, I actually found your tech demo surprisingly solid. A lot of people don't realize just how complex something like this can be. Seriously, this demo is great. I'll continue testing and I'll let you know if I find more glitches. :)XD
[3] Poking wall:Hhmm. Interesting. I'll have to look into it, but it doesn't look to complicated to fix. My guess is that releasing the sword button negates charging, but not (yet) poking. I'm using a single variable called Link_Status for all of link's actions. It should be just a matter of adding a new condition to releasing the sword button. "If released while poking do the same as when released while charging", or something similar.
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.
Continuing to charge while poking would cause some small problems I'd need to overcome so I'll leave it as it is.
[3] Poking wall:Hhmm. Interesting. I'll have to look into it, but it doesn't look to complicated to fix. My guess is that releasing the sword button negates charging, but not (yet) poking. I'm using a single variable called Link_Status for all of link's actions. It should be just a matter of adding a new condition to releasing the sword button. "If released while poking do the same as when released while charging", or something similar.
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.
Continuing to charge while poking would cause some small problems I'd need to overcome so I'll leave it as it is.
I don't really know anymore what the SNES version of ALttP did with sword poking, but the GBA version cancels the sword charge when the sword is poked against the wall.
the sound seems slower sounding than normal
Just keep in mind that it doesn't have to be exactly the same as the original.I'll keep that in mind. I just want to help you make this into a masterpiece. :)
FrozenFire: I'll see if I can't take a look at the screen anyway. We'll need it for the boss fights anyway.
UPDATE: All swing animations have now been changed to 7 frames. It's a small difference but I believe it will be enough. I tested the alternatives but setting everything at 6 frames didn't feel right and cancelling an attack midway for a new attack didn't look realistic either.
FrozenFire: I'll see if I can't take a look at the screen anyway. We'll need it for the boss fights anyway.
True. btw, I hope you don't need those sprites soon. I've barely had a chance to get started. Though I have figured out what enemies to use as references. I was lucky to find an enemy that uses the exact armor, so I can use that for the sideways and upward directions. The head and feet will be the hardest, but still not too very hard.UPDATE: All swing animations have now been changed to 7 frames. It's a small difference but I believe it will be enough. I tested the alternatives but setting everything at 6 frames didn't feel right and cancelling an attack midway for a new attack didn't look realistic either.
Sounds much better. When are you planning on releasing a new demo with all of these fixes?
...this is really, really good, one of the best fan games/engine's I've seen, and it's further along and more polish that most fan games get.
Check your mailbox for more info on the subboss.
FrozenFire: Today I stumbled across some new errors I've missed, namely objects not stopping when you pauze the game (= press esc). When walking on stairs, jumping from ledges, having items appear and grass break up the pauze mode is not integrated yet. Could you check (this demo or the next) wether or not I missed other objects/actions not pauzing?
As for the general progress so far:
- I'm changing the pick up actions so that you have to grab and pull an object before you pick it up. I'm not really sure how the original played, but I'll continue on this road and let you guys decide how it plays when the next demo's out. The only bother is that it requires me to redo the sprites and timelines. Oh well. Other than that, I'm just making small tweaks and fixes.
I just want to say: This game is going to really be something awesome, I think everyone here will enjoy it. I recognize my bias, since I'm working on it, but it really is one of the most polished, professional Zelda fan games around.
I'm currently working on implementing the shovel. Believe it or not, but the shovel was actually kinda tricky at first because I had to decide how to handle the dirtholes it can create. It's almost done, but I have some questions about how this worked in the original Alttp to finish it.As far as not being able to dig, you here a "tink" noise,kinda like when you hold down the sword button against the wall and I think two "sparks" come off the shovel. That's if I remember right. Hold on. Let me see if I can get some pics.
So. On to the questions. What happens when ..
.. you try to dig in an area where you can't dig?
You some kind of rejection effect, right? If so, I don't suppose anybody can find me a screenshot or sprite.
.. when dig normally?
Does Link throw some dirt over his shoulder? I'm not really sure that was the case. If so, I'd appreciate a screenshot.
.. when you dig, while standing in the grass?
Does the digging get negated like when you are standing on a solid floor? This one is pretty interesting, since I can't recall ever having tried it.
.. when you cut down a bush and try to dig where the stump is?
I'm guessing the digging get's negated, but I'm not 100% sure.
.. when you dig while in shallow water?
Any different sounds? Maybe Link's action get's negated. Or does he scoop up some water and over his shoulder? Again, can't remember ever having tried stuff like this, since the shovel never was that big of an item.
--------------------
Also we've decided a working title might be in order, so the project will now be know as Horn of Balance.
.. you try to dig in an area where you can't dig?Link sprite plays normally, but there are sparks on the floor. You also hear a ting sound.
You some kind of rejection effect, right? If so, I don't suppose anybody can find me a screenshot or sprite.
.. when dig normally?It is hard to see, but there seems to be some dirt going over his shoulder.
Does Link throw some dirt over his shoulder? I'm not really sure that was the case. If so, I'd appreciate a screenshot.
.. when you dig, while standing in the grass?Grass and cut grass produce a rejection effect. No digging possible.
Does the digging get negated like when you are standing on a solid floor? This one is pretty interesting, since I can't recall ever having tried it.
.. when you cut down a bush and try to dig where the stump is?Rejection effect. When digging a plant, you dig the spot you are standing on.
I'm guessing the digging get's negated, but I'm not 100% sure.
.. when you dig while in shallow water?Normal rejection effect, nothing special.
Any different sounds? Maybe Link's action get's negated. Or does he scoop up some water and over his shoulder? Again, can't remember ever having tried stuff like this, since the shovel never was that big of an item.
Also we've decided a working title might be in order, so the project will now be know as Horn of Balance.Horn of Balance, huh. Sounds like a Zelda Title. I'm a bit curious to the story.
Just wanted to let you guys know progress will stop to a grinding halt for a while. I met a girl I'm starting to like more and more.... so yeah. Priorities right?
Just wanted to let you guys know that I'm still alive. I'm pretty confident that I'll be able to release another demo at the end of the weekend (v 0.9).
Anybody else have this problem?
Anybody else have this problem?
No, it works just fine for me.
-The swordbeam vs doorways took me a minute. XD This actually doesn't sound like a problem. The doors do not stop the swordbeam. It's the invisible transition below that stops it. So we are probably talking about a door that does not yet have an actually connection to the next room. Could you describe the location so I can be sure?
-The swordbeam vs containers is a choice of mine. I am using two sprites for the beam. One is a rectangle for hitting walls etc. Vs other things like pots it uses the actual sprite. So there can be freak instances where an object or small enemy is missed by the beam. It wasn't the original plan, but I kinda like it. Makes it a little more realistic and challenging.
Is this what happened in your situation, or am I way of?
Frozenfire: I've made it so you can now be hurt while swinging your sword, doing a full swing and sword charging. It does indeed feel a lot more natural this way. The effect of getting pushed back by the enemy is not yet included. That will require me to work on (or interrupt) the movement engine. If I'm going to do that then I want to do it right and also add sliding, swimming and pull so I'll do it at a later date.
Yup, they do have a purpose.
I was thinking of adding a trap room where you get flooded by enemies. And since enemies need to come from I've added so many holes. That's the underlying idea anyway.
I was thinking about small enemies like those plant things and maybe snakes (for there attack patterns). It is meant as a brainless flooding trap so the enemies will not do anything outside of their normal routines.
With these holes it is clear that they are oneway. It fits the theme a little better too I think. And this is intented to come off as an designed continues trap. Like it is doing exactly what it was build to do. Namely trap and kill off intruders.
I've also got a question this time around:I wouldn't do it, unless it is necessary for a lot of puzzles. But I think it can make puzzels to easy.
Should Link be able to move blocks (etc) in a sidestepping motion?
Or will pushing ahead and pulling backwards be enough?
I've also got a question this time around:
Should Link be able to move blocks (etc) in a sidestepping motion?
Or will pushing ahead and pulling backwards be enough?
It's a little tricky to build, seeing as how the needed sprites of link don't exist yet.
I'm also not really sure if it's needed from a gameplay and/or nostalgic point of view. :huh:
... I'll just leave it out then. There is always time to add it in at a later date anyway.
...
As for walking speed and enemy speed. Gameplay tweaking is for later. I'm not too worried about that. Besides. You can only see the slowest cyclops gaurd and some weak plants in this demo. It'll become more challenging as I add more.
Just a quick question. What looks beter? (I'm not talking about the colors).
(http://img268.imageshack.us/img268/1878/screenshot100n.png)
vs
(http://img116.imageshack.us/img116/9018/screenshot102.png)
second room shapes looks better. No need to have have it so detailed anyway. And if I remember lttp didn't have oddly shaped/rounded rooms.
Everybody still likes the old situation better? With the square rooms?Yup.
I also like the square rooms better.Everybody still likes the old situation better? With the square rooms?Yup.
(Oh dang, I came back from work and realized that I left myself logged on to ZFGC again! D:)
My ideas on stone stuff:
Like WW, you could have "dark" enemies that you could reflect light at from the mirror shield to turn them to stone (wait.. do you have the mirror shield?.. I forget). Personally, I think it should be a staff. I had a ton of ideas, but I had to leave for work and now that I'm back I forget...
Let's see:
- Small stone enemies can be picked up and carried like a pot, and they should press normal buttons.
- Large stone enemies cannot be picked up and carried without an item that gives Link major strength but they can be pushed. These should be able to press down rusty buttons and can be used to block up waterways or lava flows or something.
- There's got to be a boss that you turn to stone! You'd have to have an item that gives Link amazing strength so that he can pick up the boss and toss him into spikes or lava (something like that). Just an idea.
- Turn lilies to stone so that Link can cross over water.. or something.. (I admit that I have no more ideas.. work and programming have used up my brain power for the day)
As for your question on the frozen/stone lttp enemies. I believe that running into the has the same effect as any solid. If you dash into them, you bounce back. If you just run/walk into the stone ones then it's like a normal wall, but I think Link should get frozen if he touches a frozen enemy, whether LttP does it this way or not (I'm too lazy to check right now, lol).
Btw. I forgot to mention it earlier. IF FrozenFire has the time next week or so (and that's a big if since he's got his own game to work on) then we might have a new video for you guys some time after that. It's been more than a half year since the last one so it's a nice occassion. I can also do it myself, but then there'd be that terrible lag again :'(
Nope. Hadn't planned on it. I don't really get the whole set up of z3. I'm assuming it's something you have to physically attend and that's kinda hard to do if you're living on another continent.As far as I know you make a great webpage, that is your booth and show off a lot of stuff about your game.
What happens if you win? Were do you submit?Nope. Hadn't planned on it. I don't really get the whole set up of z3. I'm assuming it's something you have to physically attend and that's kinda hard to do if you're living on another continent.As far as I know you make a great webpage, that is your booth and show off a lot of stuff about your game.
picking up chests allows for an interesting puzzle element you could add :Ponly thing is having him follow you round didn't render you unable to attack, you'd have to account for that too. Could be interesting though.
The requirement to carry a chest to a certain location in order for it to be opened... Could be somewhat like that damned temple in lttp where you have to have that one !@#$% follow you around to the end :P
Did I miss anything essential or interesting?
Did I miss anything essential or interesting?
picking up fallen enemies
Did I miss anything essential or interesting?
picking up fallen enemies
Interesting. What are you thinking? Some special enemies maybe?
I will make it that enemies can be frozen or turned to stone. One or both of these can be picked up and thrown. So that's another thing.
Dotyue: I liked the youtube video. I'll see if I can add picking up stunned enemies and trees.
Wow, Link has one hell of a throwing arm if I look at the first thing being thrown.
This has to be the most complete and legitimate looking engine ever made D:
Oh yeah let me play XD Please :P Like Xiphirx said, this is easy one of the best looking engines yet. But about the throwing distance I know that the distance increases when throwing while walking, I just don't seem to remember that the speed increased as well. Then again it has been a while since I played ALttP, thus I could be wrong.Wow, Link has one hell of a throwing arm if I look at the first thing being thrown.
If you're throwing something while walking/running then the throwing distance increases. During that first throw I moved Link slightly before throwing. I'm open for alternative suggestions but this seems to work alright/intuitive once you're actually playing it for a bit.
I needed to find and install a new screen recorder anyway.
Train and switch in overworld:
http://www.youtube.com/watch?v=6Su1Zb6qFy0
... Why are you spamming images and videos with little to no explanation? People would probably understand what you're trying to convey in your posts a bit more if you'd say why you're posting what you're posting :P
that's just a thing of leveldesign
if your level1 and level2 for warping is simliar then you can put link into the same place... thats what they did in the original and if there is a wall he stucks into the "portal" and jumps right back
Just a quick response before I head of to work:My apologies for not noticing controls can be changed. Having changed them I was able to play some more and weirdly enough the view wobbling wasn't there. It kinda sucked though that the controls don't get saved so when I died I lost them. One more thing I noticed is that some of the music fades out and then starts over again, it should be a continuous loop.
1. Controls can be changed. The lay-out works great for me but obviously there are different keyboard settings out there and different preferences. So I added the option to be able to customize the keys. It's a temporary fixs for now till I add in an option to be able to save your custom settings.
2. Never had this problem and never had anybody else give me simular feedback. My first guess would be that it has to do with your machine's performance.
3. Already fixed it in my own version, so you won't have the problem anymore in demo 0.10.1 when that's finished.
aLttP graphics are the best IMO.+9999
If you wish, then I can see about making the controls saveable in version 0.10.1. Do you really intent to play the demo multiple times?aLttP graphics are childhood memories for myself too, but MC and the GBC graphics are much more appealing too me. aLttP graphics are too dark and you can't make nice looking areas with them :)
Could you specify where the music fades unexpectedly?
It's probably cause I'm older then you (=childhood memories etc), but I like the feel of the Attlp graphics better then Minish Cap. They're not bad. The GameBoy styled graphics are far worse in that department.
Editor v 0.1.4.exe
Gedosemo: Don't "quote" me like that, okay?Not in other forums too???
The links are still 0.9? :huh: One post before your own is a link to version 0.10. You can find the same link in the starting post. You can also find the 0.10 download in the old project section. Is one of the links corrupt or something?
Download 0.10.x will come in a couple of weeks. Like I said, it will take me a little bit to finish the work on that little sideproject. I'll add it to version 0.10 when finished. The rest of the next demo will be pretty much the same as the current demo though. Aside from fixes for the found glitches and a smaller filesize.
And what do you want me to do then? Stop using GM, switch to a different language, get set back two years for no real benefit and finally quit after another two years due to real life with no finished endresult? Silly Mamoru. You should know far better then to suggest a switch in language to someone making a fangame. XD
Besides. You don't need another language to effectivly create an alttp fangame, as you should have already noticed.
Building a scripting language for a scripting language would have been a service to the little kids who keep asking me if they can use my engine. Too bad it's far more of a (boring) pain to build then I imagined.
Thanks for the feedback FISSURE.
- The naming thing is like in the original, but I'll keep it in mind if I ever recode the starting screens.
- That one stair where you get stuck has been fixed in my personal demo (why does everybody try to go up there :huh:). I'll upload that demo once I'm done with the shock effects. That should be in roughly one week time from now.
- Could you tell me where it was, which weapon you had in hand and which color Stalfos died?
- This usefull information. Could you tell me the room and door you took? If it's the first time you entered that room then I'll have to adjust the enemy positioning or AI. If you just exited with a Stalfos on your tail and you reentered directly after then it's the way it's supposed to be. Also, did you get hit while you had not control over your character or only the instance you regained control?
- Saving does not work indeed. It's on my list (along with a million other things XD).
Here is last weeks progress btw:
- Tweaked the Pol's Voice AI some more (to repond better when getting hit).
- Finished the mechanic behind getting shocked by electric enemies (also possible through hitting the enemy with a sword/rod/shovel/net).
- Made progress on the "getting shocked" animation (I'm now at 20+ fps with a more consistent blurring effect, even when the screen moves).
Sorry, i can't seem to reproduce the two things i mentioned, the only one i know for sure that happened was the Stalfos spawning and hitting me when i entered the room, but i can't seem to find the right one anymore, i entered a room that looked like it but the Stalfos spawned away from me. I've tried a few times and neither the 1 kill hit nor the spawn thing seem to be happening >.<
the demo was fun for about a minute until it froze my computer
Why in the Link game, can you lift up one of the heaviest rocks?
- Serious lag when cutting grass and destroying pots or enemies.
- Link is standing on top of a statue instead of behind (see picture).
- Error message happend in windows XP, after Crtl+Alt+Del and starting the task manager. Then going back to the game. Second came after pressing ignore.
___________________________________________
ERROR in
action number 2
of Draw Event
for object obj_Terrain_Effects:
Trying to use non-existing surface.
___________________________________________
ERROR in
action number 2
of Draw Event
for object obj_Overhead_Menu:
Trying to use non-existing surface.
It also happens when entering and exiting the test area too often.
- Some unexplained actions happened. Link did a sword charge and than a spin attack, while moving down and faceing left. This happened without me touching any keys.
- The long I kept playing the more sluggish the game became and the more unresponsive to the keys it became. Which made it difficult to time the strikes on enemie right and Link often kept bumping into them without moving out. But my laptop isn't the fastest anymore, as it is already 4 years old. Although the task manager indicated that it only used about 50% CPU time and no I don't have a dual core. My laptop is still a single core.
I get those surface errors any time I enter the dungeon. IMO I don't think GM handles surfaces well at all, and I wouldn't doubt if they became depreciated in the next GM incarnation for a better system.
-Ctrl+Alt+Del has that problem and I often use it as a means to cut off a frozen game during development. This is a result of how GM handles surfaces. A screensaver or in this case Ctrl+Alt+Del clears all surfaces. I'll see what I can do when I find the time.
-The destroying of bushes should not result in a slowdown (obviously XD). The only plausable thing that happens is a check wether or not the ground needs to be edited (draw the stump if cut and dirt if pulled up). Maybe that's the problem. Does this happen constantly from the very beginning of the game or only after you played a bit.The slow down happens right from the start of the game and the more patches you cut the longer the lag is.
-I need some info on the unexplained action. Can you recreate it and how did you do it? It sounds like a serious glitch.I was unable to reproduce the error. But what it seemed to me that at one point GM seems to que the key presses/releases and catches up from the lag and at another point it completely ignored it. I once could do a sword charge by rapidly pressing the sword key.
-The slowdown sounds pretty serious as well. Could you do some testwork for me, maybe? Pressing Ctrl+Alt+Del before starting the game and then checking the CPU % at the start and during the game. (You can also look at the framerate number in the header but that's far less accurate). I'd do it myself but I haven't noticed such a slowdown on my own computer at all. I'm hoping the problem is caused by a surface or something I'm forgetting to free after use. If not, then I currently have no idea what the cause might be.
-The destroying of bushes should not result in a slowdown (obviously XD). The only plausable thing that happens is a check wether or not the ground needs to be edited (draw the stump if cut and dirt if pulled up). Maybe that's the problem. Does this happen constantly from the very beginning of the game or only after you played a bit.The slow down happens right from the start of the game and the more patches you cut the longer the lag is.
Added new things in Soldier Shrine room tiles:
[imgzoom]http://piczasso.com/i/e3yc3.png[/imgzoom]
-Sign of real family in soil
-New entry
-Stone description
-2 lamps
-New Stairs
I think that it remains better than the current room.
Room A:
-Change statues in the walls (custom statues, not the typical)
-Change big chest --> small chest (Like the original)
-Change Symbol in the soil
Room B (Posible New Room):
-Puzle of statues, to open the door (You will have to programme if you want to add it in your game)
Mini boss room (Other posible room):
-Miniboss: Poe with sword and Poe with lantern (mising in the pic). You will have to programme...
-Dark Room
*A couple of questions about this game:
-The Soldier Shrine will have some boss / miniboss?
-Is Soldier Shrine the first dungeon?
-That item will obtain in the Soldier Shrine? (Roc feather, Pegasus boots, boomerang...)
-Where Soldier Shrine will be located?
-Which is the aim in the history of Soldier Shrine?
ok. if you can give me any map that is not finished and I will attempt to terminate (room design) or any idea to complete a map (sprite + designer). For example overworld map, Soldier Shrine overworld design, dungeon maps or Other sprites (npc's, enemies...). I show the map made and I give the tiles used. Pass the map reference or ideas by mail if you want. I do not know another way to help, tell me exactly where you want to help. I do not know how to help.
I do not try to correct anything in your game or change your game, just try to do better and more varied (New sprites, new things from Other zelda games and new mechanics not seen in ALTP), not always the same mechanical ALTP and same graphics, but without losing the style ALTP.
Thanks for answering questions and forgive me if I was rude.
+ Had another lovely date with the girl of my dreamsSo we can expect some sort of cameo of her in the game/next demo :P
(I am trying to keep progress going no matter how slowly)I will give you +reputation because you are alive and still working on the game, regardless how many years it will take to make it.
lttp styled sprites.How would zelda oracle of ages and seasons look like in alttp style?
Spend the last couple of hours working on a more elaborate saving system (using ini files). And then I started thinking up ways to prevent people from messing around with the savefiles. I may have went a little overboard, but at least the data in the ini files is impossible to crack now.
Currently I've implemented the actual saving plus encrypting of the data. Hopefully I'll get around to the loading aspect next week.
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 ;)
... + Finished the save feature for the character data (plus send FrozenFire a copy) ...
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.
(http://img535.imageshack.us/img535/9467/outsidedungeona1.th.png) (http://img535.imageshack.us/i/outsidedungeona1.png/)
Okay, I've good and bad news again. I decided to break up with my girlfriend (really it was her decisions that got me to do it, but whatever). Also the contest I was expecting to spend more time on did not produce any usefull results.I voted for coding since it will help you a ton in the future :)
The good news here is that because of this I can spend a little bit more time on my game. Actually, I hope to be able to produce a new demo in about two weeks time. Finally XD
Also I'm set up a pole because I'm interested in what people get most excited about in new demo's.
Some enemies and containers can turned to stone
(...I updated the first post quite a bit borrowing the setup FrozenFire thought up.)LOL, I see that. XD I'm glad it has helped you with organizing your project content here.
...
Not sure If anybody will up for this, but I just keep asking as it it's harmfull. Can someone here help find or upload a (youtube) video with the either on of these two specific situations:
A - The Cane of Somaria creates an energy block and enemies collide with it (getting hurt and hopefully even destroying the block)
B - The Cane of Somaria creates an energy block and the block is the willingly destroyed again, creating the 4 fireballs. It's the sounds at the moment of destruction I am looking for.
I'll see what I can do.When i was charging the sword inside the castle and cornering the Stalfos it sort of jumped every second i game closer.
Can you give me some example about the jumpy skeletons?
Could someone check the following with the available demo: walk in the upper left direction using both the up and left key pressed in any order. That should work. Now try the same thing while pressing the sword button to charge to sword. My character does not move left. Only up. The Button_Held event doesn't even recognize the left button being pressed.
A LTTP remake and a Steampunk inspired zelda.And a MC fangame. XD Good luck Martijn dh and King Tetiro!
Looks like we have it in the bag ZFGC. I've actually finished the Auction mini-game today :D. After I've done the collectables in Hyrule Field and Hyrule Market, I'll be releasing a technical demo.QuoteA LTTP remake and a Steampunk inspired zelda.And a MC fangame. XD Good luck Martijn dh and King Tetiro!
I just need to respond to that last one, because it's easy to relate.
There is no need to feel sad. I too feel a little discouraged sometimes when I see what someone like Xfixium posts here sometimes. It's easy to get like that when other people make it look easy. Just remember: your game is unique from everybody else's because it really is your game. No one else has one quit like it. I mean, you build it. You know probably know it inside out and can do or build whatever you want with it now. Isn't that the whole reason why we all start these things?
When I'm discouraged and start thinking "why?", it's always comforting to remember the reasons why I started in the first place: Fun, creative freedom, challenge and perfection.
So three testers:Thanks.
Mirby
King Tetiro
Malonfan2012
I'll try and present the demo monday or tuesday, as mentioned earlier.
For those who want to know: I walked my 40 km and now I have a blister literally the size of my small toe :'(.
The hookshot attaches best to high stakes. Haha.
But really, pots and rocks don't make any sense to me. But in alttp, I remember it being mainly convenient wooden posts. And eyeballs, it works GREAT on eyeballs.
Also, signs? They're wooden.
Okay. Let's get things clear. Just because the game uses ALTTP sprites, doesn't mean it is remake of The Legend of Zelda: A Link to the Past.Yeah I'm aware of that :P, I should have worded my post better.
ERROR in
action number 1
of Draw Event
for object obj_Higher_Screen_Blending_Effects:
In script script_Area_Data_Draw_Upper_Blending:
Error in code at line 15:
if (obj_Character_Control_Tile.Previous_Room != Dungeon_Map_Hero_Room) {argument[1] = 2} else {argument[1] = 1};
^
at position 41: Unknown variable Previous_Room
3. I'll check it out myself first, but I may ask for additional information on this one.
4. Frozen statues right now can only be destroyed by picking them up and throwing them. Hadn't really thought of other functions. I hope to have the hammer implemented in the next demo so that would be a secundary option.
6. Could you give an example of a room where that happens. Maybe with a screenshot and/or a little description. I'll have to try to recreate the glitch first before I can fix it.
I'm just ... :'(
tearing with joy!
Yes, there will be a key story item located there at the end of the dungeon. Haven't found a sprite for it yet but a ring might be nice. Pendants, crystals, fragments etc have all been done already.
Murray is to my game what Navi is to alttp, in the way that he is Link's companion. He may or may not float around you as you explore the world. I can't comment on that just yet. I'm considering to have some fun with it, but it's a lot of work to do right (and not get old FAST) on the other hand. The name comes from a character in an (old) point and click series btw, which I happened to think off when I had finished the concept. It seemed appropriate.
He has "spend years"? XD Anyway, looks really cool. Like his little monologue.
He offered to help me out about a month ago. Probably because he couldn't stand the bad quality of my own videos. XD
This might sound weird, but thank you for the feedback. Even this I can use. (You do make it sound pretty bad though). It is my birthday today so I can't spend too much time on fixing things. Though I'd like to. I'll see what I can be done.
Also I do realise this demo might not be up to exact same level of quality you might be accustomed from me from the past, but that is kind of the tradeoff for rushing it a little at the end there I guess.
FISSURE please watch your language, when giving constructive criticism. You don't need to antagonize Martijn, it will only lead to drama.
Martijn, I downloaded your demo and I must say that my first impressions are okay. It is not as bad as FISSURE made it out to be. I did nearly die at the subboss, while the final boss was an okay challenge. The boomerang is a bit jittery though. It is something you need to look at. For the rest it was a good play. Except for that room with all those hardhat beetles that you need to knock of the platforms. Some noticable slowdown in the framerate.
Keep up the good work.
Here is some more in-game text. This is the text for the four kings and a group of soldiers attached to the first king.Some are written in first person, some are written in the third person. Choose one of the two styles, not both. It seems confusing. The best thing to consider is who tells the story about these people to Link. If each individual tells their own story, use the first person. If someone else tells Link about these people use third person style. At least stay consistent.Show contentcase "BirdStatue1": // King 1
message[0] = "Nahaj - 824 - The Wise";
message[1] = '"A good ruler possesses the wisdom';
message[2] = 'to protect his subjects from harm.';
message[3] = 'In turn they shall protect him and';
message[4] = 'grow closer together, which is the';
message[5] = 'only way to open paths forwards."';
exit;
case "BirdStatue2": // King 2
message[0] = "Taback - 862 - The Courageous";
message[1] = '"I once traveled the four corners';
message[2] = 'of the world in search of courage.';
message[3] = 'It was only afterwards that I found';
message[4] = 'it was the journey that gave it to';
message[5] = 'me and lit up my way forwards."';
exit;
case "BirdStatue3": // King 3
message[0] = "VanMol - xxx - The Strong";
message[1] = '"I refuse to die!';
message[2] = 'My thoughtfully achievements were';
message[3] = 'those of a fool and I will shame this';
message[4] = 'royal resting place when I do die.';
message[5] = 'So I gave up my crown to my wiser';
message[6] = 'brother and became his knight.';
message[7] = 'I refuse to die. None shall touch him';
message[8] = 'for as long as I still draw breath."';
exit;
case "BirdStatue4": // King 4
message[0] = "Brahim - 915 - The Benevolent";
message[1] = '"Have I faltered? Have I shamed the';
message[2] = 'names of the great kings now resting';
message[3] = 'beneath me?';
message[4] = 'I die in the knowledge that I leave my';
message[5] = 'kingdom behind turned half to stone.';
message[6] = 'My only solice is that I believe the';
message[7] = 'remainder of my people has been';
message[8] = 'spared this madness of Medu."';
exit;
case "F1-03-Statue1": // Female archer
message[0] = "Celeste - 797";
message[1] = 'A female archer with skills rivaling';
message[2] = 'most, if not all, others of her time.';
message[3] = 'This often led to rival relationships.';
message[4] = 'The most competative being with';
message[5] = 'Atura. Died of illness far too young.';
exit;
case "F1-03-Statue2": // Male rival
message[0] = "Atura - 827";
message[1] = 'Master archer with a lifelong goal to';
message[2] = 'surpass all others archers. He did,';
message[3] = 'except with Celeste in their youth.';
message[4] = 'To this day he resented her for';
message[5] = 'dying before he could rival her.';
exit;
case "F1-03-Statue3": // Third knight
message[0] = "Eternita - 831";
message[1] = 'A bulky knight. Strong, respected';
message[2] = 'and beloved by those left behind.';
exit;
case "F1-03-Statue4": // Father
message[0] = "Sir. Bapel - 821";
message[1] = 'First retainer to king Nahaj. Served';
message[2] = 'long and together with of his son.';
exit;
case "F1-03-Statue5": // Fabled mountain fighter
message[0] = "Hangre - 834 - The Mountain Giant";
message[1] = 'Earned the nickname from his large';
message[2] = 'physical appearance and strength.';
message[3] = 'Was very well respected, even in the';
message[4] = 'eastern lands, for his fighting skills';
message[5] = 'with the axe.';
exit;
case "F1-03-Statue6": // Son
message[0] = "Ivion - 838";
message[1] = 'Retainer to king Nahaj. Followed his';
message[2] = 'father in a long line of knights.';
exit;
http://www.youtube.com/watch?v=3yKT40_ol9E
... Originally I had planned to work on my game like crazy this weekend, maybe even finishing it...
Finishing refers only to the first dungeon. There is still more then enough I want to add afterwards.
3. Action button that is also cancel. Is it really that annoying? I'll listen to any alternative you might have, but I'm not for adding more buttons.Neither am I, the way I see it there are three options:
Bottom one. Top is way too plain with the font.Seconded. A plus in detail is always best XD
Yes. Somebody got the reference XDHaha nicely done :)
does this demo play on any computer or do I need to install some sort of game player? Asking because I'll be getting it once I go over my friend's place. I know itll be too late for the event but I can still see if I find anything good or bad with the game so far..
So, the NCFC is almost over and I've once again been humbled. :-\ I'm not really sure what went wrong but out of 5 entries (of which only two had an actual demo) I'm currently standing second to last....Ouch. I'll continue regardless, but some positive feedback would have been nice ego boost. Oh well. Guess I'll just have to try harder next time again. If anybody has any feedback or advise then I'm al ears. As usual.
___________________________________________
ERROR in
action number 2
of Step Event
for object obj_Game_Select_Control_Tile:
Error in code at line 13:
if (Character_State = 1)
^
at position 6: Unknown variable Character_State
Just tried out the new demo, but right when it finished loading I got this error:Code: [Select]___________________________________________
ERROR in
action number 2
of Step Event
for object obj_Game_Select_Control_Tile:
Error in code at line 13:
if (Character_State = 1)
^
at position 6: Unknown variable Character_State
Not that problem, The first time I tried loading it, it gave me some error about not being able to find a certain file, ( but I fear that I forgot to save the error for you ) The second time I tried loading the demo it worked without a problem.
Not that problem, The first time I tried loading it, it gave me some error about not being able to find a certain file, ( but I fear that I forgot to save the error for you ) The second time I tried loading the demo it worked without a problem.
That narrows it down a little. Would you be willing to try out some private testdemo's so that I can further pinpoint the problem?
Yes please! XD I'd love to get some help again. Both with testing and creation a trailer. Would you also be willing to brainstorm a little on good dungeon design (concerning both dungeon 1 and 2)? I haven't had anyone to bounce my ideas of in a while now so I'm not entirely sure the dungeons are all that they could be.
I'll wrap up my current version to present a private demo sometime later today.
+ The room with the three movable small soldier statues in dungeon 1 now has the statues locked in place. They were only ever implemented as a red haring.
Man, you are beyond human, Martijn dh. Do you have a team behind you or are you doing all this yourself?
Man, you are beyond human, Martijn dh. Do you have a team behind you or are you doing all this yourself?
Now it is time to get serious.
- What is the inspiration behind the gauntlet dungeon?
- Will we see any more classic Legend of Zelda bad guys and good guys?
Also, I laughed my ass off after you beat the game! Sorry for that XD. We nearly made it though perfectly I guess. Hahaha.
- Sanmola responds to damage like a boss
Downloaded test room:
- in debug file: I character does should be I character dies
- when you die and save and continue, rooms restarts without the link object and health is still 0
- when you equip 2 different items, on f the bug catching net, then release a fairy and recapture it using the net on f, you will have the net equipped on both action buttons.
something you cant fix: it only runs after I set the properties of the .exe to run as administrator.
...
-sliding on ice
-getting pushed by objects
...
Personally, I absolutely hated the ice movement in Attp. Didn't really feel natural to me and it felt really week in comparison to something like MC's ice movement. Is it possible, maybe, to revamp the ice movement to better match the latter?
As for getting pushed by objects, do you mean those blue bouncy balls, or are you referring to objects really pushing you as they move along?
Oh yeah, and I think you forgot being pulled by treadmills (this could be handled by the moving platform engine though).
I've never played MC, but I'll include a new alpha below so you can review what I've cooked up so far.
I'm not really sure what you mean by threadmills. Could you post a picture/screenshot/further description?
Yes, I am using eight direction character movement, but all other movement sources (such as getting pushed back by enemies) can alter that to any random direction. I'm not sure how this will be a problem, but maybe I'm missing something. What were you talking about?
As for the ice. I can adjust it further but feel some sliding is required. If I go out in the winter and start running on ice then I too will keep sliding if I make a hard right/left. More so than in the game because gameplay shouldn't suffer.
Thank you for the feedback Theforeshadower.
The error (and I believe also the simular errors that Atom ran into) should be fully fixed in the following v16.01 demo:
http://www.mediafire.com/download/clqtn7spycab4yk/Horn_of_Balance_0.16.01.zip (http://www.mediafire.com/download/clqtn7spycab4yk/Horn_of_Balance_0.16.01.zip)
Due to time constraints I'm only able to go after the major errors/issues/glitches right now. ALL other feedback is (as always) also more then welcome (!). I'll just have to look at it in more detail once I get back from my vacation.
The up-left combination does not work probably due to your keyboard. Mine's the same in that regard. I believe the exact problem is that most keyboards can't handle three buttons at once. Back when I looked into it I was sadly unable to discover a workaround, though I'm still open for suggestions in case I missed anything.
I'm was working on Nubcake's suggestions when I ran into a strange new glitch. Could someone check the following with the available demo: walk in the upper left direction using both the up and left key pressed in any order. That should work. Now try the same thing while pressing the sword button to charge to sword. My character does not move left. Only up. The Button_Held event doesn't even recognize the left button being pressed.
I want to determine if it's just me or if other computers have the same problem.
EDIT: Not really a solution I'm satisfied with, but it appear the problem is solved if I set left and up to letters like J en I. Right...... Anybody ever have a simular experience. Or beter yet. Does anybody know the reason behind something weird like this. :huh:
I get the following results testing directional keys while charging the sword with the current demo:
Pressing up first does not allow left, but allows right
Pressing left first does not allow up, but allows down
Pressing down first does not allow right, but allows left
Pressing right first does not allow down, but allows up
I see a simple pattern here, perhaps it has to do with the key code values.
Strange. My computer does not have any issues with the combination M, Down and Right. My older laptop appearently does not have any problems whatsoever ::)
Also, and this is something I did not notice earlier, when I press M, Up and Left a beeping sound can be heard. It would be my guess that the combination of keys is already in use by some other system. Gamemaker doesn't even recognize the last of the three keys being getting pressed (it not that it just skips the pressed event). I checking the string of previously entered keycommands.
Since I'm now fairly convinced that this is not a problem I can neatly fix, I am inclined to just leave the things as they are. The players already have the options to edit any of the controls if they experience issues.
Some keyboards have key priority issues and object to certain combos of keys. Other keyboards are amazing. XD But yeah, don't worry yourself about this as it's very likely a hardware-specific issue.
@ FrozenFire: Finally got around to (almost all of) your feedback from two months ago. Would you be willing to test the new situation after the next weekend?
Really love how the lighting turned out, looks very nice and more realistic. Care to give a little insight on how the system works?
Sorry for the lack of updates lately. It's the holiday season and all.This looks pretty good and it looks like it could be used well with different kinds of things for example if you end up makeing a fire temple/dungeon you could use the lower lightsource for rooms with lava on the bottom.(2nd, 3rd, and 4th examples) and hte last one obviously being for a dark area below the room. This is getting pretty big, and it's looking really good, kinda like sequal to lttp on the snes in it's own way but with alot more things and a completely different plot. I'm looking forward to seeing how much more effort you put into this project~
I've attached some screenshots of the new darkness system I've been working on (as I've been working to add it). Nothing too flashy, but it ended up being a lot more complex to integrate, amongst everything, else then I had expected. I'll need another weekend to finish it I'm hoping and maybe some more time to tweak the light area sprites.
The boss... well I really really want to show it off. But I also want it to be a surprise for the people that want it to remain a surprise. If I post it here everybody will see and it'll ruin the mystery. Like with the dungeon 1 boss I am spending a lot of time on it to make it a real reward for the player who reaches it.
It feels like ages since I released a demo.
You plan on making it a series of smaller video's this time?It really all depends on how my play through goes. I might end up doing a lot of editing (mostly cutting boring footage) and just make a sort of highlights video of my playthrough. But if I can avoid being boring or annoying, I can minimize cutting and I would likely end up making a series if that was the case. For games with puzzle elements and stuff, it's hard not to make it boring for a viewer if I get a little lost or have to back track too much.
Thanks for letting me know. I'll try to get right on it. Could you answer a few followup questions?
By second area you mean the second dungeon, right?
Is the slowdown consistent or does it only occur as you enter a new room?
Are there rooms or instances where the slowdown does not occur?
Does the slowdown occur outside or on floor B1 of dungeon 1?
Issue 1 (the shop music) is something I don't believe I'll fix anytime soon. Blame my lack of experience with editing sounds / mp3 music.
The easiest way to fix the mp3s is to load them into Audacity(freeware) and cut off the excess or the trailing off end of a song. Save as a .wav unless you have the plugins for mp3 or ogg. Load the wav into the demo version of Fruity Loops Studio then save as an mp3.
At least that's how I edit my stuff. :D
5. Stunned cactus dudes still electrocute you if you slice themI believe that's actually how ALttP works as well. No matter what, hitting those guys with a sword will shock link. I know that's how the SNES version works. I'm just not sure about the GBA version, and if there are other versions, not sure about those either.
I noticed that when I boomeranged a cactus guy who showed no signs of being electric, I sliced him and even though he was stunned I took damage.
I would have suggested that kind of stuff too, but it made no sense why it would take so long because the mp3 clearly did not end with as much silence as the game gave it before looping. Nevertheless, I edited off the fade of the mp3 and resaved it. It now loops in the game with no pausing and it even sticks pretty much on beat while I tested it (it may differ on slower computers; not sure how GM deals with timing). I looked closer at the original mp3 and I expect it was the odd bitrate that threw GM for a loop (pun not intended, but it sure worked out well). I'm attaching the edited mp3, so you can use it, Martijn. If there are any other songs in need of this or any kind of correction, I can very easily do that for you. And I've already got the software to do anything that might be needed.
Great. Thanks. That fixed Sahittam's 1st issue perfectly.
Could you do the same for the other background sounds. They all have rather awkward looping right now.
Splitting the sound for better looping options might be something I can implement. Sounds good. Let's try that first.
0.17.25 Studio (15 november 2014)
Added confirmation sound for every character entered on the “enter name” screen.
Cursor no longer moves when entering the spacebar on the keyboard during the “enter name” screen.
The following animations now use the same animation(script): gamefile selection, victory swing and sword release attack
0.17.26 Studio (16 november 2014)
Cleaned up the coding behind the file selection screen (also opening up the way for multible character animations)
0.17.27 Studio (30 november 2014)
Started work on editing the optionscreen setup
Spead up screen movement on the starting screens
0.17.28 Studio (19 december 2014)
Fixed memory leak starting screens
Fixed canceling copy/delete modes at file select
Fixed copy and delete surfaces on file select screen
Fixed sword effect in victory animation on file select
Tweaked cursor controls on enter name screen
Further cleaned up coding behing starting menu
0.17.29 Studio (20 december 2014)
Victory swing on file select converted to 60 fps
Added idle animations to the file select screen
Idle animations on file select converted to 60 fps
Edited timers on file select screen
Fixed a bunch of errors due to the Studio 1.4 upgrade
0.17.30 Studio (21 december 2014)
Redid the HUD object (fixed errors/memory leaks, cleaned up the coding and improved efficiency). Also set to work at 60 fps.
Fixed errors with in-game idle animations
Tweaked Victory animation slightly
0.17.31 Studio (1 januari 2015)
Tweaked HUD speed to 60 fps (rupees/health/magic)
Documented all HUD variables
Edited all room settings to 60 fps
Upgraded to Gamemaker Professional
Optimized dungeon tilesets for dungeon 1 and 2 further
0.17.32 Studio (2 januari 2015)
Credits work properly again (and now at 60 fps)
Tweaked the controls and working of the 'enter name' screen a little again
Fixed ingame juggling animation speed
Broke the options screen up into two screens (controls and other)
Added tileset for dungeon 3
0.17.33 Studio (3 januari 2015)
Finished work on the optionsscreen. Now fully functional again and at 60 fps
Added volume options to sound/music engine
Replaced last sound_volume functions
Tweaked enter name and file select screens again
Documented all variables in the starting screens
Added tileset for dark world dungeon 1
0.17.34 Studio (11 januari 2015)
Redid the death sequence(s) to work once again like before (and now in 60 fps)
Tweaked idle counter on the titlescreen
Tweaked idle counter during death
Cleaned up various character item variables (for more flexibility in the future)
0.17.39 Studio (11 februari 2015)
Fixed digging ground visuals
Fixed error when walking into the gauntlet area
Fixed diggable stumps after cutting bushes
Fixed error upper debug room
0.17.40 Studio (14 februari 2015)
Fixed error when using stairs
Added fail-safe so the game can recreate used terrain surfaces on the fly if ever lost during gameplay
Fixed last known issues with new digging mechanics
Documented all new changes / variables / objects in the last months
0.17.41 Studio (15 februari 2015)
Added full tileset for swamp dungeon
Started work on tilesets for the dark forest and ice palace dungeons
Edited the creation coding of various terrain objects (to lessen the number of unspecified ingame errors)
0.17.42 Studio (17 februari 2015)
Fixed error when getting items from chests
0.17.43 Studio (19 februari 2015)
Fixed enemy animations
Fixed error when cutting up bushes with holes underneath them
Fixed error with character standing on diggable ground while enemies are around the move through the ground
Fixed collisions for friendly projectiles
0.17.44 Studio (22 februari 2015)
Recoded sections of the item menu for more efficiency and less memory leaks
0.17.45 Studio (24 februari 2015)
Recoded parts of the item menu for better efficiency and 60 fps
Tweaked item menu item text slightly
Recoded conveyor belts, ice and spiked floor for better efficiency, 60 fps and no more memory leaks
0.17.46 Studio (25 februari 2015)
Recoded shallow water terrain for better efficiency
0.17.47 Studio (28 februari 2015)
Recoded additional terrains:
– Metal Grate
– Landmines
– Sandpits
– Alter character depth
Fixes character+enemy interactions with:
– Shallow Water
Sped up death wrap up speed for better game flow
Fixed gittering view
Fixed error when fairy saves you from death
Fixed HUD item visuals
Simplified section of the item menu coding
0.17.48 Studio (1 maart 2015)
Recoded additional terrains:
– Fragile Floor
– Moving background below pits
0.17.49 Studio (7 maart 2015)
Started recoding additional terrain: Endless pits
Fixed errors obj_Moving_Layer
Fixed error in sandworms AI
Fixed error in Desert Boss AI
Fixed errors with (de)activating enemies with multible shadows
Reorganised included files
Tweaked visuals for diggrid editor
Removed several sprites that have recently become obselete
Implemented actual correct diggrids for all the rooms in the game
Fixed some mixed op chest content texts
Fixed error in Beamos AI
Fixed error in collisions with “change depth” terrain
0.17.50 Studio (8 maart 2015)
Fixed error with the terrain surfaces while using dwindelstairs going upwards
Fixed error with Leevers coming after Character while doing specific transitions
Finished tileset Thief's dungeon
Started work on the tileset water dungeon
0.17.51 Studio (14 maart 2015)
Continued work on new tilesets
Finished recoding endless pits
Tweaked terrain collision masking
Fixed error using Cane of Somaria
0.17.52 Studio (15 maart 2015)
Recoded additional terrains:
– Pressure Plates
– Change Visibility
0.17.53 Studio (20 maart 2015)
Recoded additional terrains:
– Moving Platforms
0.17.54 Studio (22 maart 2015)
Worked more on darkworld dungeon tilesets
Fairies are no longer used if you touch them while at full health
Fixed last known “gamebreaking” issue since conversion to Studio: objects in the next room would not spawn reliably. Finally :)
Recoded additional terrains:
– Staircases (also cut time needed to implement on map)
– Friction Terrain
0.17.55 Studio (29 maart 2015)
Recoded additional terrains:
– Grass
0.17.56 Studio (5 mei 2015)
Finished cave + turtlerock tileset
Started work on the different indoor house tilesets
0.17.57 Studio (8 mei 2015)
Finished house en shop indoor tilesets
0.17.58 Studio (9 mei 2015)
Did more work on tilesets
Started recoding the collision checking with terrain objects to clean up the code and make it more intuitive
0.17.59 Studio (10 mei 2015)
Fixed error when walking over landmines
Finished recoding terrain collision scripting
Recoded additional terrains:
– Ledges
– Transitions
0.17.60 Studio (17 mei 2015)
Redid action object: Poles (smashable by hammer)
Added new terrain testing room for public engine test
Added newterrain type:
– Tiles falling underneath your feet. Two types: timed and triggered
Started work on new terrain type:
– Starswitches (makes pits appear / disappear)
0.17.66 Studio (11 juli 2015)
* Redid entire saving mechanics
0.17.67 Studio (19 juli 2015)
* Finished replacing old area control objects with new singular object
* Cleaned up code designed around old area data set-up
* Areas are now reference to via constants rather then hardcoded numbers
* Edited gamemaker roomcreation scripts
0.17.68 Studio (21 juli 2015)
* Fixed errors due to new area constants
* Redid more action objects:
– Locked doors
0.17.69 Studio (24 juli 2015)
* Redid more action objects:
- Conditional doors
- Chests
0.17.70 Studio (25 juli 2015)
* All chest contents are defined via a single script
* Created *very* basic placeholder light- and darkoverworlds
* Cleaned up gamemaker room creation coding
0.17.71 Studio (26 juli 2015)
* Further developed the placeholder overworlds. This is skeleton set-up to based the rest of the game on later.
* Added placeholders for ALL dungeons in the new overworlds
0.17.72 Studio (27 juli 2015)
* Fixed graphical issue during fileselect (on some machines)
* Fixed error messages experienced with a certain hitswitch
0.17.73 Studio (1 augustus 2015)
* Tweaked pause mechanics and GUI drawing
* Restored the warping sequence by rebuilding it from scratch
0.17.74 Studio (2 augustus 2015)
* YES!! Finally managed to fix a long running issue with transparant tiling not displaying correctly
if handled by surfaces in (for instance) transition effects. Appearently the blending mode bm_normal can't handle such situations and I needed to switch over to a custom blend mode without actual blending. Go figure.
* Did some more work on the pause scripting
* Redid all uses of overhead shadows (now created via tiling rather then scripting)
0.17.75 Studio (5 augustus 2015)
* Added new transition effect: blue warptile into dark world – still some visuals tweaking needed
0.17.76 Studio (9 augustus 2015)
* Tweaked walking speed while walking up a staircase in the floor (fixing an issue found by heartless)
0.17.77 Studio (12 augustus 2015)
* Finished work on dark world warp
* Fixed error while grabbed walls in some areas (fixing an issue found by heartless)
* Can no longer walk through some trees (fixing issue found by heartless)
* Fixed some visuals issues with trees
* Fixed some tiling issues in old overworld
0.17.78 Studio (16 augustus 2015)
* Added coding to allow terrain driven movement while getting shocked
* Started redoing getting electricly shocked (the screen redraw function does not work so I'm trying out working with multible views)
0.17.79 Studio (22 augustus 2015)
* Finished work on the shock screen effect
* Fixed some small issues on the background tilesets
* Fixed conveyor belts / water moving faster while getting shocked
* Removed some more old obselete resources
0.17.80 Studio (23 augustus 2015)
* Redid another of the old action objects: Text objects
* Made progress on icecave tileset and overworld tiling
0.17.81 Studio (26 augustus 2015)
* Started work on day-night cycle
0.17.82 Studio (29 augustus 2015)
* Finished day-night cycle
* Added visuals for (almost) all the conditional and locked doors in the game
* Renamed all dungeon tilesets and area backgrounds
0.17.83 Studio (30 augustus 2015)
* Documented the day-night mechanics
* Added the remaining conditional and locked doors for towns
* Added special conditional and locked doors for caves
* Finished ice cave tileset
* Tweaked placeholder icecave area in temp overworld
* Tweaked mechanics behind welcome text
* Added welcome text to all the new placeholder dungeons
* Fixed issue with placeholder lightworld masking
* Fixed issue with transition in ice temple
0.17.84 Studio (3 september 2015)
* Fixed digging issues in desert dungeon
0.17.85 Studio (15 september 2015)
* Temp chest contents are now stored in seperate script
* Added testfunction for trying out different ingame texts on the fly
0.17.86 Studio (19 september 2015)
* Redid more action objects:
Breakable walls
0.17.87 Studio (20 september 2015)
* Added visuals for a large part of all possible breakable walls
I am curious if you are interested in a more "vibrant" day/night system. I wrote my own that functions nicely and provides a more "realistic" approach to day and night colors.
It's still just a color overlay similar to most systems. However, my system actually uses RGB values that change.
As the day closes, my engine uses an orange into red, then as it becomes night, the red turns into a dull but dark purple, then it fades into a gray color to simulate a morning fog.
I don't have it 100%. Everything cycles as it should. It runs off a simple script that continues to flow unless the game is paused or if the player enters and area other than the Overworld. The issue is coming out of night into morning. It happens somewhat abruptly, but could be remedied with the actual fog overlays from Link to the Past when you are in the Lost Woods.
Just tossing the offer out there.
I am curious if you are interested in a more "vibrant" day/night system. I wrote my own that functions nicely and provides a more "realistic" approach to day and night colors.
It's still just a color overlay similar to most systems. However, my system actually uses RGB values that change.
As the day closes, my engine uses an orange into red, then as it becomes night, the red turns into a dull but dark purple, then it fades into a gray color to simulate a morning fog.
I don't have it 100%. Everything cycles as it should. It runs off a simple script that continues to flow unless the game is paused or if the player enters and area other than the Overworld. The issue is coming out of night into morning. It happens somewhat abruptly, but could be remedied with the actual fog overlays from Link to the Past when you are in the Lost Woods.
Just tossing the offer out there.
color = 0;
colorR = 0;
colorB = 0;
colorG = 0;
image_alpha = 0;
STEP EVENTif (global.paused == false)
{
x = view_xview;y = view_yview;
scrDayNightTimer();
if (instance_exists(objHUDcontroller))
{
depth = objHUDcontroller.depth + 1;//objHUDcontroller is always at the closest depth, so we want the overlay to be drawn under it
}
}
DRAW EVENTscrDrawDayNight();
Thanks. I'll try it out.
Here's my cycle in action:
https://www.mediafire.com/?6y9cbr94p6j02d2 (sorry about the large filesize)
EDIT:
Nice looking menu by the way. I really like it.
Also, some people have experienced a bug on the top floor of the desert dungeon while in the left bedroom. I haven't experienced the issue myself, but my advise would be to save on the top floor of the desert palace just in case.
0.17.88 Studio (26 september 2015)
* Tweaked duration of day-night cycle
* Added wolf and rooster sounds to day-night cycle
0.17.89 Studio (26 september 2015)
* Converted the walls and pillars that subboss 1 destroys
0.17.90 Studio (3 oktober 2015)
* Finished a number of area/dungeon tilesets:
– Hera's tower
– Swamp dungeon
– Ice cave
* Cut 5 older obselete tilesets
* Added alternative shallow water sprites for swamp dungeon
* Tweaked the placeholder new dungeons
* Worked on the ice temple tileset
0.17.91 Studio (11 oktober 2015)
* Tweaked warp tile animation speed
* Made coding improvements to destructable walls & pillars
* Added new stuff: wall decorations to cut up (= curtains / vines)
* Fixed glitch: character collision mask of center upon sword release or victory swing
== Phase A (goal: 1-1-2016)===
Convert action object: obj_Movable_Object
Convert action object: obj_Switch
Convert action object: obj_Container
Convert trees
Convert darkness engine
Convert light sources
Convert all collectable items (incl. fairies)
Convert obj_Master
Convert obj_Particle
Convert last area data & script
Convert camera / view scripting
Convert final misc objects / sprites
== Phase B (goal: 1-3-2016)===
Convert character movement engine
Convert character states
Convert character transition animations
Convert character projectiles
Convert character shield mechanics
Convert scenes
Convert obj_Character remaining scripts / resources
== Phase C (goal: 1-6-2016)===
Convert enemy collision mechanics
Convert enemy movement scripts
Convert all default enemies (AI / etc)
Convert all bosses (AI / etc)
== Phase D (goal: 1-8-2016)===
Rebuild Item menu
Rebuild Map menu
Manage fully restored old demo in time for NCFC
I can't believe you have been at this for 6+ years and still going so strong, it's sick dude. Loving your enthusiasm! I sincerely hope it doesn't turn into another Shadowgazer thing
I can't believe you have been at this for 6+ years and still going so strong, it's sick dude. Loving your enthusiasm! I sincerely hope it doesn't turn into another Shadowgazer thing
ontopic: you could use the same mechanic for light world trees that they drop rupees or apples on dashing
0.17.92 Studio (22 oktober 2015)
* Redid obj_Particle_GUI
* Converted / simplified trees
* Also added dark world trees
0.17.93 Studio (23 oktober 2015)
* Hitswitches can be attached to trees (for adding itemdrops to trees later on)
* Some trees will look at you and can be talked with
* Fixed issue: you do not always fall if the floor falls away underneath you
* Fixed error: game not finding external digging data
* Converted obj_Particle
* Fixed error when pushing/pulling movable objects
* Fixed error in creation script of destructable sprites
* Fixed error in subboss 1 fight when walls get destroyed
* Fixed error during subboss 1 fight if Link is perfectly inside spiked ball
0.17.94 Studio (24 oktober 2015)
* Day-night cycle no longer active inside houses / caves
* Converted view positioning scripting
* Fixed a number of graphical issues within old overworld
0.17.95 Studio (1 november 2015)
* “Fixed” error when pausing while moving downwards during a screen transition: the pause function has been disabled during screentransitions (because this is downtime for the player anyway)
* Converted / optimized action object: Movable object
* Made progress in combining the shadow objects for containers, items, enemies and the main character
ROADMAP
== Phase A (goal: 1-1-2016)==
(DONE) Convert action object: obj_Movable_Object
Convert action object: obj_Switch
Convert action object: obj_Container
(DONE) Convert trees
(DONE) > OPTIONAL: Added darkworld trees
(DONE) > OPTIONAL: Some dark world trees can be talked to
> OPTIONAL: Some trees can be crashed into for items
> OPTIONAL: New collectable item: apple (from trees)
> OPTIONAL: New enemy: (golden) bugs (from trees)
> OPTIONAL: New “item”: enemy bombs (from tree mouth)
Convert darkness engine
Convert light sources
Convert all collectable items (incl. fairies)
Convert obj_Master
(DONE) Convert obj_Particle
Convert last area data & scripts
(DONE) Convert camera / view scripting
Convert final misc objects / sprites
== Phase B (goal: 1-3-2016)==
Convert character movement engine
Convert character states
Convert character transition animations
> OPTIONAL: Stairs up/down have black transition fade up/down
Convert character projectiles
Convert character shield mechanics
Convert scenes
Convert obj_Character remaining scripts / resources
== Phase C (goal: 1-6-2016)==
Convert enemy collision mechanics
Convert enemy movement scripts
Convert all default enemies (AI / etc)
Convert all bosses (AI / etc)
== Phase D (goal: 1-8-2016)==
Rebuild Item menu
Rebuild Map menu
Manage to fully restored old demo in time for NCFC
0.17.96 Studio (8 november 2015)
* Made further progress in combining the various shadow objects / scripts / sprites for containers, items, enemies and the main character
0.17.97 Studio (15 november 2015)
* Made further progress in combining the various shadow objects / scripts / sprites for containers, items, enemies and the main character
0.17.98 Studio (22 november 2015)
* Made further progress in combining the various shadows
* Fixed graphical issue during warp effect
* Fixed tiling issue in dungeon 1
* Fixed warp tiling not appearing during puzzle in dungeon 1
* Fixed error when freezing enemies
0.17.99 Studio (9 december 2015)
* Finished combining the various shadows
* Fixed issue with settings of a transition in old overworld
0.17.100 Studio (9 december 2015)
* Simplified coding surround creation of character shadows
* Added new collectable item: apple
== Phase A (goal: 1-1-2016)==
(DONE) Convert action object: obj_Movable_Object
Convert action object: obj_Switch
Convert action object: obj_Container
(DONE) Convert trees
(DONE) > OPTIONAL: Added darkworld trees
(DONE) > OPTIONAL: Some dark world trees can be talked to
> OPTIONAL: Some trees can be crashed into for apples and other items
(DONE) > OPTIONAL: New collectable item: apple
> OPTIONAL: New enemy: (golden) bugs (from trees)
> OPTIONAL: New “item”: enemy bombs (from tree mouth)
Convert darkness engine
Convert light sources
Convert all collectable items (incl. fairies)
Convert obj_Master
(DONE) Convert obj_Particle
Convert last area data & scripts
(DONE) Convert camera / view scripting
(DONE) Convert final misc objects / sprites
== Phase B (goal: 1-3-2016)==
Convert character movement engine
Convert character states
Convert character transition animations
> OPTIONAL: Stairs up/down have black transition fade up/down
Convert character projectiles
Convert character shield mechanics
Convert scenes
Convert obj_Character remaining scripts / resources
== Phase C (goal: 1-6-2016)==
Convert enemy collision mechanics
Convert enemy movement scripts
Convert all default enemies (AI / etc)
Convert all bosses (AI / etc)
== Phase D (goal: 1-8-2016)==
Rebuild Item menu
Rebuild Map menu
Manage to fully restored old demo in time for NCFC
0.17.101 Studio (12 december 2015)
* Added more items to collect: bombs (5), arrows (10)
* Added more items to collect from chests: rupees (100,200,300), bombs (3)
* Collectable arrow items now change sprites if you have collected the hero bow + silver arrows
0.17.102 Studio (13 december 2015)
* Added animated tilesets
0.17.103 Studio (20 december 2015)
* Added more animated tilesets: flowers (light world/dark world), darkworld village pond, fairy water, lightworld mountain pebbles, darkworld mountain rocks + pillars
* Made more progress working on the new dungeon tilesets
* Converted obj_Master
* Fixed issue with death fairy shadow positioning
0.17.104 Studio (29 december 2015)
* Add animated desert flowers
* Finished dark forest dungeon & ice temple tileset
* Added dark forest conveyor belt
* Converted last area scripting
* Fixed last known error with continious enemy spawning
0.17.105 Studio (30 december 2015)
* Finished expanding cave tileset
* Added lava as background
0.17.106 Studio (1 januari 2016)
* Redid item generator scripting (and added “luck” states which alter spawn rates / items)
* Designed cave for fairy queen
== Phase A (goal: 1-12-2016)==
DONE Convert action object: obj_Movable_Object
DONE Convert trees
DONE > OPTIONAL: Added darkworld trees
DONE > OPTIONAL: Some dark world trees can be talked to
DONE > OPTIONAL: New collectable item: apple
DONE Convert obj_Master
DONE Convert obj_Particle
DONE Convert last area data & scripts
DONE Convert camera / view scripting
DONE Convert final misc objects / sprites
== Phase B (goal: 1-2-2016)==
Convert darkness engine (+tweak day-night mechanics)
Convert light sources
> OPTIONAL: Added new terrain: (in)visible floor
Convert character movement engine
> OPTIONAL: Added new object: bumper
Convert all collectable items (incl. fairies)
> OPTIONAL: Some trees can be crashed into for apples and other items
> OPTIONAL: Added fully functional fairy pond
Convert last action object: obj_Switch
> OPTIONAL: Added new “terrain”: blocks on/off from the ground
== Phase C (goal: 1-5-2016)==
Convert character states
> OPTIONAL: New enemy: (golden) bugs (from trees)
> OPTIONAL: New “item”: enemy bombs (from tree mouth)
Convert action object: obj_Container
Convert character transition animations
> OPTIONAL: Stairs up/down have black transition fade up/down
Convert character projectiles
Convert character shield mechanics
Convert scenes
Convert obj_Character remaining scripts / resources
== Phase D (goal: 1-8-2016)==
Convert enemy collision mechanics
Convert enemy movement scripts
Convert all default enemies (AI / etc)
Convert all bosses (AI / etc)
== Phase E (goal: 1-9-2016)==
Rebuild Item menu
Rebuild Map menu
Manage to fully restored old demo in time for NCFC
0.17.107 Studio (2 januari 2016)
* Tweaked odds item generations script
* Started work on converting darkness engine
0.17.108 Studio (3 januari 2016)
* Tweaked positioning falling into (endless) pits
* Added new terrain type: Invisible Floor
0.17.109 Studio (3 januari 2016)
* Fixed error with falling snakes
* Fixed depth issue movable objects
* Added walllights to fairy cave
0.17.110 Studio (5 januari 2016)
* Fixed error: containers containing arrows try to spawn items upon destruction while you do not own the bow yet.
0.17.111 Studio (8 januari 2016)
* Solved a series of found errors/issues (via a workaround) by not allowing enemies to be active outside the current room
0.17.112 Studio (9 januari 2016)
* Fixed errors in scenes subboss 1
0.17.113 Studio (13 januari 2016)
* Fixed error during dungeon 2 secret entrance scene
* Fixed error shieldblocking enemy arrows
* Fixed Leevers burrowing in places other then sandy tiles
0.17.114 Studio (14 januari 2016)
* Fixed issue: persistent enemies (such as cannonballs) where not allowed to exist outside of the current room
* Fixed incorrect depth for released caught fairy
* Fixed issue with visuals created Somaria Block
0.17.115 Studio (23 januari 2016)
* Fixed error when picking up frozen enemies
* Cleaned up character movement scripting a little for future developments
* The game now always starts with day-time lighting
* Added tester functions to jump to a specific day-night time and to speed up/down day-night cycle
* Started building editor for upcoming collision grids
0.17.116 Studio (24 januari 2016)
* Day-night status is now included in the save file
* Finished adding collision grid editor (for new collision system and *eventual* magic mirror world hopping)
* Added functional diggrids to some rooms
== Phase A (goal: 1-1-2016)==
DONE Convert action object: obj_Movable_Object
DONE Convert trees
DONE > OPTIONAL: Added darkworld trees
DONE > OPTIONAL: Some dark world trees can be talked to
DONE > OPTIONAL: New collectable item: apple
DONE Convert obj_Master
DONE Convert obj_Particle
DONE Convert last area data & scripts
DONE Convert camera / view scripting
DONE Convert final misc objects / sprites
== Phase B (goal: 1-3-2016)==
Convert darkness engine
Convert light sources
DONE > OPTIONAL: Added new terrain: (in)visible floor
DONE Tweak+save day-night mechanics
Convert character movement engine
> OPTIONAL: Added new object: bumper
> OPTIONAL: Added new character state: Swimming
> OPTIONAL: Added new character state: Diving
> OPTIONAL: Added new character state: Drowning
Convert all collectable items (incl. fairies)
> OPTIONAL: Some trees can be crashed into for apples and other items
> OPTIONAL: Added fully functional fairy pond
Convert action object: obj_Container
Convert action object: obj_Switch
> OPTIONAL: Added new “terrain”: blocks on/off from the ground
== Phase C (goal: 1-5-2016)==
Convert ALL character 36+ states (add list later on)
> OPTIONAL: New enemy: (golden) bugs (from trees)
> OPTIONAL: New “item”: enemy bombs (from tree mouth)
Convert character transition animations
> OPTIONAL: Stairs up/down have black transition fade up/down
Convert character projectiles
Convert character shield mechanics
Convert scenes
Convert obj_Character remaining scripts / resources
== Phase D (goal: 1-8-2016)==
Convert enemy collision mechanics
Convert enemy movement scripts
Convert all default enemies (AI / etc)
Convert all bosses (AI / etc)
== Phase E (goal: 1-9-2016)==
Rebuild Item menu
Rebuild Map menu
Manage to fully restored old demo in time for NCFC
0.17.117 Studio (30 januari 2016)
* Made it so character default movement now also checks the collision grids
0.17.118 Studio (31 januari 2016)
* Tweaked diggrid editor furter for faster use
* Improved item shadow positioning script
* Finished converting character default movement scripts (excl. move speed)
* Implemented collision grids for ALL rooms (except dungeon 1) in the game
Also, it'll hopefully be less likely that exploits can be found where players are able to walk through walls under VERY specific conditions (like in the desert dungeon). Sorry Wobmiar XD
It's all good. I'm sure I'll mess up somewhere again eventually and add in all new unintented issues for you to find XD
0.17.119 Studio (7 februari 2016)
* Implemented collision grids for almost all remaining rooms
* Cut 140 masking sprites that are now obsolete as a result of the new collision mechanics (and hundreds upon hundreds of instances)
0.17.120 Studio (12 februari 2016)
* Further optimized tileset water dungeon
* Implemented collision grids for the last dungeon 1 room
* Fixed issue with diggrids missing in the old overworld
* Fixed issue with staircase appearing in dungeon 2
* Fixed error in sandworm AI script
* Finished expanding ALL collision mechanics (enemies, projectiles, items etc) to also account for the new collision grids.
* Reorganised older terrain and masking sprites
0.17.121 Studio (14 februari 2016)
* Fixed visuals rupees
* Integrated fairy object with other collectable items
== Phase A (goal: 1-1-2016)==
DONE Convert action object: obj_Movable_Object
DONE Convert trees
DONE > OPTIONAL: Added darkworld trees
DONE > OPTIONAL: Some dark world trees can be talked to
DONE > OPTIONAL: New collectable item: apple
DONE Convert obj_Master
DONE Convert obj_Particle
DONE Convert last area data & scripts
DONE Convert camera / view scripting
DONE Convert final misc objects / sprites
== Phase B (goal: 1-3-2016)==
Convert darkness engine
Convert light sources
DONE > OPTIONAL: Added new terrain: (in)visible floor
DONE Tweak day-night mechanics
DONE Convert character movement engine (excl. speed settings)
DONE Convert all other generic movement engines (excl. speed settings)
> OPTIONAL: Added new object: bumper
> OPTIONAL: Added new character state: Swimming
> OPTIONAL: Added new character state: Diving
> OPTIONAL: Added new character state: Drowning
IN PROGRESS Convert all collectable items (incl. fairies)
> OPTIONAL: Some trees can be crashed into for apples and other items
> OPTIONAL: Added fully functional fairy pond
Convert action object: obj_Container
Convert action object: obj_Switch
> OPTIONAL: Added new “terrain”: blocks on/off from the ground
== Phase C (goal: 1-6-2016)==
Convert ALL character 36+ states (add list later on)
> OPTIONAL: New enemy: (golden) bugs (from trees)
> OPTIONAL: New “item”: enemy bombs (from tree mouth)
Convert character transition animations
> OPTIONAL: Stairs up/down have black transition fade up/down
Convert character projectiles
Convert character shield mechanics
Convert scenes
Convert obj_Character remaining scripts / resources
== Phase D (goal: 1-9-2016)==
Convert enemy collision mechanics
Convert enemy movement scripts
Convert all default enemies (AI / etc)
Convert all bosses (AI / etc)
== Phase E (goal: 1-10-2016)==
Rebuild Item menu
Rebuild Map menu
Manage to fully restored old demo in time for NCFC
(snip) I'm creating arrays/grids per room with values per 8x8 pixels. (snip)
When a character moves I'll next have to check with new grid if the new position is collision free, rather then checking against various actual "wall" objects. Well, I'll still be doing the later for things like curved walls etc cause of the shapes, but the number of checks against other objects should be diminished by 80-100% per room by this change.
0.17.122 Studio (5 maart 2016)
* Fixed surface stack issue after depth change
* Fixed depth issue key falling from ceiling
* Fixed depth issues pull switches
* Edited speed after using saving & quiting option
* Converted collectable items
* Fixed infinite small keys exploit
* Crashing into some trees nets you apples / items
* Fixed transition underneath large rock in old overworld
* Crashing into trees can also spawn one-time only items like heart pieces and such
0.17.123 Studio (6 maart 2016)
* Combined character step events into one
* Fixed collectable fairy depth issues
* Fixed visuals while grabbing downwards
* Combined character body and head draw events
* Fixed graphical issue while wall crashing
== Phase A (goal: 1-1-2016)==
DONE Convert action object: obj_Movable_Object
DONE Convert trees
DONE > OPTIONAL: Added darkworld trees
DONE > OPTIONAL: Some dark world trees can be talked to
DONE > OPTIONAL: New collectable item: apple
DONE Convert obj_Master
DONE Convert obj_Particle
DONE Convert last area data & scripts
DONE Convert camera / view scripting
DONE Convert final misc objects / sprites
== Phase B (goal: 1-4-2016)==
Convert darkness engine
Convert light sources
DONE > OPTIONAL: Added new terrain: (in)visible floor
DONE Tweak day-night mechanics
DONE Convert character movement engine (excl. speed settings)
DONE Convert all other generic movement engines (excl. speed settings)
DONE Convert all collectable items (incl. fairies)
DONE > OPTIONAL: Some trees can be crashed into for items like apples
> OPTIONAL: Added fully functional fairy pond
Convert action object: obj_Switch
> OPTIONAL: Added new “terrain”: blocks on/off from the ground
Convert action object: obj_Container
== Phase C (goal: 1-7-2016)==
Convert ALL character 36+ states (add list later on)
> OPTIONAL: New enemy: (golden) bugs (from trees)
> OPTIONAL: New “item”: enemy bombs (from tree mouth)
> OPTIONAL: Added new object: bumper
> OPTIONAL: Added new character state: Swimming
> OPTIONAL: Added new character state: Diving
> OPTIONAL: Added new character state: Drowning
> OPTIONAL: Added new “terrain”: magical tracks
Convert character transition animations
> OPTIONAL: Stairs up/down have black transition fade up/down
Convert character projectiles
Convert character shield mechanics
Convert scenes
Convert obj_Character remaining scripts / resources
== Phase D (goal: 1-10-2016)==
Convert enemy collision mechanics
Convert enemy movement scripts
Convert all default enemies (AI / etc)
Convert all bosses (AI / etc)
== Phase E (goal: 1-11-2016)==
Rebuild Item menu
Rebuild Map menu
Manage to fully restored old demo in time for NCFC
0.17.124 Studio (7 maart 2016)
* Ordened begin step event character control objects further
* Fixed bizar depth issue character shield while on lower floors around depth 20000000. Weird stuff.
0.17.125 Studio (13 maart 2016)
* Organised enemy control step events
* Further organised character control step event
* Fixed issue: falling into abyss when on movable platform while dying or using medallions
(snip)
Last year I experimented with a higher fps, but my monitor couldn't handle it so Gamemaker did not seem to support it in response. (I'm quit interested in how this might be bypassed). Thus I never saw the need for screenskipping because the game already ran soothly at what I figured was the max fps.
Everything except for enemy and character movement and actions has been converted from 30 to 60 fps so introducing a higher fps will require a large time investement I fear. Still, I'm very much interested in learning more about the concepts you've learned.
timing_fps = 60; //or whatever fps you desire
timing_frame = 1/timing_fps;
timing_frame_count = 0;
----------------------------------------------------------------------//IT'S DANGEROUS TO GO ALONE , TAKE THIS FRAME SKIPPING CODE I MADE ! XD
draw_enable_drawevent(false);
timing_frame_count += delta_time/1000000;
if timing_frame_count >= timing_frame{
timing_frame_count -= timing_frame;
draw_enable_drawevent(true);
}
----------------------------------------------------------------------You do realise that if this work that I'll have to also credit you for additional programming don't you? If you'd ever decide to also help with level design and story I'd have to credit you a little bit on literally EVERY aspect of the development XD
I'll definatly try out your coding (though I'm going through a little bit of a rough patch medically this week so it might take a little while).
0.17.126 Studio (19 maart 2016)
* Combined all types of enemy sprites into a single object
* Fixed error when using the hammer on the solid ground near turtles
* Fixed issue where the game doesn't detect enemy sprites the instant you warp into a new room.
* Fixed the way the game detects all enemies killed in a room
* Fixed masking issues in the dungeon2 and subdungeon2
* Fixed some tiling issues dungeon2
0.17.127 Studio (20 maart 2016)
* Fixed masking issue in the dungeon1
* Organised the background resources a little further
* Fixed masking issue F2 Dungeon 2
* Combined enemy control objects into a single object
* Converted enemy sprite object
* Reorganised enemy sprite creation coding
* Tweaked enemy visuals cutting down on gamemaker resources
So what happens if I set the room speed (and thus the key detection events) to 300 fps and only execute the draw AND step events at 60 fps? Will that still have the same response improvement?
To clarify. My coding situation would be as follows:
1. (from 60 fps to 300 fps) key detection events (=stores key state to variable)
2. (60 fps) step events for AI (=key response / execute movement / execute collisions / etc)
3. (60 fps) draw events
ROADMAP (changed up on 03-04-2015)
== Phase A (goal: 1-1-2016)==
DONE
== Phase B (goal: 1-4-2016)==
DONE
== Phase C (goal: 1-7-2016)==
DONE Convert enemy draw order and draw events
IN PROGRESS Convert enemy spawners
Convert enemy death objects
Convert enemy collision mechanics
Convert enemy damage / health systems
Convert all default enemies (AI / etc):
– Hazards
– Projectiles
– Skeletons
– Soldiers
– Other humanoids
– Flyers
– Blobs
– Sand enemies
– Bosses
– Other
== Phase D (goal: 1-9-2016)==
Convert action object: obj_Switch
> OPTIONAL: Added new “terrain”: blocks on/off from the ground
Convert action object: obj_Container
> OPTIONAL: Added fully functional fairy pond
Convert darkness engine
Convert light sources
== Phase E (goal: 1-11-2016)==
Convert ALL character 36+ states (add list later on)
> OPTIONAL: New enemy: (golden) bugs (from trees)
> OPTIONAL: New “item”: enemy bombs (from tree mouth)
> OPTIONAL: Added new object: bumper
> OPTIONAL: Added new character state: Swimming
> OPTIONAL: Added new character state: Diving
> OPTIONAL: Added new character state: Drowning
> OPTIONAL: Added new “terrain”: magical tracks
Convert character transition animations
> OPTIONAL: Stairs up/down have black transition fade up/down
Convert character projectiles
Convert character shield mechanics
Convert character (other) collision mechanics
[IN PROGRESS] Convert character draw order and draw events
Convert scenes
Convert obj_Character remaining scripts / resources
== Phase F (goal: 1-12-2016)==
Rebuild Item menu
Rebuild Map menu
Manage to fully restored old demo in time for NCFC
0.17.128 Studio (25 maart 2016)
* Edited a lot of enemy sprite resources (behind the scenes)
0.17.129 Studio (26 maart 2016)
* Renamed enemy spawner objects
0.17.130 Studio (10 april 2016)
* Combined all types of enemy creation objects into a single object (just 300+ instances to check and/or edit in response – no joke)
* Continious enemy spawners converted to 60 fps
* Set flying tile activation timing to 60 fps
* Set cannonball activation timing to 60 fps
* Fixed tiling issue in dungeon 1
* Fixed masking glitch in dungeon 1
0.17.131 + 0.17.132 Studio (13 april 2016)
* Fully finished combining enemy creation objects into a single object
* Fixed glitch: pausing game outside room with cannonballs freezes cannonballs upon entering their room
* Fixed masking issue dungeon 1
0.17.133 A/B/C Studio (17 april 2016)
* Fixed a wide array of weird errors due to tempering with enemy objects: enemies disabling randomly, not being detected by gamemaker at random, the game turning black after using Save & quit option a few times etc.
* Medium & large cannonballs now move and animate at 60 fps
0.17.134 Studio (20 april 2016)
* Animated overworld flowers
* Add animated desert flowers
* Edited more enemy sprite resources (behind the scenes)
* Converted special enemy states: burned, ice, stone, stunned
0.17.135 Studio (23 april 2016)
* Edited more enemy sprite resources
* Converted enemies:
– Guruguru bar (red / blue)
– Cannonballs (large / normal)
* Fixed depth issue cannonballs dungeon 1
0.17.136 Studio (24 april 2016)
* Converted more enemies:
– Trickbox
– Medusa block
– Wall cannon
* Fixed graphical issue Purple Leever
(http://sk.uploads.im/t/WvHtp.png) (http://sj.uploads.im/t/kJjcU.png) - Wall Cannon (http://sj.uploads.im/t/lpR2e.png) - Medusa block (http://sm.uploads.im/t/tRQh2.png) - Trickbox | (http://sm.uploads.im/t/Xq7h8.png) (http://sm.uploads.im/t/rlFoW.png) - Cannonball (http://sm.uploads.im/t/PGgru.png) (http://sl.uploads.im/t/w2GNP.png) - Guruguru bar |
== Phase C (goal: 1-7-2016)==
DONE Convert enemy draw order and draw events
DONE Convert enemy spawners
DONE Convert enemy special states: stunned, burning, stone, ice
Convert enemy death objects
Convert enemy collision mechanics
Convert enemy damage / health systems
Convert all default enemies (AI / etc):
– Hazards
> DONE Guruguru bar (A/B)
> DONE Cannonballs (normal / large)
> DONE Trickbox
> DONE Medusa block
> DONE Wall cannon
> [[IN PROGRESS]] Spiked block (stationary / moving / triggered)
> [[IN PROGRESS]] Large spiked block
> [[IN PROGRESS]] Spiked roller
> Beamos
> OPTIONAL: Winder (A/B)
> OPTIONAL: Spark (A/B)
> OPTIONAL: Wall laser eye
> OPTIONAL: Bumper
> OPTIONAL: Boulder
> OPTIONAL: Chain chomp
> OPTIONAL: Rabbit beam
– Projectiles
> [[IN PROGRESS]] Fireball (trailing)
> [[IN PROGRESS]] Small cannonballs
> [[IN PROGRESS]] Magic waves
> [[IN PROGRESS]] Octorock / Slarok balls
> Molgera rock
> Skeleton bones
> Laser (beamos)
> OPTIONAL: Laser (wall eye)
– Blobs
> Break down later on
– Flyers
> Break down later on
– Sand enemies
> Break down later on
– Skeletons
> Break down later on
– Soldiers
> Break down later on
– Other humanoids
> Break down later on
– Other minions
> Break down later on
– Bosses
> Break down later on
== Phase D (goal: 1-9-2016)==
Convert action object: obj_Switch
> OPTIONAL: Added new “terrain”: blocks on/off from the ground
Convert action object: obj_Container
> OPTIONAL: Added fully functional fairy pond
Convert darkness engine
Convert light sources
== Phase E (goal: 1-11-2016)==
Convert ALL character 36+ states (add list later on)
> OPTIONAL: New enemy: (golden) bugs (from trees)
> OPTIONAL: New “item”: enemy bombs (from tree mouth)
> OPTIONAL: Added new object: bumper
> OPTIONAL: Added new character state: Swimming
> OPTIONAL: Added new character state: Diving
> OPTIONAL: Added new character state: Drowning
> OPTIONAL: Added new “terrain”: magical tracks
Convert character transition animations
> OPTIONAL: Stairs up/down have black transition fade up/down
Convert character projectiles
Convert character shield mechanics
Convert character (other) collision mechanics
Convert character draw order and draw events
Convert scenes
Convert obj_Character remaining scripts / resources
== Phase F (goal: 1-12-2016)==
Rebuild Item menu
Rebuild Map menu
Manage to fully restored old demo in time for NCFC
0.17.137 Studio (26 april 2016)
* Converted more enemies:
– Spiked blocks (default)
– Spiked blocks (large)
– Spiked roll
0.17.138 Studio (30 april 2016)
* Converted more enemies:
– Projectiles (= 7 types)
* Fixed projectiles being block by the solid object they are spawned on top of
* Integrated thrown stalfos bones with default projectiles
* Edited more enemy sprite resources
* Converted projectile movement scripting (fixing projectiles moving through some specific walls and transition objects)
0.17.139 Studio (4 mei 2016)
* Converted more enemies:
– Beamos lasers
* Fixed graphical issue when multiple beamos shooting at the same time
* Fixed issue with lasers moving through walls during specific combinations of angles, distances and speeds.
* Converted about half of the enemy end step AI
* Edited more enemy sprite resources
0.17.140 Studio (14 mei 2016)
* Worked on level designs for: Hyrule town, tutorial cave and sewers tutorial
* Converted more enemies:
– Deibadora
– Anti-Faerie
– Cactus (the ones which Vultures sit on top of)
– Beamos
(http://sl.uploads.im/t/9Zd7y.png) - Anti-Faerie (http://sj.uploads.im/t/apXQj.png) (http://sj.uploads.im/t/kJjcU.png) - Wall Cannon (http://sj.uploads.im/t/lpR2e.png) - Medusa block (http://sm.uploads.im/t/dyKVu.png) - Spiked block (http://sm.uploads.im/t/tRQh2.png) - Trickbox (http://sk.uploads.im/t/MwV2m.png) - Beamos | (http://sm.uploads.im/t/Xq7h8.png) (http://sm.uploads.im/t/rlFoW.png) - Cannonball (http://sk.uploads.im/t/OoxAN.png) (http://sl.uploads.im/t/sEPG7.png) (http://sk.uploads.im/t/yv5zw.png) - Deibadora (http://sk.uploads.im/t/DhUNw.png) (http://sk.uploads.im/t/ZKFg5.png) - Large spiked block (http://sj.uploads.im/t/UZHLK.png) (http://sj.uploads.im/t/3aSPs.png) - Spiked roll (http://sm.uploads.im/t/PGgru.png) (http://sl.uploads.im/t/w2GNP.png) - Guruguru bar |
== Phase C (goal: 1-7-2016)==
DONE Convert enemy draw order and draw events
DONE Convert enemy spawners
DONE Convert enemy special states: stunned, burning, stone, ice
Convert enemy death objects
[[IN PROGRESS]] Convert enemy collision mechanics
Convert enemy damage / health systems
[[IN PROGRESS]] Convert all default enemies (AI / etc):
– Hazards (undamagable)
> DONE Guruguru bar (A/B)
> DONE Cannonballs (normal / large)
> DONE Trickbox
> DONE Medusa block
> DONE Wall cannon
> DONE Spiked block (stationary / moving / triggered)
> DONE Large spiked block
> DONE Spiked roller
> DONE Beamos
> [[IN PROGRESS]] OPTIONAL: Wall laser eye
> [[IN PROGRESS]] OPTIONAL: Winder (A/B)
> [[IN PROGRESS]] OPTIONAL: Spark (A/B)
> [[IN PROGRESS]] OPTIONAL: Boulder
> [[IN PROGRESS]] OPTIONAL: Chain chomp
> OPTIONAL: Bumper
> OPTIONAL: Rabbit beam
– Hazards (damagable)
> DONE Anti-Faerie
> [[IN PROGRESS]] Deadrock
> [[IN PROGRESS]] Flying tiles
– Projectiles
> DONE Fireball (trailing)
> DONE Small cannonballs
> DONE Magic waves
> DONE Octorock / Slarok balls
> DONE Molgera rock
> DONE Skeleton bones
> DONE Laser (beamos)
> [[IN PROGRESS]] OPTIONAL: Laser (wall eye)
– Sand enemies
> DONE Deibadora
> DONE Cactus
> [[IN PROGRESS]] Sandman
> Leever
> Sanmola
> Lanmola
– Blobs
> Break down later on
– Flyers
> Break down later on
– Skeletons
> Break down later on
– Soldiers
> Break down later on
– Other humanoids
> Break down later on
– Other minions
> [[IN PROGRESS]] Wizzrobes
> [[IN PROGRESS]] Hardhat beetle
> [[IN PROGRESS]] OPTIONAL: Wallmaster
– Bosses / NPC
> Break down later on
== Phase D (goal: 1-9-2016)==
Convert action object: obj_Switch
> OPTIONAL: Added new “terrain”: blocks on/off from the ground
> OPTIONAL: Added new “terrain”: magic tracks
Convert action object: obj_Container
> OPTIONAL: Added fully functional fairy pond
Convert darkness engine
Convert light sources
== Phase E (goal: 1-11-2016)==
Convert ALL character 36+ states (add list later on)
> OPTIONAL: New enemy: (golden) bugs (from trees)
> OPTIONAL: New “item”: enemy bombs (from tree mouth)
> OPTIONAL: Added new object: bumper
> OPTIONAL: Added new character state: Swimming
> OPTIONAL: Added new character state: Diving
> OPTIONAL: Added new character state: Drowning
> OPTIONAL: Added new “terrain”: magical tracks
Convert character transition animations
> OPTIONAL: Stairs up/down have black transition fade up/down
Convert character projectiles
Convert character shield mechanics
Convert character (other) collision mechanics
Convert character draw order and draw events
Convert scenes
Convert obj_Character remaining scripts / resources
== Phase F (goal: 1-12-2016)==
Rebuild Item menu
Rebuild Map menu
Manage to fully restored old demo in time for NCFC
0.17.141 Studio (15 mei 2016)
* Fixed beamos targeting sometimes being obstructed by self
* Edited / converted more enemy sprite resources
* Converted more enemies:
– Hardhat beetles (red / blue)
– Deadrock
– Sandman
0.17.142 Studio (16 mei 2016)
* Tweaked hardhat beetle animation slightly
* Started work on new enemies:
– Wall Eyelaser (2 versions + accompanying laser)
0.17.143 Studio (18 mei 2016)
* Implemented shaders for better performance during warp events
* Implemented shaders for better performance while getting shocked
* Edited diggrid usage to prevent warnings
* Fixed sounds and visuals when warping while standing in water
0.17.144 Studio (25 mei 2016)
* Converted more enemies:
– Gibo
– Stall
– Armos (default / sleeping / constant statue)
– Wizzrobes (alive / undead)
– Vulture
– Flying Tiles
* Edited / converted more enemy sprite resources
* Wizzrobes can no longer damage (or be damaged) while not fully visible
* Fixed tiling issue in the gauntlet area
* Fixed a few situational graphical issues with trees
(http://sl.uploads.im/t/9Zd7y.png) - Anti-Faerie (http://sj.uploads.im/t/apXQj.png) (http://sj.uploads.im/t/kJjcU.png) - Wall Cannon (http://sm.uploads.im/t/siq0W.png) - Stall (http://sl.uploads.im/t/KG7EA.png) - Gibo (http://sj.uploads.im/t/lpR2e.png) - Medusa block (http://sm.uploads.im/t/dyKVu.png) - Spiked block (http://sm.uploads.im/t/tRQh2.png) - Trickbox (http://sl.uploads.im/t/TCYPU.png) - Deadrock (http://sk.uploads.im/t/MwV2m.png) - Beamos (http://sl.uploads.im/t/omrjG.png) (http://sj.uploads.im/t/rVd3D.png) - Armos (http://sk.uploads.im/t/h8Iqy.png) - Vulture (http://sj.uploads.im/t/LxEDi.png) (http://sk.uploads.im/t/3LO2e.png) - Hardhat Beetle (http://sj.uploads.im/t/bvs64.png) - Sandman (http://sk.uploads.im/t/hiDTc.png) (http://sl.uploads.im/t/zma0u.png) - Wizzrobe / Undead wizzrobe | (http://sm.uploads.im/t/Xq7h8.png) (http://sm.uploads.im/t/rlFoW.png) - Cannonball (http://sl.uploads.im/t/Eaqp2.png) (http://sl.uploads.im/t/uR3W8.png) (http://sj.uploads.im/t/NGbXt.png) - Flying Tile (http://sk.uploads.im/t/OoxAN.png) (http://sl.uploads.im/t/sEPG7.png) (http://sk.uploads.im/t/yv5zw.png) - Deibadora (http://sk.uploads.im/t/DhUNw.png) (http://sk.uploads.im/t/ZKFg5.png) - Large spiked block (http://sj.uploads.im/t/UZHLK.png) (http://sj.uploads.im/t/3aSPs.png) - Spiked (http://sm.uploads.im/t/PGgru.png) (http://sl.uploads.im/t/w2GNP.png) - Guruguru bar |
0.17.145 Studio (5 juni 2016)
* Lost a full day worth of progress :(
* Converted more enemy sprite resources
* Converted more enemies:
– Turtle
– Octorok / Slarok
* Fixed issues with fireballs from trickbox / medusa block
0.17.146 Studio (6 juni 2016)
* Converted more enemies:
– Goriya
0.17.147 Studio (8 juni 2016)
* Converted more enemy sprite resources
* Converted more enemies:
– Bari
– Buzzblob / Cukeman
– Leevers
0.17.147 Studio (11 juni 2016)
* Finished new enemy: Wall Eyelasers (2 versions + accompanying laser)
* Fixed issues with red bari death
* Started work on new enemy: Winder
* Tweaked visuals guruguru bar
0.17.148 Studio (12 juni 2016)
* Converted some enemy movement scripts
* Made more progress with new winder enemy
0.17.149 Studio (3 juli 2016)
* Converted more default enemy sprites
* Finished new enemy: Winder
* Started work on new enemy: Spark
0.17.150 Studio (9 juli 2016)
* Finished new enemy: Spark
0.17.151 Studio (10 juli 2016)
* Improved spark movement scripting to also be able to handle non-integer speeds
* Converted another enemy: Eyegore (3x)
* Converted more default enemy sprites
* Finished converting all boss sprites
* Combined various terrain collision scripting
* Started work on new enemy: Snapdragon
// Ctrl + O = music on/off
// Ctrl + P = restart
// Ctrl + L = display diggrid
// Ctrl + Y = display collision grid
// Ctrl + C = open diggrid creator
// Ctrl + V = perform victory swing
// Ctrl + S = perform shock animation
// Ctrl + I = link dies
// Ctrl + X = change character depth layer
// Ctrl + Q = quit
// Ctrl + Z = gain rupees
// Ctrl + K = gain various items
// Ctrl + N = change equipment
// Ctrl + U = start credits
// Ctrl + T = open text debugger
// Ctrl + B = display solids
// Ctrl + A = open collisiongrid creator
// Ctrl + W = stop day-night time progress
// Ctrl + E = day-night time state switches to a random different state
// Ctrl + D = deactivate all outside of current room
0.17.152 Studio (16 juli 2016)
* Fixed collision errors with some specific terrain instances
* Further worked on church tileset
* Accidentally deleted personal development wiki – as you do
* Fixed various masking issues in dungeon 1 and 2
* Fixed missing transition object in throne room dungeon 2
0.17.153 Studio (17 juli 2016)
* Fixed fairy and enemy movements when outside current room
* Fixed slow framerate in right side of the moat in dungeon 1
* Fixed error in the room before 2nd subboss in dungeon 2
* Fixed depth issues leever surfacing
* Fixed more masking issues in dungeon 2
* Fixed error in entrance scene dungeon 2 boss fight
* Fixed error when boss dungeon 2 dies while projectiles still active
* Fixed error while collecting full heart items after boss fight
* Fixed error from NPC dissappearing in dungeon 2 end scene
0.17.154 Studio (18 juli 2016)
* Finished new enemy: Snapdragon
* Fixed main enemy movement script to also consider transition objects correct again
0.17.155 Studio (19 juli 2016)
* Tweaked coloring for Snapdragon enemies
* Started work on new enemy: Wallmaster
0.17.156 Studio (21 juli 2016)
* Finished converting all default enemy sprites
* Further worked on sewers tileset
0.17.157 Studio (25 juli 2016)
* Made it so wall masters respawn upon death
* Started work on next boss
0.17.158 Studio (28 juli 2016)
* Made more progress on new wall master enemy
0.17.159 Studio (30 juli 2016)
* Converted more enemies:
– Rope / Stalrope
0.17.160 Studio (31 juli 2016)
* Fixed / streamlined Rope AI
* Made more progress on wallmaster
* Converted another enemy: Popo
* Added new enemy: Ku / River Zora
* Sped up world warp animation
0.17.161 Studio (7 augustus 2016)
* Started work on lightworld tileset
* Worked some more on boss 3 (added more bodyparts – some of which are destructable)
* Converted another enemy: Ropa
0.17.162 Studio (14 augustus 2016)
* Updated enemy stat sheet with latest enemies
* Expanded collision mechanics to allow for enemies that deal no damage while remaining damagable themselves
* Converted more enemy mechanics:
– Resource release upon death
– Character action button interactions
– Create item after death
* Tweaked darkworld warp animation a little more
* Added new enemies:
– Sandcrab
* Fixed enemy bounce collision scripting to correctly detect transition objects again
* Converted more enemies:
– Tektites (also greatly expanded the AI)
0.17.163 Studio (17 augustus 2016)
* Made further progress on light world tileset
* Added additional type of enemy fireball projectiles
* Converted more enemies:
– Yellow slime (also fixed previous appearance issues)
– Zol (four types)
* Added new enemies:
– Kodongo (green / red)
0.17.164 Studio (18 augustus 2016)
* Converted character actions:
– Dying
– Use item (book of mudora)
– Use item (hookshot) (also tweaked max distance)
0.17.165 Studio (19 augustus 2016)
* Converted character actions:
– Fall down into next floor
– Fall in endless pit
* Tweaked visuals for ice tiles attached to moving platforms
* Made more progress on the wallmaster enemy
* Movement speed is slowed if walking in tall grass
0.17.166 Studio (20 augustus 2016)
* Converted character actions:
– Use item (firerod)
– Use item (icerod)
– Use item (rod of medu)
0.17.167 Studio (21 augustus 2016)
* Converted character rod magics (3x)
* Rewrote some sections behind the characters to (hopefully) prevent earlier rare inconsistent errors while pushing/pulling
* Fixed errors boss 1 entrance scene
* Fixed some issues with Studio within the boss 1 coding
0.17.168 Studio (28 augustus 2016)
* Converted more enemies:
– Boss 1 (also cleaned up and tweaked some things)
0.17.169 Studio (9 september 2016)
* Made more progress on overworld tileset
* Converted more enemies:
– Soldiers (grunts / rookies / archers)
– Stalfos (archer)
* Started work on new enemies: Tarosu (blue/red)
0.17.170 Studio (10 september 2016)
* Converted character actions:
– Victory swing
– Get item
– Idle animations
– Shocked
– Use item (quake)
– Use item (ether)
– Use item (bombos)
* Bottles now only consumed if not yet at full health/magic
* Fixed glitch where the character stays invisible after falling in an endless pit
* Fixed collision grid boss 1 room
* Fixed collision grid secret entrance desert dungeon
* Fixed masking issue specific staircase in desert dungeon
0.17.171 Studio (11 september 2016)
* Tweaked light effect while using Ether medallion
* Tweaked Kodongo health values
* Finished new enemy: Wallmaster
0.17.172 Studio (17 september 2016)
* Converted character walking speeds to 60 fps
* Converted all subboss scenes dungeon 1
* Converted more enemies: subboss 1 (+small fixes and gameplay tweaks)
0.17.173 Studio (18 september 2016)
* Fixed transparancy issue after getting shocked
* Added a small pedestal for subboss 1
* Tweaked subboss 1 difficulty
* Converted all boss scenes dungeon 1
* Fixed AI glitch in boss 1 fight
* Updated collision grids debug area and subboss 1 room
* Converted most of the character screen transitions
* Added screen fade to using stairs between floors
0.17.174 Studio (27 september 2016)
* Converted last character screen transitions
* Rebuild the ledge jumping mechanics entirely
* Converted character actions:
– Use item (hammer)
* Added splash effect for slamming the hamer onto water
0.17.175 Studio (1 oktober 2016)
* Tweaked boss 1:
– Better transition into angry mode
- AI is now location independant
– Wall knights are better properly alligned agian
– Boss now better accounts for character out of bounds
0.17.176 Studio (2 oktober 2016)
* Added multiple spawn location functionality for the following enemies: Ku, Zora, (Undead) Wizzrobe
0.17.177 Studio (6 oktober 2016)
* Failed at building/implementing a universal pallette swap shader
* Fixed darkness graphical issue for rooms without darkness but with elevated bridges
* Finished converting darkness engine
0.17.178 Studio (7 oktober 2016)
* (Most) enemies now get pushed back before actually dying (like in the original)
* Tweaked Gibo timing
* Tweaked dungeon 1 boss appearance scene slightly
* Ku/Zora enemies now only react to character if onscreen
* Tweaked appearance speed and health for Ku/Zora enemies
* Ku/Zora enemies are now killable
0.17.179 Studio (8 oktober 2016)
* Added additional boss 1 (in the debug overworld)
* Arrows no longer stick to dying enemies
* Converted enemy death object
* Converted more enemies:
– Pols Voice
– Stalfos (headless body and rotating head)
0.17.180 Studio (9 oktober 2016)
* Added new enemy:
– Floating green stalfos head
* Converted more enemies:
– Stalfos (normal & bone throwing)
* Tweaked stalfos to throw bone *after* jumping out of the way
* Tweaked settings various thrown projectiles
0.17.181 Studio (16 oktober 2016)
* Improved fairy movement script (= smoother movement + fairies can now ignore pits)
* Converted character actions:
– Use item (bottles)
– Use item (net)
* Converted hero item collection script
* Converted exploding landmine
* Converted character landing in water scripting
* Tweaked net usage for better visual flow to/from idle standing
0.17.182 Studio (17 oktober 2016)
* Converted character animation “library” script
0.17.183 Studio (21 oktober 2016)
* Tweaked dwindelstair transition animations slightly
* Converted character actions:
– Getting hurt
* Started work on converting the walking states
0.17.184 Studio (22 oktober 2016)
* Converted character actions:
– Walking (normal / while carying)
– Running (normal / while carying)
– Use item (boomerang)
– Use item (cane of byrna)
– Use item (cane of somaria)
* Fixed slowdown during full screen by disabling new gamemaker anti-tearing function
* Converted movement sounds (+fixed running sounds during menu's)
* Started work on new item: Red Boomerang
* Converted walking on default stairs
* Disable terrain effect while dying in the water (etc)
* Fixed error from throwing a bush into a hitswitch
* Fixed being able to damage enemies while running into them while carrying something
* Fixed glitch where soldiers are able to chase through bushes
* Made soldier less adept at chasing Link for more fairness
Here!
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
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
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)
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
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
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
0.17.198 Studio (18 december 2016)
* Converted map menu
* Converted item menu
* Fixed graphical issue in the HUD
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
I think there's a mistake with the download links for demo 0.18.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event2
for object parent_Character_Sprite_Detached:
Variable parent_Character_Sprite_Detached.condition2(100242, -2147483648) not set before reading it.
at gml_Script_scr_Char_Collisions_Detached
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_Char_Collisions_Detached (line 0)
gml_Object_parent_Character_Sprite_Detached_Step_2
Thanks for testing XD. I should have all the glitches fixed by the weekend.
Editing the buttons is probably no issue. I'll try it out.
The enemy responses to the boomerang is a matter of me not comparing to the original. Stunning all soldiers makes sense since their all human so I'll add that. The buzzblob stopping to electrify when stunned I'll have to think about. You don't feel it's more logical this way?
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event2
for object parent_Character_Sprite_Detached:
Variable parent_Character_Sprite_Detached.condition2(100242, -2147483648) not set before reading it.
at gml_Script_scr_Char_Collisions_Detached
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_Char_Collisions_Detached (line 0)
gml_Object_parent_Character_Sprite_Detached_Step_2
the thing with the buttons is just, that it shouldn't use more than the original don't you think? can be used any of them as long as the amount of buttons doesn't reach a certain point... its useless to use buttons one time and then never again anyways right?
how should a player fight the buzzblob? i always stunned them so i can attack... they don't even indicate in their graphics that they electrify when they are stunned, they just hurt D:
too me the logic is either they stop "buzzing" when stunned or just can't be stunned.
the post of PendulumSwing is exactly what i've talked about too ;)
also. fatal error (seems to be the same)
normal shield, attacking a bush while boomerang is still flying
edit2: Royal Tombs, the Green Soldier with Dagger(?) and small shield ignores the player... i don't know if that because its an older dungeon of yours or he is a weak version.
I believe that's simular to the original. Those are the rookies, which are meant to be simplier then the regular soldiers. In the final game, they'll be placed before you'll encounter the tougher soldiers.
Also, I fixed the cave issues on my end (along with doing some tweaks to enemy properties). I was thinking I should release a new demo a.s.a.p. but considering the amount of feedback I think it's best if I take my time and release a more robust update by the end of the weekend. That'll give me a chance to also add the new boss somehow as well. (Also, it's late for me and work starts early).
Thanks for the feedback so far. I'm loving it.
0.18.01 Studio (2 januari 2017)
* Started work on new item: magic powder
* Did work on tilesets and new dungeons
0.18.02 Studio (8 januari 2017)
* Did more work on the magic powder
0.18.03 Studio (14 januari 2017)
* Started work on new boss: Moldorm
* Plug small memory leak sandsnakes
* Fixed minor found visual issues boss 2
0.18.04 Studio (15 januari 2017)
* Finished new boss: Moldorm (boss)
* Added new enemy: mini-moldorm
0.18.05 Studio (17 januari 2017)
* Fixed collision issue cave of adventure
* The following enemies are now stunned if hit with the boomerang: Human soldiers, Snapdragon
* Made progress fixing screen glitch full screen mode
0.18.06 Studio (18 januari 2017)
* Fixed errors with the map menu
* Made more progress adjusting all mis-alligmnent during full screen mode
* Fixed visuals issues map menu framing while in full screen mode
0.18.07 Studio (19 januari 2017)
* Corrected all found fullscreen mis-allignment
* Fixed boomerang errors when colliding with red soldier's shield (and simular issues)
* Fixed boomerang going through bushes and cutting them multiple times
0.18.08 Studio (20 januari 2017)
* Added option to enable name typing (rather then it being ON by default)
* Edited default control set-up (see the controls on the option screen for the new controls)
* Enter, Space and Escape are now allowed as options for key binding
* Window is centered at start up and screen size changes
0.18.09 Studio (21 januari 2017)
* Gibo core can now be damaged by projectiles (like the sword beam)
* Added 3rd boss to demo (+ mini-moldorm)
- fullscreen is better, yet not perfect (attachment 18.09vs18.00 )
- Name Select Screen Selection is behind the words and background (attachment)
PS: Did you reach the new boss in the new cave? It's not too difficult is it?
Sorry, didn't mean to push or rushno sweat, just answered your question so that you know what to expect the following days
0.18.10 Studio (23 januari 2017)
* Fixed surface issue name selection screen (after changing screen dimensions)
* Fixed full screen GUI issues better
0.18.11 Studio (28 januari 2017)
* Simplified coding behind usage of area welcome text
* Started work integrating the option screen into the item menu
0.18.12 Studio (4 februari 2017)
* Spend time designing new rooms / areas
0.18.13 Studio (5 februari 2017)
* Finished adding new item: magic powder
(including exceptions for: Anti-Faerie, Buzzblob, turning enemies to slime, effects on torches)
* Made powder available for all starting players
* Fixed area text displaying too often on overworld
0.18.14 Studio (4 maart 2017)
* Made progress designing new dungeons
0.18.15 Studio (5 maart 2017)
* Made progress designing new dungeons
* Started work on magic maze mechanics
0.18.16 Studio (7 maart 2017)
* Finished added magic maze mechanics
0.18.17 Studio (8 maart 2017)
* Further tuned magic maze mechanics
0.18.18 Studio (17 maart 2017)
* Did some trailruns for conversion to Gamemaker Studio 2
0.18.19 Studio (18 maart 2017)
* Fixed visuals during credits screen for larger screen sizes
* Game longer does trickery with foregrounds for less code in GMS2
* Changed various naming conventions and subscribt for cleaner code in GMS2
0.18.20 Studio (19 maart 2017)
* Switched to GMS2
* Edited code regarding camera usage (and blend mode usage)
0.18.21 Studio (20 maart 2017)
* Started implemented room inherentance tree
* Started defining generic room layers
0.18.22 Studio (24 maart 2017)
* Finished implementing room inherentance tree
* Reorganized the game's macro's
0.18.23 Studio (25 maart 2017)
* Made lots of progress setting up 3th generation tilesets to take more advantage of GMS2 functions
* Moved various development logs into Gamemaker
0.18.24 Studio (26 maart 2017)
* New dev layers visibility off during default play
* Completely went over all the layers of the titlescreen, gameselect and credits (also cutting now obselete resources)
* Map menu now uses proper gms2 functions for getting room backgrounds
* Fixed shock animation
* Started documenting naming conventions in GMStudio
* Further improved new tilesets
0.18.25 Studio (27 maart 2017)
* Implemented JSDoc for all script arguments
0.18.26 Studio (29 maart 2017)
* Made further progress on tilesets
* Did more experimentation on layers
0.18.27 Studio (2 april 2017)
* All objects are now (first) created on a single layer
0.18.28 Studio (8 april 2017)
* Populated layer_Shadows for all rooms
* Started implementing newly optimized tilesets
0.18.29 Studio (9 april 2017)
* Made a lot more progress on the new tilesets and implementation
* Fixed glitch where enemies can move over some types of terrain
* Replace almost all usages of obselete function: instance_create
0.18.31 Studio (15-26 april 2017)
* Cleaned up (faulty) coding behind dynamic depths enemies/character/various objects
* Removed last remaining usages of obselete function: instance_create
* Implemented enum() for floor numbers
* Made further progress on new tileset (implementation)
0.18.32 Studio (27 april 2017)
* Added cave on adventure (=new intro cave)
* Made more progress on mansion dungeon
* Chest types now handled via enum values
* Lots of smaller room changes
* Fixed depth issue HUD
* Made more progress on retiling with new tilesets
0.18.33 Studio (28 april 2017)
* Made more progress on intro cave and mansion dungeon
* Made more progress on retiling with new tilesets
0.18.34 Studio (29-30 april 2017)
* Added various generic helper functions for checking room conditions (like if all enemies are dead). Mainly done to save time and complexity in the future.
* Made pressure plates simpler/faster to implement
* Finished version 1.0 of intro cave
* Made lots of progress on the mansion dungeon
* Edited the way visuals are determined for locked and conditional doors
* Cut large blue chests that do not require a the master key
* Magicly appearing staircases now handled differently (cutting some duplicate sprite resources)
0.18.35 (1-7 mei 2017)
* Made more progress on retiling with new tilesets
* Made more older functions obselete
* Added drowning in deep water
* Fixed visual issue map menu
0.18.36 (12 mei 2017)
* Added new single scripting for adding one-off items to dungeons
* Made a little progress on implementing Mansion Dungeon
* Made more progress on retiling with new tilesets
* Reorganised external files more logically
* Fixed a few minor masking issues
* Finished tilesets for all the (new) dungeons
0.18.37 (13 mei 2017)
* Fixed issues after new Gamemaker update (Those unasked updates really annoy me sometimes)
* Fixed glitch with collectable heartpieces+keys
* Added collectable flippers in cave
* Silver arrows now shoot faster
* Further expanded water/swimming mechanics
* Added error sound when trying to use bottle when already fully healthy
* Fixed issue with effects starswitches
* Made more progress on retiling with new tilesets
0.18.38 (14 mei 2017)
* Made more progress with the swimming mechanics
* Made more progress on retiling with new tilesets
0.18.39 (21-28 mei 2017)
* Made more progress on swimming mechanics
* Made more progress retiling using new tilesets
* Added diving mechanics
* Made it so you're forced to come up for air eventually
0.18.40 (2-4 juni 2017)
* Made decent progress on the tilesets for the overworlds (now about half way finished)
* Fixed depth issue with shadows during death
0.18.41 (5 juni 2017)
* Added triangles to deep water surfaces
* Made it so you can moothly swim from one deep water area to an (adjacent) other one
0.18.42 (9-10 juni 2017)
* Made progress on the overworld tileset
* Expanded ligth world visuals
* Expanded the overworld with a makeshift swimming area
* Mechanics now account for running directly into deep water
* Changed projectiles being blocked by deep water
* Made it so you also get proper hurt recovery time while swimming
* Edited swimming speed / gamefeel a little more
* Fixed various other smaller bugs with swimming mechanics
* Fixed visuals Ku/River Zora
* Made it so Ku/River Zora will now damage swimming players on contact
0.18.43 (11 juni 2017)
* Finished documenting all variables used in software
* In dungeon 1 and 2 you can now activate shortcuts to/from the dungeon entrance. (Mainly added because the bosses are already hard enough).
* Made more progress retiling using new tilesets
0.18.44 (16-25 juni 2017)
* Made lots more progress retiling using new tilesets
* Expanded red boomerang to be able to collect multible items at once
0.18.45 (1-9 juli 2017)
* Made A LOT of progress on the mansion level
* Made more progress retiling using new tilesets
* Added unlockable cell doors
* Added keyblocks (like in Link's Awakening)
* Expanded on the breakable wall objects
* Entirely rewrote magic maze mechanics to fix some issues
* Red boomerang better grabs items
* Red boomerang can now pass over deep waters
* Connected Mansion 2nd and 3rd floors to lobby
0.18.46 (14-15 juli 2017)
* Simplified wall light object creation scripting
* Made more progress retiling using new tilesets
* Edited Murray welcome speech
* Connected garden shed in Mansion level
* Added master key to collect from the ground
0.18.47 (16 juli 2017)
* Made lots of progress on the new overworld tilesets
* Made lots of improvements to mansion dungeon
0.18.48 (13 augustus 2017)
* Finished the new lightworld overworld tilesets
* Started retiling all overworld tilesets
0.18.49 (14-27 augustus 2017)
* Day-night mechanic now also enabled for mansion garden
* Made some edits to mansion cells
* Expanded NPC objects
* Made progress retiling overworlds / caves
* Added some NPC's and other hints to dungeon entrances and mansion
* Connected mansion to overworld
* Made progress on the mansion garden
* Made improvements to the overworld tileset
* Added a functional ending scene to the mansion (just to indicate the area is conquered)
0.18.50 (3 september 2017)
* Gibo cloud can no longer get stuck around corners
* Made more progress retiling overworld
* Expanded red boomerang to also bounce off walls
* Red boomerang can be recalled mid flight (and eager to get feedback on it's gamefeel)
* Fixed issues with boomerangs not correctly collecting items
0.18.51 (9 september 2017)
* Fixed several tiling and collision issues in debug area
* Integrated hitswitch for colored on-off blocks into general hitswitch object
* Removed red boomerang recall functionality
* Finished adding colored on-off blocks
0.18.52 (10 september 2017)
* Added pushable windrooster statues
* Added first of a series of statue puzzle to the garden
* Added conditional blocking objects
* Added graves
0.18.53 (11 september 2017)
* Found and fixed small memory leak in an idle animation
* Tweaked some of the garden transitions
* Added more statue puzzles to garden
* Made more progress retiling all the overworld area's
* Improved consistency grid collision systems
0.18.54 (12 september 2017)
* Made more progress retiling all the overworld area's
* Made more progress on mansion garden
* Removed several (now) obselete tilesets
* Added text to garden graves
0.18.55 (13 september 2017)
* Made more progress retiling existing area's
* Replaced + expanded all animated lightworld tiles
* Replaced obselete background_assign function
* Removed several more (now) obselete tilesets
* Added soldier statues for mansion inside rooms
* Added some ponds to the mansion garden
0.18.56 (14 september 2017)
* Discovered and implemented new setup for animated tiles
* Finished retiling overworlds
* Improved boomerang interaction with hitswitches
* Finished mansion library area
0.18.57 (15 september 2017)
* Finished mansion fairy room
* Made progress tiling mansion F2 further
* Made more progress retiling dungeon area's
0.18.58 (16 september 2017)
* Finished garden shed
* Made more progress retiling dungeon area's
0.18.59 (22 september 2017)
* Made more progress retiling dungeon area's
* Made more progress designing F2 of Mansion
0.18.60 (30 september 2017)
* Made more progress retiling dungeon area's
* Finished mansion F3 floor
* Made more progress on mansion F1 floor
* Added breakable walls for mansion
0.18.61 (1 oktober 2017)
* Almost finished mansion F1 floor
* Made more progress retiling dungeon area's (just a few room left now)
0.19.01 (31 oktober 2017)
* Fixed several tiling errors noticed in NCFC lifestreams
* Fixed not increasing max arrows if collecting the silver bow&arrows before the normal bow&arrows
* Fixed being able to swim without flippers (if first walking through shallow water)
* Fixed visuals Desert Palace F3 secret wall (can't reproduce any kind of soft lock though)
* Fixed small visual glitch for mansion garden map
0.19.02 (1 november 2017)
* Fixed depth issue entrance room dungeon 1
* Fixed sound desert bookcase entrance moving still set to 30 fps
0.19.03 (2 november 2017)
* Fixed depth issue with transition secret bookcase entrance desert palace
* Removed fps and room index in caption (=small performance increase / not really used all that much anyway)
0.19.04 (3 november 2017)
* Optimized/cut more resources (so less texture groups are used / performance should improve slightly)
* Fixed some compiler tile layer warnings
* Started work on overworld 2.0
0.19.05 (4 november 2017)
* Digging effects are now drawn to tilelayers instead of large surfaces (improving performance when moving to/from large rooms; also gives better performance)
* Additional scripting to deactive most enemies outside of current view (=big performance boost)
* Reorganised some more resources
* Fixed darkness issue encountered in debug area's
0.19.06 (5 november 2017)
* Improved (chasing) spiked block enemy AI / speed
0.19.07 (17 november 2017)
* Edited Goriya to be weak to bombs
* Bombs now push back enemies further/longer
* Edited hint about library in Heimgartner Mansion (+added sign to better indicate where that is and is not)
* Tweaked enemy placement in Mansion slightly
* Made it slightly easier to keep distance with soldier grunts
* Fixed shield not working
* Reworked puzzles in intro cave
* Tweaked texture usage some more for another slight performance boost
0.19.08 (18 november 2017)
* Started work on boss for the intro cave
0.19.09 (19 november 2017)
* Fixes some missed visual glitches basement desert palace
* Reorganised common variables enemy AI's
* Made it impossible to enter the gauntlet area before getting the desert treasure
* Fixed lock in bedroom scene in desert palace. (Finally was able to replicate it by getting uneven x coordinates)
1. A german student has offered to translate the game into German and possibly Russian. While the full game is still 2 years (fingers crossed XD) from completion I agreed to this because it helps him as a translator and because the engine shouldn't be any worse off. The way I'm picturing it is that I could release all ingame texts in a seperate file later-on so people can translate it into other languages as well if they feel like it.
0.19.10 (2 december 2017)
* Improved shadow scripting performance
* Reorganised textfiles some more
* Made more progress on next dungeon (=water prison)
* Fixed a few tiling issues in debug areas
0.19.11 (3 december 2017) PUBLIC SMALL RELEASE
* Made more progress on next dungeon (=water prison)
* Reorganised textfiles some more
------------------------------------------
0.19.12 (9 december 2017)
* Made more progress on next dungeon (=underwater prison)
0.19.13 (10-22 december 2017)
* Made much more progress on underwater prison dungeon (tiling + design mostly done for now)
* Made some more progress designing temp overworld replacement(s)
0.19.14 (23 december 2017)
* Added visual representation for context sensitive action button and attack button to HUD (needs more work to finish)
* Expanded options menu to allow the disablement of added buttons to HUD
0.19.15 (24 december 2017)
* Fixed oversight in option menu expansions
0.19.16 (27 december 2017)
* Improved performance action button usage slightly
* Finetuned action text added to HUD (also now distinguishes between read/talk/check)
* Made more progress working on underwater prison
0.19.17 (29 december 2017)
* Made more progress working on underwater prison
0.19.18 (30 december 2017)
* Made more progress working on underwater prison
0.19.19 (1 januari 2018)
* Made lots of progress on underwater prison (various more rooms masked + various doors/switches/chests placed)
* Game now allows the player to collect multiple bundles of bombs from chests without repeat intro text
* HUD now also detects “open” action possibility
Just a quick question:The bookcases aren't distracting. If anything, they add something new.
Are the sideways bookcases in the attached screenshot distracting?
I've added some space between them and the other bookcases, but I'm still doubting myself on this one. Outside input is welcome.
0.19.20 (6 januari 2018)
* Fixed a long running visual glitch where, if you stop pushing and directly time to try to the sides, you may be shown pushing nothing
* Started work on (water level) push switches (post screenshot)
0.19.21 (7 januari 2018)
* Finished (water level) push switches
* Tweaked puzzles in water prison
* Started working on dynamic water levels triggered by push switched
0.19.22 (13 januari 2018)
* Can now dive to collect items
* No more errors if you walk towards jumpable ledges from an invalid direction
0.19.23 (14 januari 2018)
* Added visuals for transparent deep water
* Fixed small bug in deep water generation scripting
* Fixed small saving bug
0.19.24 (19 januari 2018)
* Improved collisions while swimming in deep water
* Redid setup for getting out of deep water via jump
* Interaction ledge jumping and landing in deep water added
* Tweaked jumping in the deep water from broken ladders
0.19.25 (20 januari 2018)
* Cleaned up the coding a little regarding water object creation
* Added water animated water flow from the wall
0.19.26 (26 januari 2018)
* Loving the studio profiling options: The engine has been tweaked all over to achieve a whooping combined performance increase of 41% (while in the debug room)
0.19.27 (27 januari 2018)
* Improved performance of room transition coding quit a lot
* Performance in debug room improved by another 7.5%
* Performances boosted by another 17,5% if room doesn't contain darkness mechanics
0.19.28 (28 januari 2018)
* Added raising waterlevel (single body of water for now
0.19.29 (2 februari 2018)
* Tweaked water animation from the water spewers
0.19.30 (4 februari 2018)
* Improved collisions for jumping out of water
* Tweaked specific ledge jump objects
* Added more water level raising scenes
0.19.31 (11 februari 2018)
* Improved efficiency of darkness engine (for 6,7% overall performance improvement while stationairy in debug room)
* Further improved prison dungeon tiling
* Increased game performance in debug room by another 5% recoding various misc. Mechanics
* Improved Anti-Faerie AI performance by about 30%
* Further optimized performance for trees and enemy general AI if outside of the screen
* Fixed boomerang not being able to fly over small outside holes in the ground
* Improved performance snapdragon movement script
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)
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
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
0.19.47 (22 april 2018)
* Made lots more progress on underground prison
* Tweaked ledge jumping (so less placement limitations remain)
0.19.48 (23 april 2018)
* Made more progress on underground prison rooms
0.19.49 (24 april 2018)
* Expanded save/load script so I can save more digits per variable (so I can also fit room coordinates when needed)
* Found a (gamemaker?) visible bug when an object depth becomes 4.699.880. No solutions in mind apart from redoing the entire depth system :S
0.19.50 (28 april 2018)
* Fixed some tiling oversights
* Added the last of the flooding animations
* Fixed oversight in game loading script
* Character can now walk over water if on a bridge
* Added visuals for waterfall stopping
* Added raising waterlevels for all other switches in waterprison
* Added first of the water draining sequences
0.19.51 (30 april 2018)
* Made some more progress populating dungeon rooms with various objects
* Added various push objects / puzzles to the dungeon
* Fix issue: invisible Link if you jump out of the water instantly after coming up for air
* Now also correct depths while diving under the floors
* Fixed issue: jumping out of the water for a fraction if damaged by an enemy while swimming
0.19.52 (6 mei 2018)
* Added yet another room draining animation. (Almost done with these for thios dungeon)
* Redesigned my garden this weekend and achieved both enjoyment and soar hands and knees :)
0.19.53 (10 mei 2018)
* Added last remaining water flood and draining animations
* Populated dungeon with metal floors
0.19.54 (11 mei 2018)
* Added NPC reactions after text (like starting to follow you)
* Finished more areas of underwater prison
* Finished all minor cells in underwater prison
* Implemented some more minor room goals
0.19.55 (12 mei 2018)
* Added the ability for NPC to follow the player (although I still need to expand the NPC movement animations for this)
* Made progress designing the last prison room to add
0.19.56 (13 mei 2018)
* Almost fully implemented new NPC: the damsels from lttp
* Almost finished custom visuals for new NPC: florine
* NPC's will now continue to follow you as you walk to other rooms on the same floor
0.19.57 (22 mei 2018)
* Fixed error when NPC tries to follow you to another floor
* Corrected NPC animations while following
0.19.58 (25 mei 2018)
* Improved NPC movement visuals furthers
* NPC now stops following if you walk into deep water
* Interacting with NPC's is now displayed as more then just “read”
* Finished map menu details for underwater prison
* Added extra secret room to underwater prison
0.19.59 (26 mei 2018)
* Added NPC respawn mechanics (=they follow you to another room and can still be found in that room if you leave them there – unless leaving a dungeon / area entirely)
0.19.60 (27 mei 2018)
* Added some prisoner messages for light lore
* Did some bugfixing in regards to NPC respawn mechanics
0.19.61 (28 mei 2018)
* Fixed funny bug allowing endless NPC spawning
* Did more bugfixing in regards to NPC respawn mechanics
0.19.62 (1 juni 2018)
* Added Florine to Underwater Prison
* Finally made it work with all the various other mechanics: NPC's can now also follow you to other Gamemaker rooms (=different floors/dungeons/etc) uninterrupted.
0.19.63 (2 juni 2018)
* Enemies can now interact with pressure plates (but only turned on for NPC's)
* Tweaked dungeon map some more
0.19.64 (9 juni 2018)
* Fixed character state when instantly changing to opposite direction while stopping to push pushable object
* Added extra intro scene with Murray
* Fixed: Murray not always laughing correctly during some scenes
0.19.65 (10 juni 2018)
* Connected dungeon to overworld
* Adjusted default screen transition to better account for following NPC's (so they get stuck less in closing doors)
* Fixed NPC walking into you if you walk in tiny bursts for a little bit
0.19.66 (17 juni 2018)
* Made more progress setting up Florine's scenes.
* Discovering more issues with NPC respawning that will need to be fixed
0.19.67 (29 juni 2018)
* Fixed a number of issues found with NPC respawning
0.19.68 (1 juli 2018)
* Rewrote Florine dialoog
* Fixed last (?) issues with NPC respawning
* Fixed Underwater endscenes not triggering based on NPC positioning
0.19.69 (7 juli 2018)
* Fixed errors when suddenly switching into the push state (from a walk state without a shield)
* Further tweaked Florine conversations
* Fixed error when a third textbox instantly follows others but has a different display speed.
0.19.70 (8 juli 2018)
* Tweaked breakable walls in prison
* Edited content of most chests in prison
* Retiled a number of rooms slightly
* Tweaked some drops and room layouts to hint at bomb usage at places
* Populated dungeon with containers
* Moved conditional doors, locked doors and keys around, changing the dungeon order a bit
Well, do try to not get totally burned out permanently. I'm hoping to see this reach completion!
0.19.71 (9 juli 2018)
* Fixed character shadow turning blue when walking over over while on a bridge
* Tweaked some doors after more playtesting
0.19.72 (21 juli 2018)
* Fixed a few minor depth issues
* Finally finished final Florine scene in Underwater Prison
0.19.73 (26 juli 2018)
* Fixed case of dissappearing staircase during water raising
* Populated the dungeon with all remaining containers
0.19.74 (27 juli 2018)
* Fixed some small depth issues
* Populated the dungeon with last enemies
0.20.00 (29 juli 2018)
* Finished area around the last of the cells
* Made it possible to collect arrows from chests without a bow
* Fixed blob spawning + added additional spawn state
* Tweaked some more small tweak to the dungeon
* Added extra state to default stalfos so they can now also fall from above
* Fixed issue with Stalfos getting stuck in cell doors
==================================================
0.20.02 (30 juli 2018)
* Intro cave: Removed unfinished Murray Boss fight
* Intro cave: Flipper item replace by collectable bomb
* Intro cave: Removed door sound if entered from the outside
* Underwater prison: Added last missing containers
* Underwater prison: Removed map/compass pre-collected status (=was for testing; forgot to remove after)
* Underwater prison: Fixed some last tiling issues
* Underwater prison: Fixed blue blobs reacting to you while on a different floor
* Underwater prison: Blue blobs from above trigger sooner if link nearby
* Underwater prison: Tweaked a bunch of smaller stuff
* General: Reorganised how GML room data is stored (=data like bg music to play)
* Underwater prison: Fixed left door of boss not closing based on dungeon action order
* Underwater prison: Collisions with default transition terrain now only trigger if on the same depth plane
* Underwater prison: Fixed boss music not stopping after kill
* Underwater prison: Fixed end scene moving you to a placeholder location on overworld
* Underwater prison: Fixed oversight in escape puzzle once solved and returning
* Underwater prison: Fixed issue when getting flippers from main chest
* Underwater prison: Fixed some area's not getting displayed as flooded as intended
0.20.03 (31 juli 2018)
* Underwater prison: Fixed not being able to use the sword while walking on the walkway over water
0.20.04 (2 augustus 2018)
* Underwater prison: Improved performance for enemy movement
* Underwater prison: Improved performance for container drawing / detection
* Underwater prison: Improved performance further for mini-Moldorm AI when offscreen
* Underwater prison: Improved performance further for enemy sprite drawing
0.20.05 (3 augustus 2018)
* Underwater prison: Fixed some enemies getting stuck in solid action objects and terrain objects
* Overworld: Fixed tiling issue
* Sewers: Fixed tiling issue
0.20.06 (4 augustus 2018)
* Overworld: Removed some usages of draw_rectangle to boost performance a little
* Debug area: Fixed memory leak during some room transitions
* Starting screen: Removed all draw_line() functions for performance
* Gameselect: Fixed memory leak with obj_Character surfaces not getting flushed
* Further optimized HUD drawing
* Combined effects from getting bows and/or arrows
* Combined code, that turns some of the objects outside of view, into one
* Massively rewrote the terrain collision scripting
0.20.07 (5 augustus 2018)
* Fixed sporadic error when cutting multiple bushes
* Fixed error when shooting enemy with arrow
* Improved performance collisions woth character projectiles
* Arrows now also ignore holes in the ground below bushes
* Fixed some issues with exiting water
* The collision masking when running into breakable walls/stone piles is now more forgiving
* Breakable blocks can now also be destroyed by running into it
* Further improved efficiency enemy movement scripting
* Tree drawing performance further improved
* Mansion: Fixed master chest being inaccessable
* Mansion: Fixed small shed tiling issue
* Mansion: Tweaked dinning room tiling
* Desert: Tweaked chest placement in secundairy entrance to make it harder for people to miss the actual entrance
* Desert: Fixed tiling issue on F3
0.20.08 (6 augustus 2018)
* Desert: Fixed tiling issue door upper left of main plaza
* Improved performance of containers, shadows and various enemy movement scripts
0.20.09 (7 augustus 2018)
* Mansion: Secret treasure now contains the blue tunic
* Slightly improved performance warp draw event
* Mansion: Fixed masking issue in shed
* Fixed tunic colors not drawing correctly during warp animations
0.20.10 (8 augustus 2018)
* Mansion: Updated masking issue in diner
* Combined most HUD surfaces for a little better performance
0.20.11 (11 augustus 2018)
* Textures now increased form 2k to 4k (aka 64 MB)
* Combined more surfaces in HUD
* Optimized more tilesets so the game now runs on a single texture
* Small optimization to enemy draw scripting
* Made wall crash destruction more lenient, in how it's detected, yet again
* Fixed visuals while stationary in deep water with upgraded tunic
* Fixed issue in shock animations
0.20.12 (12 augustus 2018)
* Slight improvement to enemy AI + drawing performance
* Big performance boost to context button text detection
* Tweaked tiling and object placement in Mansion Shed
* Tweaked character collisions for performance
* Fixed issue where you can continuously crash into a bookcase to move a key endlessly
* Fixed a few more masking oversights
* Fixed visual oversight in item menu
* Tweaked fairy masking to make it less likely they get stuck in walls etc
0.20.13 (13 augustus 2018)
* Desert palace: Fixed depth issue flying tiles
0.20.14 (17 augustus 2018)
* Improved performance of spiked block enemies
* Improved performance of general enemy step event
* Improved performance of container draw event
* Improved performance of use of collision grids
* Desert palace: Tweaked bedroom scene
* Desert palace: Fixed minor masking issue
* Desert palace: Fixed secret entrance scene
* Your character name now gets trimmed
* Desert palace: Fixed subboss scenes not triggering
* Desert palace: Fixed a hole's masking on F2
0.20.15 (18 augustus 2018)
* Spend the full day fixing the shock, darkness, warp and day-night scripting ( which I appearently all broke while improving their performance – whoops :S )
* The context button now also shows you “open” tekst for doors (if you hold the needed key)
* You can now also grab locked doors and keyblocks
0.20.16 (19 augustus 2018)
* Mansion: Fixed maze mechanic + masking issue
* Mansion: Improved camera system to cut screen distortion during screen transitions
* Made default movement scripting pixel perfect (again)
* Mansion: Tweaked endscene so link doesn't walk through a solid object
* Small optimization boost to obj_GUI step event
* Squeezed more performance out of the HUD
* Mansion: Fixed doorway for returning from the boss fight
* Fixed visual inconsistency on game select screen
* Fixed error when trying to read from statues
* Tomb: No longer able to get stuck in first bird statue
* Fixed not being able to continuously read from statues
* Tomb: Improved performance cannonball room
* Tomb: Fixed a few tiling issues
* Tomb: Green eyegore now insta killed by bombs
* Tomb: Red and blue eyegore are now damagable by bombs
* Tomb: Fixed error when killing a floating head
* Tomb: Fixed conditional door room left of F1 torch room
* Tomb: Fixed cannonball trajectories in cannonball puzzle
* Tomb: Fixed scene when first torch gets lit
* Tomb: Fixed scene when fourth torch gets lit
* Desert palace: Fixed error in scene bossfight 2 intro
0.21.00 (26 augustus 2018)
* Made progress finishing the overworld tilesets
0.21.01 (8 september 2018)
* Upgraded to GameMaker:Studio2 version 2.15 (and got a massive performance drop as thanks –.- )
(= fps now tanked from 60+ to about 45)
* Screen size and positioning now saved using global variables (for better performance)
* Switched from default collision functions to the new list collision functions from the latest Gamemaker update (for “simpler” / faster code)
* Cleaned up older collision functions for a little bit better performance
0.21.02 (9 september 2018)
* Dropped back from Gamemaker 2.15 to 2.14, because 2.15 capped the fps to 45 fps regardless of my coding solutions.
* Screen size and positioning now saved using global variables (for better performance)
* Removed various uses of the draw_rectangle functions for better performance
0.21.03 (14 september 2018)
* Keypart of the HUD now always in front of screen transitions while in a dungeon area
* Started work on extra idle animations
0.21.04 (15 september 2018)
* Added dancing idle animation
* Added guitar idle animation
0.21.05 (16 september 2018)
* Tweaked dark world warp animation
* Started work on new “enemies”: Cucco (alive / dead)
0.21.06 (17 september 2018)
* Made cucco weak to all types of fire
0.21.07 (22 september 2018)
* Made more progress on the cucco's
0.21.08 (6 oktober 2018)
* Made big progress finishing the light and dark overworld tilesets
0.21.09 (7 oktober 2018)
* Added dropbox download for latest demo
* Finished light overworld tileset (incl all animations; excl mountains)
* Made more progress with the dark overworld tileset
0.21.10 (13-28 oktober 2018)
* Finished light world mountain tileset
* Finished dark world mountain tileset
* Finished dark world tileset
* Made progress tiling a new overworld
* Polished up the tilesets a little further
0.21.11 (3-4 november 2018)
* Made more tiling progress on the new overworlds
* Added DW high grass object
* Cutting grass now can be any colors needed
* Added visuals for when character walks through DW grass
* Now able to walk around in the DW overworld
0.21.12 (5 november 2018)
* Added extra dark world bush
0.21.13 (15 december 2018)
* Upgraded GM version (Now the 45 fps cap is finally fixed)
* Game performance improved via various coding updates
0.21.14 (16 december 2018)
* Fixed some minor issues related to GM upgrade
0.21.15 (21 december 2018)
* Improved tree draw event performance
0.21.16 (23 december 2018)
* Further improved tree draw events performance
* Fixed font spacing issue due to GM upgrade
* Made small coding progress on new overworlds
0.21.17 (26 december 2018)
* Made some small progress on the new overworlds
0.21.18 (5 januari 2019)
* Made minor overworld tiling progress
0.21.19 (6 januari 2019)
* Made more overworld tiling progress
0.21.20 (12 januari 2019)
* Made more progress on the new overworlds
* Added blue trees
0.21.21 (17-27 januari 2019)
* Made more progress on the new overworlds
0.21.22 (3 februari 2019)
* Made more progress on the new overworlds
* Rewrote the coding behind how scenes are handled (for more ease in use later on) as well as cleaned up various other coding found along the way
0.21.23 (9 februari 2019)
* Fixed issue found in new event system
* Fixed issue in HUD text for conditional action button
0.21.24 (10 februari 2019)
* Fixed issue in character terrain collision scripting
* Added new object: overworld doors (various types)
0.21.25 (16 februari 2019)
* Edited context button interaction with overworld doors
* Made it so overworld doors can trigger during scenes
* Cleaned up some older coding for better performance
* Made some more progress on tiling the new overworlds
* Fixed error when warping to some darkened rooms
* Started tinkering around with warping between light and dark worlds
0.21.26 (17 februari 2019)
* Can now warp between light and dark worlds with the mirror. (Still needs a a lot of polish and checking to prevent getting stuck and such)
0.21.27 (9 maart 2019)
* Fixed issue of some rolling pins no longer drawn while still partly on the screen
* Made some more progress on the new overworlds
0.21.28 (10 maart 2019)
* Made some more progress on the new overworlds
0.21.29 (19 maart 2019)
* Fixed saving issue due to new randomization function
* Cleaned up some coding concerning enemy interaction with some terrain objects
* Fully implemented mirror warping between light and dark world (incl return warp if the target is not an open space)
* Fixed visual issue with the shield during warp effects
0.21.30 (20 maart 2019)
* Edited original cloud tiles
* Added variables to allow turning on/off full dungeons for later on
* Finished mountain placeholder dungeon
* Standardized dungeon goal collection scenes
* Added quake medallion to the overworld
* Tweaked new mirror warping sequences
* Fully finished + connected tall mountains area
0.21.31 (21 maart 2019)
* Lots more tiling progress on the new overworlds
* Tweaked new mirror warping sequences
* Fixed interaction hookshot and action objects
* Added pull interaction between hookshot and wooden poles
* Made it so blue warp tiles only activate several steps after warping onto them
* Adjusted hookshot stretch lengths
0.21.32 (22 maart 2019)
* Made more progress tiling and masking the new overworlds
* Tweaked various things concerning the mirror warp between worlds
* Warp tiles now spawn at depth above tall grass
* Cleaned up coding behind how chest contents are stored
* Fully masked and connected the LW and DW forest overworld areas
* Fixed visual issue when finding an important chest item
* Connected the LW and DW forest dungeons
* Fixed cukeman talk area masking being visible
0.21.33 (23 maart 2019)
* Made more progress tiling and masking the new overworlds
* Connected duo towers dungeon to overworld
* Made it possible to have one dungeon be divided into a LW and DW section
0.21.34 (24 maart 2019)
* Made more progress tiling the new overworlds
0.21.35 (30-31 maart 2019)
* Made more progress on the new overworlds
* Expanded the dig mechanics to also include dark world soil visuals
* Expanded ground layer to also be able to handle dark world cut bushes
* Handles all syntax issues that became visible due to upgrading to the newest GML version
0.21.36 (5-7 april 2019)
* Made more progress tiling, masking and otherwise populating the new overworlds
* Tweaked various overworld tilesets
* Fixed some tiling issues in the desert dungeon
0.21.35 (30-31 maart 2019)
* Made more progress on the new overworlds
* Expanded the dig mechanics to also include dark world soil visuals
* Expanded ground layer to also be able to handle dark world cut bushes
* Handles all syntax issues that became visible due to upgrading to the newest GML version
0.21.36 (5-7 april 2019)
* Made more progress tiling, masking and otherwise populating the new overworlds
* Tweaked various overworld tilesets
* Fixed some tiling issues in the desert dungeon
0.21.37 (12 april 2019)
* Made more progress tiling the new overworlds
0.21.38 (20 april 2019)
* Made more progress tiling the new overworlds
0.21.39 (3-5 mei 2019)
* Made lots of progress tiling the new overworlds
Just another reply praising your progress. XD
Your tiling is looking quite nice.
Thanks.It's been going well. I've been working on it pretty consistently each week, but every time I thought to post a new update on here, I was always too worn out from the extra hours at work or something else. I should be posting an update within the next few days though, hopefully.
How's your own game progressing? That's looking quite promising as well.
---
If I cut corners then I should be able to produce an unpolished private version in about 5 weeks from now. But honestly, I'd rather not rush it. Maybe you can first record a playthrough of the last demo (= the blue underwater prison dungeon). Seeing gameplay and reactions for just that area is already invaluable (!) to me.
---
While I can produce a testing build in about 5 weeks, it'll likely be around 3 more months till it's been properly finished and tested.
0.21.40 (12 mei 2019)
* Fixed text spacing after GML update
* Added transitions to the new overworlds (you can now alk through the whole thing)
* Tweaked overworld tiling
* Connected overworld to some more placeholder dungeons
* Fixed return to Dark World always activating on a delayed timer (=no only after coming directly from the Dark World)
* Added placeholder houses / shops to the new overworld
0.21.41 (17 mei 2019)
* Added and connected placeholder rooms for almost all planned cave areas
* Made some more progress tiling the overworlds
0.21.42 (18 mei 2019)
* Made more progress tiling the overworlds
* Reorganized (and added some more) heart containers
* Altered the contents of some secret chests
0.21.43 (19 mei 2019)
* Added extra customization option to screen transitions
* Added extra customization option for ledge jumping objects
* Made some progress masking area's
0.21.44 (24 mei 2019)
* Made small coding improvements
* Made progress masking and tweaking the overworlds
0.21.45 (25 mei 2019)
* Made progress masking and tweaking the overworlds
* Finished mushroom cave (tiling / masking / objects)
* Started work on a dark world chests mini-game room
* Fixed issues with a few overworld transitions
* Fixed being able to use the magic powder with only the mushroom collected
0.21.46 (26 mei 2019)
* Added gamehost NPC
* Finished dark world mini-game room
* Tweaked overworld tiling some more
* Finished light world village shack
* Expanded creation options for several objects
* Tiled another caves interior
0.21.47 (30 mei 2019)
* Made progress tiling the overworlds
0.21.48 (31 mei 2019)
* Made tiling progress
* Expanded the overworld tilesets
0.21.49 (2 juni 2019)
* Made progress tiling the overworlds
Your really an outstanding developer, I'm loving all of the work you've put into this so far.
I'm thinking of doing a run of this once it's complete, would be awesome.
0.21.50 (3 juni 2019)
* Finished tiling the DW overworld room
0.21.51 (9 juni 2019)
* Replaced various overworld statue tiles with objects for dynamic depths
* Fixed issues of credits now being drawn in the center of the screen
* Edited credits trigger (=now a terrain in the final dungeon instead of after beating the first 3 dungeons)
* Tweaked the DW town content a little
* Tweaked overworld to fix a collision issue
* Handled the last depth challenges in the overworld central rooms
* Fixed issues while ledge jumping diagonally
* Finished tiling the LW overworld room
* Added masking for outside of witchhut
* Finally finished replacing all “and” and “or” statements with shortcircuit. (= minor perfomance improvement)
* Edited the last room of the sewers
* Fixed issue with a hookshot hitting a hitswitch
0.21.52 (10 juni 2019)
* Added hidden heart piece to LW town
* Torches can stay lit for far shorter (for more puzzle options)
* Added puzzle to enter the dw town dungeon
* Finished another lw cave + mudora puzzle
* Added some more screen transitions for staircases
* Tweaked stats of the blue tunic
* Added new poison resist tunic
* Made progress masking the overworlds
* Fixed endless world warping issue loop
* Edited collision masking of return warp to Darkworld
0.21.53 (15 juni 2019)
* Connected the old gauntlet dungeon to the new dark world
* Made coding improvements to the handling of torches
* Started recoding to use instance variables(rather then passing values via creation coding – which was a workaround from before the GML feature existed)
* Recoded deep and shallow water objects
0.21.54 (16 juni 2019)
* Tweaked overworld tiling
* Edited caves to fire/ice temples
* Added another heartpiece to DW world
* Added all (remaining) warp points between the light and dark world
* Tweaked overworld masking
* Fixed puzzle oversight in DW town
* Fixed collisions hookshot vs invisible ledges
* Rewrote ledge jump detection (so various items can fly over)
* Added new object shallow poisonous water
* Added new object deep water
0.21.55 (18 juni 2019)
* Tiled first half of cave to dungeon 1
0.21.56 (21 juni 2019)
* Finished tiling and masking of cave to dungeon 1
* Added a light puzzle(s) to cave to dungeon 1
* Seperated and removed part of the old overworld GML rooms
* Added extra room below breakable floor area
* Redid creation coding for fragile floor objects
* Added cave visuals for breakable floors
* Redid creation coding for some more terrain objects
0.21.57 (22 juni 2019)
* Finished cave to dungeon 1
* Added NPC to hint/explain dungeon 1 puzzle(s)
* Added NPC to block main warp to the darkworld (till LW dungeons beat)
* Implemented water to overworlds
0.21.58 (23 juni 2019)
* Made more progress tiling the temple entrances and caves
0.21.59 (29 juni 2019)
* Replaced creation coding of all metal floor and sandpit terrain objects
* Added new terrain object: desert special sandpit
* Tweaked friction values of all sandpit terrain types
* Tweaked some overworld and town rooms
* Fully completed cave up to the northern mountain
0.21.60 (30 juni 2019)
* Expanded breakable wall object creation coding
* Solved problem of breakable wall divided over two areas still needing to connect
* Added more breakable wall sprite variants + implemented them in the new overworlds
* Old GML constant image_single replaced with new GML constant image_index
0.21.61 (5 juli 2019)
* Added new tree type
* Optimized tree creation coding
* Upgraded to new GML runtime file
* Added extra room to backdoor entrance to the desert palace
* Connected desert palace to the new overworld
* Recolored some overworld tiles
* Reimplemented image_single variables
* Fixed some of the issues with water body edges
* Fixed some tiling depth issues
* Fixed vulture depth issue vs overworld tiling
* Fixed visual oversight to newly added sandpit terrain
* Updated some of the overworld masking
* Worked to remove part of the old overworld GML room
0.21.62 (6 juli 2019)
* Finished tiling medu entrance area
* Added and connected placeholder medu dungeon
* Added additional overworld tiles
* Finished tiling tomb dungeon 1 entrance area
* Connected tomb 1 dungeon to the new overworld
* Fully phased out the old overworld rooms / coding
* Updated intro scene
* Fixed error when flying back from wall crash onto center of new sandpit terrain
* Added some hinttext to the overworld
* Made progress tiling the fire and ice temple entrances
0.21.63 (7 juli 2019)
* Finished ice temple entrance area
* Improved sprite for collectable crystals outside of menu's
* Game's goal switches to crystals after first entering the dark world
* Connected the fire and ice temples to the overworld
* Added 8th crystal to the game
* Added alle remain overworld breakable wall sprite variants + implemented them in the new overworlds
0.21.64 (13 juli 2019)
* Connected mansion dungeon to the new overworld
* Spend ages bughunting only to discover all found issues trace back to a recent GameMaker update that appearenly broke instance variable usage in creation coding. (Well, at least a fixed update was available by the time I discover I figured it out).
* Tweaked lightworld water edges some more.
0.21.65 (14 juli 2019)
* Fixed forum starting post images
* Fixed error when jumping into deepwater and landing in between water maskings
* Enemy sprites / projectiles no longer damage or interact with Link while under water
* Fixed incorrect water overlay sprite on Link when walking in shallow water in caves in the dark world
* Tweaked Ku spawn positioning
* Completed additional visuals for interaction with dark world and poisonous water
0.21.66 (19 juli 2019)
* Did some bugbashing and cleaning up in the hammer usage script
* Tweaked enemy placements
* Fixed error interacting with deep water diagonal edges
* Tweaked diving visuals depth
* Tweaked water rock and water flower collision scripting
0.21.67 (21 juli 2019)
* Added second entrance icon to mansion dungeon map
* Added extra type of deep water objects for use inside caves (= user darker shallow water visuals)
* Fixed issues with water objects in the bottom of the prison dungeon
* Tiled and completed shortcut cave to desert
* Tiled and completed shortcut cave to the final area
* Fixed little sound inconsistency when entering the intro cave
0.21.68 (26 juli 2019)
* Added remaining heart pieces to the demo
0.21.69 (27 juli 2019)
* Added bomb/arrow capacity upgraded (as chest contents)
* Added two additional tunics (for mid and endgame)
* Evaluated and rearranged dungeon secret chests contents
* Added last DW chest left to add
* Update various chest contents opening texts
* Finished tiling and masking fire temple entrance
* Tweaked masking of rocks in the water
* Fixed issue with not being able to enter cave to desert via the water
* Masked some more rooms
* Fixed issue with conditional door conditions in 1st cave up the north mountains
0.21.70 (28 juli 2019)
* Fixed issue with not being able to enter cave to desert via the water
* Tweaked LW shop contents
* Added DW shop (shopkeeper to come later)
0.21.71 (2 augustus 2019)
* Tweaked visuals bottles in chests
* Tiled witch hut
* Added LW potion shop contents (NPC's come later)
* Fixed HUD not updating after drinking potions
0.21.72 (3 augustus 2019)
* Fixed issue with particle objects not animating
* Started work on little devil summoning
0.21.73 (4 augustus 2019)
* Added a series of NPC's: Oni guy, witch, witch assistant, moss guy, little devil
* Finished DW shop
* Finished potion shop
* Implemented oni in the DW town
* Added witch to trade mushroom for powder
* Made progress with the little devil summoning scene
0.21.74 (17 augustus 2019)
* Fixed south and east wall collisions while swimming
0.21.75 (24 augustus 2019)
* Tweaked overworld tiling (and tilesets)
* Recoded obj_Deep_Water objects
* Added diagonal jumping out of deep water
* Added collision checking while jumping into deep water
0.21.76 (25 augustus 2019)
* Added visual indication for locked overworld doors
* Spend 8+ hours ironing out all known tiling/masking/coding issues with the overworld water edges that were accumulating over time. Nice milestone!
* Never mind: Found several new bugs in the GML software itself again that mess up some water interactions :(
* Fixed house doors so they only reset offscreen
0.21.77 (30 augustus 2019)
* The GML WITH(..) function is bugged. Switched back to the older INSTANCE_NUMBER(..) and INSTANCE_FIND(..) alternative where the results where definitely off.
* Fixed issues with swimming below the overworld bridges
* Tweaked ocotrok AI to only shoot out rocks while the character is not too far away
* Improved collision detection between wall crashing and breakable walls
* Tweaked dark world containers
* Finished overworld masking
* Finished all overworld diggrids
* Checked / edited all room hud texts
* Improved collisions when jumping into water
* Tweaked overworld tiling here and there
* Fixed sounds when jumping off a ledge into deep water
0.21.78 (31 augustus 2019)
* Lost another half day due to Gamemaker not recognizing (some) external files if you save the as a new version. :(
* Finished little devil summoning scene
* Fixed visual issue with enemy depth object
* Add 1/4th magic upgrade item to the gauntlet
* Added functional altars in front of mansion to place rings on
* Started mansion entrance scene
0.21.79 (1 september 2019)
* Made good progress on the mansion entrance scene
Code: [Select]
0.21.80 (3 september 2019)
* Fixed character stuttering while on moving platforms
0.21.81 (7 september 2019)
* Added fairy cave
* Added 2 story starting home
* Tweaked DW House tileset
* Tweaked overworld masking
0.21.82 (8 september 2019)
* Fixed issue with some external files not getting detected
* Tweaked overworld deep water masking
* Game now actually starts in the starting home
* Finished mansion entrance scene
* Finished connecting the mansion to the oveworld
* Started work on the scene to access the final dungeon
0.21.83 (9 september 2019)
* Fixed doorway positioning in underwater dungeon
* Added text to intro cave entrance signpost
* Fixed first bodies of water not displaying in underwater prison
* Fixed sword beams not animating in all directions
0.21.84 (14 september 2019)
* Fixed swimming issue in the final dungeon area
* Fixed chickens (and other enemies) ignoring ledges while walking about
What would be your cut-off time (=time after this post)?
I'm working at the problem already, but maybe I use a quick workaround in the meantime? (I really look forward to seeing the recordings so its no problem at all XD).
EDIT: Solved the creation coding problem. Let me know when you want the demo for recording (if you're still open to that anyway) and I'll see that as my deadline for the day.
0.21.85 (15 september 2019)
* Tweaked Murray intro text slighlty
* Fixed issue with the first closed door in the sewers area
* Closed door to fortuneteller house (for now)
* Fixed an unneeded door close sound upon repeat passing through the cave to dungeon 1
* Fixed error when entering B1 of dungeon 1
* Fixed some missing water visuals in underwater prison dungeon
* Fixed deep water object depths
0.21.86 (15 september 2019)
* Fixed being unable to dive to under bridges etc in a left direction
* Edited diving and water depths
0.21.87 (16 september 2019)
* Fixed staircase to the lowest level of the underwater prison
* Fixed Moldorm eye directions
0.21.88 (27 september 2019)
* Tweaked / fixed a serie of smaller issues found during twitch stream testing
0.21.89 (28 september 2019)
* Partially fixed water collission issue near LW tower
* Added overworld signpost for more directions
* Fixed some NPC's disappearing after walking away 2 rooms
0.21.90 (5 oktober 2019)
* Fixed swimming issue: exiting water diagonally sometimes resulted in trying to swim in the floor
* Fixed jumping out of deep water in the east direction when their is in incomplete stair present
* Fixed swimming collision with walls (for smoother transition into jumping out of the water)
* Fixed random issue: getting stuck in the first d1 bird statue
* Fixed outside scene after finishing dungeon 1
* Fixed tomb 1 entrance opening / staying open
* Fixed error when collecting keys collected by thrown containers
* Fixed spiked block and rolling pins being killable
0.21.91 (6 oktober 2019)
* Fixed visual water tiling issue in bottom floor of the underwater prison
* Fixed error when collecting updated dungeon secret chest contents
* Tweaked d3 basement tiling
* Fixed enemies damaging hero during scenes
* Fixed south wall collisions in the secret cave to the desert area
* Fixed visuals while pushing something after first grabbing and destroying a create
* Fixed stairs down to midboss 1 in the desert dungeon
* Fixed more staircases in the desert dungeon
* Lessened sanmola and lanmola hp values
* Fixed desert dungeon shallow water visibility
* Fixed glitch where throwning a container against another in a very specific way causes it get destroyed endlessly
* Fixed error when letting a bomb explode while carrying it
* Fixed getting stuck in the wall when ledge jumping when partly moving over a doorway
* Made updates to several collision grids
* Fixed d1 fairy room tiling depth issue
* Fixed staircase issue in d1 also
* Fixed detached attacks being able to attack the same enemy multiple times
* Fixed magic shield depleting during menu's
0.21.92 (11 oktober 2019)
* Fixed exit scene placeholder forest dungeon
* Removed duplicate sword upgrade in placeholder forest dungeon
* Fixed tiling issue dungeon 1
* Fixed tiling depth issue in dungeon 1 cannonball rooms
* Fixed depth for the warp shortcut to the dungeon 1 boss
* Tweaked wall running crash collisions
* Fixed error at start boss dungeon 1 intro scene
0.21.93 (12 oktober 2019)
* Tweaked timing in mansion entrance scene
* Fixed mansion dungeon maze collision grids
* Also fixed the straight staircases in the mansion
* Fixed tiling issues in the mansion garden
* Fixed mansion boss music continuing after the fight
* Switched mansion secret chests contents
* Fixed missing blocking door on mansion op level
* Added missing final treasure to dw dungeon 1, 2 and 5
* Fixed bari enemy turning to stone after boomerang hit
* Lessened octorok hp value
* Added a backup mirror to the dw in case to enter without having collected it yet
* Fixed sprite on textbox if collecting quarter heart 5+
* Fixed error when collecting a heart piece with the boomerang
* Edited overworlds so one of the heart pieces can only be collected with the upgraded gloves (as originally intended)
0.21.94 (13 oktober 2019)
* Added failsafe for when collecting the golden shovel before the regular one
* Tweaked cave to DW final dungeon
* Fixed water exiting near final dungeon entrance
* Tweaked DW placeholder town dungeon entrance requirements
* Fixed error when collecting DW dungeon 3 treasure
* Fixed menu display of collected crystals
* Fixed DW tiling issue near tower dark world
* Fixed endlessly spawning chest in the dark world tower
* Fixed tiling issue entrance DW placeholder forest dungeon
* Fixed scene end of DW placeholder forest dungeon
* Fixed tiling issue on LW death mountain
* Fixed invincible container on death mountain
* Fixed medalion not spawning on death mountain
* Fixed error when using hammer on a container on the first frame after warping to a the LW/DW (during the warp sequence)
* Fixed invisible character components (like item masks) becoming visible for a few frames during warp animations – in very specific circumstances
* Added missing golden glove item to the game
* Fixed some tiling issues in the dw version of the starting area
* Fixed dw forest tree spawning a full heart instead of a heart piece as intended
* Fixed text engine visuals when collecting a piece of heart
* Added missing visual on the file select screen for the 8th collected crystal
0.21.95 (21 oktober 2019)
* Fixed error when warping into some cleared dungeons
* Fixed some specific ledge jumping issues in Underwater Prison dungeon
* Fixed missing water visuals while floating in the water
* Fixed being able to activate push switches by pulling
* Tweaked final water bodies in underwater prison dungeon
* Added some small shortcuts to the underwater prison
* Made progress on the scene to open up the final dungeon entrance (= the part in case of missing crystals is now finished)
0.21.96 (22 oktober 2019)
* Fixed doorway issue in the bonus gauntlet DW dungeon
* Fixed several more specific swimming area wall collision
* Made good progress on the final dungeon entrance scene
0.21.97 (23 oktober 2019)
* Fixed some more specific swimming issues
* Finished scene to open up the final dungeon entrance
* Shadows now adjust in color based on the (shallow) water underneath
* Improved warping back to the light world for pixel perfect positioning
* Fixed fairy & enemy collisions vs several terrain types
(= the collision_rectangle() seemed to not work for precise collision checking anymore in some common situations due to the floating point value errors I complained about earlier. Customer support says they'll put my suggestion for a better rounding function into consideration so maybe that'll help at some time the future)
0.21.98 (24 oktober 2019)
* Fixed Molgera not being drawn near the edge off the screen (due to it's huge size)
* Fixed recently added shotcuts in the Underwater prison already being triggered upon starting a new game
0.21.99 (25 oktober 2019)
* Tweaked shadows outside of dark world tower
* Improved collisions when entering deep water from shallow water
* Made hinttext for crossing the desert pit more explicit
* Made one of the Molgera attack a bit slower
* Fixed a visuals hickup in the desert dungeon ending scene
0.21.100 (26 oktober 2019)
* Tweaked credits
* Tweaked collision grid outside of LW tower
* Fixed collisions when jumping into deep water while hugging the right wall
* Improved collisions vs diagonal walls while swimming and diving
* Fixed some misalligned pixels in the sprites while swimming left and up while wearing upgraded tunics
* Tweaked several water edges south of the LW and DW towers
* Added a smooth time out option for walking out deep water in unintended ways
* Tweaked exiting deep water into shallow water checks to make them more lenient
0.22.00 (27 oktober 2019)
* Started work on new boss
0.22.01 (28 oktober 2019)
* Made progress on newest boss
* Added more standardized boss variables (=full_hp etc)
0.22.02 (3 november 2019)
* Made progress on boss
0.22.03 (9 november 2019)
* Made progress on boss
0.22.04 (10 november 2019)
* Made progress on boss
* Fixed pulling sweat effect not disappearing
0.22.05 (16-24 november 2019)
* Made progress on boss:
finalised sprites, sprite positioning and retreating
0.22.06 (1 december 2019)
* Extended enemy projectile object functionalities
* Added Helmasaurus fireballs
* Started work on Helmasaurus flamethrower
0.22.06 (29 december 2019)
* Added boss helmet damage and destruction
* Added boss damage visuals
* Added boss custom death sequence
0.22.07 (3 januari 2020)
* Designed/updated B05 dungeon area around introducing latest boss battle (up from 3 to 7 rooms)
0.22.08 (4 januari 2020)
* Fixed issue with Helmasaurus death sequence
* Added new object type to force character into 2nd half of Helmasaurus boss fight
* Fixed some boss area tiling issues
* Added feature to skip directly to the latest boss area by naming a new character “boss”. (You'll also get some upgrades you might have at that point. Expect the game to have issues if you explore beyond the boss area because of this – obviously).
* Fixed camera issue after dying while fighting Helmasaurus in stage 2
* Added dungeon goal to appear after Helmasaurus fight
* Redid room to get mines dungeon treasure
0.22.09 (5 januari 2020)
* Tweaked room collision grids
* Added roars to boss AI
* Added new terrain object to trigger condition checks on collisions
* Added some light puzzle mechanics to Helmasaurus area
* Started work on Helmasaurus encounter scenes
* Started work on Helmasaurus chase sequence
* Added a bunch of smaller tweaks and fixes
0.22.10 (12 januari 2020)
* Cleaned up some minor boss depth issues
* Added custom shadows for latest boss
* Finished Helmasaurus encounter scenes
0.22.11 (15 februari 2020)
* Made progress on Helmasaurus flamethrower attacks
0.22.12 (23 februari 2020)
* Finished Helmasaurus flamethrower attacks
* Redid + finished Helmasaurus tail attacks
* Fixed tail death animation
0.22.13 (1 maart 2020)
* Fixed Helmasaurus depth issue of tail vs claws
0.22.14 (6 maart 2020)
* Fixed Helmasaurus depth issue of claws
* Added Helmasaurus attack pattern
0.22.15 (7 maart 2020)
* Recoded helmasaurus code substantially to solve several depth issues
* Fixed some issues when tail is destroyed before body and boss tries to attack with its tail
* Fixed helmasaurus projectiles being deflectable by swordslashes
* Fixed boss full retreat triggering unintended
* Fixed boss sprites sometimes dissappearing near the screen edges (=due to being disabled for performance)
* Fixed being able to exploit boss by damaging it in an endless attack loop
* Tweaked Helmasaurus attack patterns
* Prevented boss bodyparts from spawning small items upon destruction
0.22.16 (8 maart 2020)
* Tweaked boss stats
* Fixed masking issue in dungeon B5 entrance room
* Fixed bombs not being able to hit multiple overlapping enemies at the same time
* Tweaked Helmasaurus attack patterns
* Added extra hint sound to tail attacks
* Tweaked Helmasaurus appearance scene to prevent damage if standing near room edge
* Finally finished the Helmasaurus boss fight
* Intentially made first helmasaurus fight unwinnable
* Dropped Helmasaurus chase sequence
0.22.17 (15 maart 2020)
* Started work on new boss: Witch
0.22.18 (16 maart 2020)
* Made progress on new boss: added default movement pattern
0.22.18 (17 maart 2020)
* Made progress on new boss:
– fixed depth issue
– added animations
– added dynamic coloring
0.22.19 (18 maart 2020)
* Made progress on new boss:
- tweaked frozen/damaged coloring
0.22.20 (21 maart 2020)
- added boss stages
0.22.21 (28 maart 2020)
* Made progress on new boss:
- added death animations
- added attack charge state
- started work on attacks
0.22.22 (29 maart 2020)
* Made progress on new boss:
- finished adding first attack
- added option for agrahim style enemy projectile return bounce
And here is yet another quick progress update.
By the way: did anybody happen to try out that last Helmasaurus boss? Was it manageable? How was the difficulty trying to figure out how to fight it?
Thanks for the replies. Also it's good to hear that the newest boss was doable.
About the next demo: The next boss will take me 1 or 2 more weekends to complete, so I'll probably release an small update by the end of the weekend regardless. To save your progress between versions you will have to move the savefile for the old to the new version manually. I'll explain it further when the next demo is here.
No worries. I'll look at the problem tomorrow / this weekend.
If you could attach statsA.ini to a reply then that might speed things up.
For now I suggest making a backup of the files found in that Saved Data folder.
I just forgot to update the name of the actual file then. This update is the same as version 0.22.15 plus a fix in the creation code of that one specific room you got stuck in. Some prep work was done for the next boss, but thats hidden until I'm finished.
Sorry. I'm unable to recreate that issue so I can't fix it yet.
Does the money counter go down after holding up the item?
Do you hear the sound of the paying rupees?
I'll upload a fixed demo tomorrow morning.
The helmasaurus fight is now fixed on my end.
About the buying thing: did you edit the rupee values in the savefile? I don't mind, it just sounds like your rupee value is actually far above 999 behind the scenes. If you hacked your file then I'll just add some failsaves to let you continue playing on.
For the swimming issue I need more information as I have no idea how you ended up swimming/diving over at that location. What were you doing in order to get there?
0.22.23 (30 maart 2020)
* Made progress on new boss:
further expanded on attack sequences
0.22.24 (3 april 2020)
* Fixed issue: getting stuck in door when after beating mansion dungeon
0.22.25 (5 maart 2020)
* Made progress on new boss:
– added second attack
– fixed depth issue first attack
0.22.26 (6 maart 2020)
* Added extra checks to handle edited rupee savefile values
* Fixed soundtrack continuing to play after boss fight
Just to temper expectations: this new boss isn't in this one yet. It's coming, but I just had to other stuff this weekend. Being couped up in social isolation for (over a month I'm guessing) was starting to wear me down a little.
And no problem if you continue your feedback. I welcome it!
In regards to bossfights before the crystals: It's mostly a matter of time. Each new boss takes me a few months to build fully so I'd need to add repeating fights. I'll look into it after the latest boss is finished.
The shopping bug is now fixed on my end.
NOTE: I'm not fully happy with the new fight yet, so feedback is more than welcome.
Good to hear about the boss.
Hello again already won The demo Nice final mop XD XD, there is nothing new yo add?
0.22.27 (11 maart 2020)
* Fixed issue where Link got stuck swimming outside of water
* Fixed shopping issue if you have 999 rupees
* Edited chest game chances
* Edited animation of smoothly transitioning into water more extensively
* Made progress on new boss:
smoothed out boss (dis)appearing visuals
0.22.28 (18 maart 2020)
* Fixed potion shop text error
0.22.29 (19 maart 2020)
* Added shortcut to newest boss: name your new character “boss2”
0.22.29 (25 maart 2020)
* Added boss entrance scenes
0.22.29 (26 maart 2020)
* Tweaked boss entrance scenes / texts / animations
* Created new variant on poisonous shallow water object
* Made progress on new boss:
added last 2 attacks
added vulnerabilities
tweaked stats
bugfixes, testing and tweaks
0.22.30 (1 mei 2020)
* Spend another full day working on a palette swapping shader – complete failed
0.22.31 (2 mei 2020)
* Spend half day working on another palette swapping shader – minor succes
0.22.32 (3 mei 2020)
* Expanded palette swapper shader for various uses and started implementation for character sprites.
0.22.33 (5 mei 2020)
* Finished implementation of Link character palette swapper (cutting about 1725 images and a ton of variables)
* Started implementation of Magician's Cape (= instead of original Magic Cape)
0.22.34 (9 mei 2020)
* Added bunny sprites, animations and triggering by cape
0.22.35 (10 mei 2020)
* Tweaked latest boss:
– added small delay to attack patterns
– only main boss can self heal
* Added shortcut to getting the cape: call a new file “cape” to have it from the start
* Slightly updated witch boss sprites
* Made progress implementing cape item
0.22.36 (16 mei 2020)
* Finished new item: Magician's Cape
0.22.37 (17 mei 2020)
* Worked on sprites for bunny Link (trying out improvements / gathering feedback)
0.22.38 (20 mei 2020)
* Worked some more on (implementation of) cape sprites
0.22.39 (22 mei 2020)
* Added ability for enemies to transform Link into a bunny
* Effects of cape are boosted if you stop moving
0.22.40 (23 mei 2020)
* Started work on new enemy: Rabbit beam
0.22.xx (27 mei 2020)
* Started first testing in the Gamemaker 2.3 beta: the game starts but it looks like there are a bunch of problems to solve to get it fully working again.
0.22.41 (30 mei 2020)
* Started work on new dungeon: Mining town
0.22.42 (31 mei 2020)
* Made progress on mining town dungeon
* Added chest with cape in it into the game
0.22.43 (1 juni 2020)
* Finished adding new enemy: Rabbit beam
* Improved diggrid editor performance
* Tweaked witch boss fight some more
0.22.44 (5 juni 2020)
* Made progress on mining town dungeon
0.22.45 (6 juni 2020)
* Made progress on the early tiling of the mine area of the new dungeon
* Rabbit beam enemies can now spawn from under pots/bushes etc
0.22.46 (11 juni 2020)
* Rabbit beam enemies can now spawn from lowered on-off blocks
* Made more progress on tiling mining town dungeon
* Tweaked enemies in mansion dungeon
0.22.47 (12 juni 2020)
* Tweaked enemies in mansion dungeon
* Made more progress on tiling mining town dungeon
The manor is mandatory? I'm not sure to what extent, as it seems I can enter the Dark World without placing the rings in their pedestals. Unless you mean a different mansion?
When I have time next week, I'll probably start working on a Boss Keys chart for this demo version.
0.22.48 (13 juni 2020)
* Fixed instances where you can get stuck in walls while hookshot moving towards poles
* Fixed bug in hammer collisions against poles
* Fixed collission checking when running into sloped walls
* Restructured boss enemy initialisation variables
* Fixed thug in the overworld moving before exploring the mansion dungeon
0.22.49 (14 juni 2020)
* Expanded conveyor belt functionality
* Made more progress on tiling mining town dungeon
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object obj_Master:
Push :: Execution Error - Variable Index [0,2601] out of range [1,147] - 8.<unknown variable>(100582,2601)
at gml_Script_scr_Go_To_Room
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_Go_To_Room (line -1)
gml_Script_scr_Death_Continue
gml_Script_scr_Master_Alarm_0
gml_Object_obj_Master_Alarm_0
19. Toadstool has disappeared from the bombable cave in the Overworld. Event flag issue?
Also, starting the Boss Key chart album for the dungeon designs. Let me know if something doesn't seem right, and I'll take a look at it.
https://imgur.com/a/G8nC4L4
Also, starting the Boss Key chart album for the dungeon designs. Let me know if something doesn't seem right, and I'll take a look at it.
https://imgur.com/a/G8nC4L4
Those must have taken you a while to make.
I didn't even realise I messed up with the mansion keys there, so they've already been proven to be usefull. Thanks.
I'll also keep these on hand for when I eventually have to simplify the early areas for an actual difficulty curve.
Is there any additional information missing or that needs special emphasis on these charts, to help you out?
Okay, I'll find some way to standardize those abilities.
One for "lighting a torch on fire". (Lantern, Toadstool?, Magic Powder, Fire Rod, Bombos, Cane of Somaria)
One for "busting down a wall". (Bombs, Pegasus Boots)
One for "hitting something from a distance". (Boomerang, Bow, Bombs, L.2 Sword, Cane of Somaria, Fire Rod, Hookshot)
Any missing?
0.22.50 (15 juni 2020)
* Character idle counter now gets reset when the shield blocks projectiles
* Changed “health bar”: You only have full hearts when undamaged and your remaining last heart is worth slightly more than the rest.
0.22.51 (16 juni 2020)
* Fixed loading errors after saving when first entering in the gauntlet mini-dungeon
* Fixed running sequences stopping when using arrow keys while in the item menu or textboxes
* Adjusted text for buying the red tunic
* Fixed hookshot going on endlessly when colliding with something off screen twice
* Fixed depth of stairs to the desert palace kitchen
* Fixed masking issue in desert south entrance to west basement
* Tweaked text for host of dark world chest game
* Fixed text when getting single rupee from chest
* Fixed being able to rebuy red tunic
0.22.52 (17 juni 2020)
* Fixed statue text in dungeon 1 boss room
* Fixed main staircase masking in mansion dungeon
0.22.53 (18 juni 2020)
* Improved conditional wall conditions on tight side of mansion F2
* Fixed mansion order slightly so you can't potentially lock yourself out of keys
0.22.54 (19 juni 2020)
* Add secret sound when cutting curtains to reveal a doorway
* Adjusted bomb masking
* Added short invincibility timer to hitswitches
* Altered collisions between thrown containers and staircases
* Added some failsafes to the lights in the true entrance room of the soldier tombs
* Fixed chest in central jail in the prison dungeon
* Adjusted text when collecting bomb/arrow carry capacity before getting the bombs/bow.
* Fixed walking sounds during screen transitions when only starting walking on metal grates.
* Fixed florine reappearing at her last location in the underground prison dungeon
0.22.55 (20 juni 2020)
* Made more progress on tiling mining town dungeon
Note that you access the tower via purple tunic+hammer, purple tunic+hookshot or hammer+hookshot.Ah, yeah you're right. I've revised the appropriate charts to factor in some routes to the tower.
0.22.56 (23 juni 2020)
* Fixed doorway (depth)issue in desert kitchen area
* Fixed secret sound in master chest room in mansion
* Removed unaccessable room from sewers map
* Added missing sign to dark world area near ice caverns dungeon
* Edited trickbox / medusa enemy AI near screen borders
0.22.57 (28 juni 2020)
* Made more progress on tiling the new mines dungeon
* Added more breakable wall sprites
* Expanded cave tileset
* Simplified creation coding for objects to let you fall to another room a little more
0.22.58 (4 juli 2020)
* Expanded DW mountain tilesets
* Made more progress on tiling mining town dungeon
0.22.59 (5 juli 2020)
* Added warp back in front of the Dark world tower
* Made more progress on tiling mining town dungeon
Show content9. Unsure what's the trigger, but visiting the cave leading to the Soldier Shrine after collecting at least one ring(?) will have the pot button puzzle solved. I never did this puzzle the right way.
Show content40. Darkworld / Overworld, area outside of Ice Cavern. I don't know how to solve the puzzle with the two buttons in the Overworld version of this area. Is it currently stubbed?
Show content42. Northern Mine, first Helmasaurus King battle. Sometimes the music doesn't end until you leave the room.
Wait, I got it. It's collection of the Weird Toadstool that triggers it. Guess they use the same collection flag.Show content9. Unsure what's the trigger, but visiting the cave leading to the Soldier Shrine after collecting at least one ring(?) will have the pot button puzzle solved. I never did this puzzle the right way.
What dungeon/item order did you progress through?
Oops. Forgot that existed. I guess it feels like a very long trek back since (and I've updated my charts (https://imgur.com/a/G8nC4L4) to show this) you need the Cane to get to here, but in order to get the Cane you'll need the Blue Mail, and either the Hookshot or the Hammer. Since the Dark World version of this area (Ice Caverns) gives you the Hookshot, you basically have to leave to go find the Cane of Somaria and then come back, which might be difficult for people to remember about.Show content40. Darkworld / Overworld, area outside of Ice Cavern. I don't know how to solve the puzzle with the two buttons in the Overworld version of this area. Is it currently stubbed?
I don't think I touched any button coding recently. Are you using the Cane of Somaria?
Boss battle music, in the room with the Small Key in the chest.Show content42. Northern Mine, first Helmasaurus King battle. Sometimes the music doesn't end until you leave the room.
Meaning the music in the first or second room?
Wait, I got it. It's collection of the Weird Toadstool that triggers it. Guess they use the same collection flag.Show content9. Unsure what's the trigger, but visiting the cave leading to the Soldier Shrine after collecting at least one ring(?) will have the pot button puzzle solved. I never did this puzzle the right way.
What dungeon/item order did you progress through?
Oops. Forgot that existed. I guess it feels like a very long trek back since (and I've updated my charts (https://imgur.com/a/G8nC4L4) to show this) you need the Cane to get to here, but in order to get the Cane you'll need the Blue Mail, and either the Hookshot or the Hammer. Since the Dark World version of this area (Ice Caverns) gives you the Hookshot, you basically have to leave to go find the Cane of Somaria and then come back, which might be difficult for people to remember about.Show content40. Darkworld / Overworld, area outside of Ice Cavern. I don't know how to solve the puzzle with the two buttons in the Overworld version of this area. Is it currently stubbed?
I don't think I touched any button coding recently. Are you using the Cane of Somaria?
45. Any Darkworld dungeon. Using the Hookshot on the Crystal lets you collect it. Intentional?
46. Is the Waterworks area complete? There still seem to be two doors I can't get past, with two rooms inaccessible. I just want to make sure I'm not missing anything important behind those doors.
You can also reach the ice caverns with the golden mitsChart updated to address this.
42. Northern Mine, first Helmasaurus King battle. Sometimes the music doesn't end until you leave the room.Boss battle music, in the room with the Small Key in the chest.
Meaning the music in the first or second room?
0.22.60 (6 juli 2020)
* Made more progress on mining town dungeon
* Expanded broken wall object visuals per dungeons
0.22.61 (7 juli 2020)
* Fixed shared flag between mushroom and a cave puzzle
* Hid unaccessable sewers rooms on it's map
0.22.62 (14 juli 2020)
* Bunny beams now also transform you while running
* Edited several Florine conversations
* Fixed a few more minor typos
* Added better hinttext for medallion up the northern mountains.
* Altered Quake medallion collection sequence
0.22.63 (15 juli 2020)
* Collectable items are now affected by conveyor belts
* Made more progress on tiling mining town dungeon
0.22.64 (16 juli 2020)
* Made more progress on tiling mining town dungeon
0.22.65 (17 juli 2020)
* Made more progress on mining town dungeon
* Expanded conveyor belt object settings
* Fixed fairy collissions versus pits
0.22.66 (19 juli 2020)
* Made more progress on tiling mining town dungeon
0.22.67 (21 juli 2020)
* Made more progress on tiling mining town dungeon
0.22.68 (23 juli 2020)
* Expanded Goriya movement script
0.22.69 (26 juli 2020)
* Containers, bombs and frozen/stone enemies are now effected by conveyor belts
* Edited bomb masking
0.22.70 (29 juli 2020)
* Made more progress on tiling mining town dungeon
* Bunny Beams now never drop items upon death
* Reorganised container variables
* Hammer can now destroy “light” rocks (and such)
* Added new container object: ore
(which can be thrown without breaking – if no enemies hit)
* Containers and bombs are now destroyed when landing on holes or deep water
0.22.71 (9 augustus 2020)
* Made more progress on tiling mining town dungeon
0.22.72 (14 augustus 2020)
* Collectables items (except fairies) are now also destroyed when landing on deep water or holes
0.22.73 (15 augustus 2020)
* Added proper disappear effects for interactions between containers, bomb and items with deep water
0.22.74 (16 augustus 2020)
* Added proper disappear effects for interactions between containers, bomb and items with holes
0.22.75 (18 augustus 2020)
* Made more progress on tiling mining town dungeon
0.22.75 (20 augustus 2020)
* Made more progress on tiling mining town dungeon
0.22.75 (23 augustus 2020)
* Removed overworld connection to the placeholder mining dungeon (and added connection with the new dungeon)
* Added mines doorway
* Made more progress on tiling mining town dungeon
0.22.78 (29 augustus 2020)
* Made lots more progress tiling the mining tile dungeon
* Improves masking starting cave
* Tweaked masking in cave to Medu Palace
0.22.79 (30 augustus 2020)
* Made more progress tiling the mining tile dungeon
* Fixed issue with mine boss that get's you pushed into the boss by accident
* Moved over assets and code from placeholder mine dungeon to the new mine dungeon (= placeholder map now deleted)
* Masked a few mining town rooms
* Made various tweaks to existing mining town rooms
0.22.80 (6 september 2020)
* Expanded mine tileset
* Made more progress tiling the mining town dungeon
0.22.81 (12 september 2020)
* Made more progress tiling the mining town dungeon
* Added visuals for dark overworld destructable walls
* Fully finished 1 minor dungeon room (now at 3 of 31)
0.22.82 (13 september 2020)
* Made more progress tiling the mining town dungeon (2 more rooms tiled)
* Dropped one of the mine rooms (now at 3 of 30 fully done)
0.22.88 (25 september 2020)
* Tiled and finished one more room (now at 6 of 30 done)
* Added locked town doors
* Edited area naming
* Made more other progress tiling the mining tile dungeon
* Finished another room fully (now at 7 of 30 done)
* Connected some more rooms together
0.22.89 (26 september 2020)
* Added new feature: conveyor belts can pass through walls
* Finished another room fully (now at 8 of 30 done)
* Fixed character sprite stuttering while on conveyor belts
* Fixed ore shadow placement issue
* Tweaked rolling pine enemies
* Tweaked some earlier rooms
* Fixed visuals for pits leading to the floor below
* Added extra variant of pole to hammer down
* Finished another room fully (now at 10 of 30 done)
0.22.90 (27 september 2020)
* Made more other progress tiling the mining tile dungeon
* Finished another room fully (now at 11 of 30 done + 3 more almost done)
* “Fixed” gamemaker rounding floating point issue in round(..) function in character movement script
0.22.91 (28 september 2020)
* Made more other progress tiling the mining town dungeon
0.22.92 (29 september 2020)
* Started work to fit the dungeon onto the dungeon map somehow
0.22.93 (30 september 2020)
* Fixed small tiling issue
* Finished mining town dungeon map
* Made more other progress tiling the mining town dungeon
0.22.94 (3 oktober 2020)
* Combined two gamemaker rooms into one
* Implemented broken walls that only show a crack in only one side
* Made more other progress tiling the mining town dungeon
* Made adjustments to dungeon order
* Adjusted room maskings
* Added visuals for lower level cave tileset breakable walls
* Implemented various chests and locked doors
* Expanded town dungeon tileset a little bit
* Worked on depth issue with conveyors going through walls
* Fixed some minor issues
0.22.95 (4 oktober 2020)
* Added transport object to bring conveyor objects into other room
* Made more progress tiling the mining town
* Tweaked how conveyors worked
* Fixed depth issues for ore going through walls
0.22.96 (5 oktober 2020)
* Improved item allignement on conveyors going through walls
* Fixed bug: Link sporadic stuttering when on conveyor at a certain speed and positioning
* Finished another 2 rooms fully (now at 12 of 30 done)
* Fixed a few masking issues
0.22.97 (11 oktober 2020)
* Combined several tile layers for efficiency
* Made more progress tiling the mining town dungeon
0.22.98 (18 oktober 2020)
* Finished another room fully (now at 13 of 30 done)
* Added a few more floor switch sprites
* Made more progress tiling the mining town dungeon
Thanks for the support.
I don't fully understand that last sentence, but if your asking about the date of the next testdemo: I'm not entirely sure myself. The corona measures are up again in the Netherlands so that's also messed with my planned a little bit. What I could do is post the actual tasklist I'm working with, so you can see it shrink alongside me.
0.22.99 (22 oktober 2020)
* Made more progress tiling the mining town dungeon
0.22.100 (23 oktober 2020)
* Made more progress tiling the mining town dungeon
0.22.101 (24 oktober 2020)
* Made lots of progress tiling the town room
* Slightly update tiling LW/DW overworlds
* Slightly expanded DW overworld tileset
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix conveyor belt depth issues
- Fix depth issues of cell depths
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Finish mine room upper right of entrance
- Finish tiling town area
- Add digging to the town
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests
Beta components:
- Add signposts texts
- Adjust gauntlet dungeon to prevent repeat treasures
- Fix issue with continuous boss music
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (various)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Tweak bomb throw (?) and/or allow bombs to be gently lowered
0.22.102 (30 oktober 2020)
* Fixed tiling town overworld room
* Fully masked town room
* Made progress tiling mine rooms
* Fixed various smaller things
0.22.103 (1 november 2020)
* Added diggrid to overworld room
* Expanded mine tileset more
* Expanded mine tileset
* Scrapped gauntlet dungeon adjustments
* Fixed several tiling depth issues
* Fixed helmasaurus boss music continuing after defeating boss on the first attempt
* Fixed last known depth issue with conveyors transporting through walls
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following- Fix conveyor belt depth issues
- Fix depth issues of cell depths
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Finish mine room upper right of entrance- Finish tiling town area- Add digging to the town
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests
Beta components:
- Add signposts texts- Adjust gauntlet dungeon to prevent repeat treasures- Fix issue with continuous boss music
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (various)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Tweak bomb throw (?) and/or allow bombs to be gently lowered
0.22.104 (2 november 2020)
* Made more progress tiling the mining town dungeon
0.22.105 (3 november 2020)
* Made more progress finishing another room
0.22.106 (8 november 2020)
* Tweaked mine entrance room
* Finished room upper right of mine entrance room
* Streamlined room logic coding around conveyor floors
* Made mine ore dispensers permanently available after activation
* Tweaked speed of thrown items after wall collisions
* Fixed error when jumping down a ledge with ore in hand
* Fixed effects when turning into a bunny while carrying ore
* Items and containers can now be pushed into the water by conveyor belts
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths
NEW - Finish town cell house
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2- Finish mine room upper right of entrance
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests
Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon- Tweak bomb throw (?) and/or allow bombs to be gently lowered
NEW - Fix bug: Containers / items can be affected by multiple conveyor belt at a time
NEW - Fix bug: Ore respawns at last known location if destroyed while carrying
0.22.107 (13 november 2020)
* Fixed destroyed ore spawning at last known location
* Items and containers are now only affected by one conveyor belt at a time
* Tweaked mines fairy room
0.22.108 (14 november 2020)
* Fully tiled and finished cell house in the mining town
* Corrected some smaller tiling issues
* Tweaked fairy room a little further
* Tweaked the rolling pin enemy starting states
* Finished mine lower room B2
0.22.109 (15 november 2020)
* Added some shadows to the town houses
* Tiled and finished last house before the house (for now until more enemy types are added)
* Made more progress tiling the town “dual house”
* Finished adding secret chests
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths- Finish town cell house- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss- Finish mine room lower right B2
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors- Add secrets chests
Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to roomsand houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
NEW - Finish town house upper left position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeonFix bug: Containers / items can be affected by multiple conveyor belt at a time
Fix bug: Ore respawns at last known location if destroyed while carrying
NEW - Fix bug: Rounding issue in fairy/enemy movements scripts
0.22.110 (16 november 2020)
* Added remaining locked and conditional doors to the mining town houses
* Made progress tiling the “dual house” in the mining town
* Tiled and finished house in the top left of the mining town
* Made progress tiling the other remaining mining town houses
* Tweaked mining town dungeon map
0.22.111 (17 november 2020)
* Tweaked mining town tiling further
* Finished mine generator room (except for enemies)
* Made progress on the library side of the dual house
0.22.112 (22 november 2020)
* Made progress on finishing the ”dual house” room
* Expanded the functionality of destructable curtains
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position- Finish mine "generator" room
- Finish mine room before boss- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)- Finish town house upper left position
MOVED - Finish town house house center position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
0.22.113 (23 november 2020)
* Made more progress on finishing the ”dual house” room
0.22.114 (24 november 2020)
* Made good progress tiling the last remaining houses
* Tweaked mining town dungeon map and town room
* Masked and finished another dungeon room
0.22.115 (25 november 2020)
* Masked and finished another dungeon room
* Made progress adding in multiple captured NPC's
0.22.116 (26 november 2020)
* Made progress adding in multiple captured NPC's
* Added signposts to the mining town dungeon
* Added dungeon warp shortcuts
0.22.117 (27 november 2020)
* Fixed NPC depth issue that can happen during specific transitions if they are following you
* Added failsafe to prevent NPC's from leaving dungeons with you
Alpha components:- Add multiple following NPC's to dungeon
- Add failsafe for exiting the dungeon with NPC's following
- Finish "dual house" room- Finish "hotel" room- Finish town house lower left position
- Finish mine room before boss
Beta components:- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms
- Add bombs / enemies falling from above- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Finish town house house center position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
MOVED - Add NPC conversations
MOVED - Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
0.22.118 (1 december 2020)
* Added all the remaining shadows to the new dungeon
* Tiled central town house
0.22.119 (2 december 2020)
* Finished central town house
0.22.120 (5 december 2020)
* Added failsafe when trying to leave the area while an NPC follows you
* Fixed error when entering some houses on other depth level, while NPC's following you
Alpha components:- Add failsafe for exiting the dungeon with NPC's following
- Finish "dual house" room
- Finish mine room before boss
Beta components:
- Add visuals to make the NPC's look different from each others- Add shadows to rooms
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)- Finish town house house center position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Add NPC conversations
- Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
NEW - Fix error when using warp tiles while NPC's follow you
0.22.121 (13 december 2020)
* Fixed error if you warp with NPC's following you
* Disabled NPC's following you if you use the mirror to jump to the dungeon entrance
* Added placeholder NPC's to save (incl placeholder scenes when they reach their target locations)
* Added extra type of screen fade effect
* Fixed a serie of issue with following NPC's
* Tweaked some more tilework
* Masked and finished last room before the boss
* Tweaked mining town objects and masking
Alpha components:
- Finish mine room before boss
Beta components:
MOVED - Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Add NPC conversations
- Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrainNEW - Fix error when using warp tiles while NPC's follow you
0.22.122 (18 december 2020)
* Fixed various language issues
* Fixed various tiling issues
* Fixed masking issues in mining town and mining town dual house
* Fixed incorrect collectable items from specific containers
* Started work on cell bars depth issues
0.22.123 (19 december 2020)
* Finished handling cell bars depth issues
* Fixed tiling issue underwater prison
* Tweaked end coordinates for a few transitions
* Adjusted some more minor masking issues
* Edited mining town dungeon order a little to prevent may to get stuck
* Fixed chest not spawning
* Fixed diggrid values in part of the overworld
0.22.124 (20 december 2020)
* Made mining town door shortcuts permanent
* Added in the hostage conversations
* Fixed shopkeeper not detecting his shop being empty
* Fixed visual hickup in mansion dungeon map
* Tweaked a few minor tiling issues
Beta components:
- Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon- Add NPC conversations- Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
-very first door/stairway: tiling issue ( Link steps behind the "door" but above the "wall" )
0.22.125 (21 december 2020)
* Fixed some more staircase tiling issues
0.22.126 (22 december 2020)
* Went through the entire game looking for (+fixing) other staircases where the tiling might have been messed up. Results not fully tested yet.
* Made button before dungeon 1 consistently pressed down once used
* Fixed animation of correctly positioned rooster statue in left side of the mansion dungeon garden
* Confined enemies in right side of mansion dungeon garden so east blocks always open upon defeating nearby enemy pack
* Potentially solved collission floating point issues in rolling pin enemies (= needs more testing to check stuff didn't break elsewhere)
0.22.127 (24 december 2020)
* Improved winder enemy movement AI to better bypass the gamemaker floating point errors
* Fixed fairy collisions with terrain/staircases
* Fixed collisions with icy floors on moving platforms
Beta components:
- Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
0.22.128 (27 december 2020)
* Fixed tiling issues desert palace
* Fixed tiling issue derelict mine
* Fixed tiling issue cell house in mining town
* Edited wall text in underwater prison
* Fixed spawn location if filename is “boss”
* Added day-night cycle to mining town
* Fixed mining town dual house to require master key
* Fixed mining town key overlapping indexes
* Naming gamefile “boss” also gives silver gloves
* Fixed tiling issue in mining town (door to house before cave entrance)
* Fixed trigger of mine entrance scene triggering exiting the house before through the south exit
* Fixed mining town shortcut warp not being useable before leaving the room first
* Fixed error when walking down rare type of stairs to another room with an NPC following
* Fixed more tiling depth issues in mining town if you have NPC's following you.
* Fixed starting visuals of torches in dual cell cave in mining town (upon returning after solving the puzzle)
* Fixed serie of issues with boss icons not being present or not dissappearing
* Fixed depth issues near first ore dispenser in the derelict mine
* Breakable wall in mining town dual house now better hidden
* The conveyor floor in the B2 south east corner of the derelict mine can now still be operated after returning from leaving the floor
* Visuals for pushswitches are now better determined
0.22.129 (28 december 2020)
* Tweaked depth of (normal and locked) overworld house doors
* Fixed error when getting too agressively up close in subboss 1's face
* Added extra failsafe to dungeon 1 basement opening
0.22.130 (29 december 2020)
* Added more failsaves display correct torch states near to dungeon 1 basement opening
* Made progress finishing the mining town dual house
0.22.131 (30 december 2020)
* Extended functionality of cuttable curtains
0.22.132 (31 december 2020)
* Finished mining town dual house
* Streamlined code for connected breakable walls that have different indexes
0.22.133 (1 januari 2021)
* Edited tiling depths concerning water/diving areas to fix depth issue in darkworld poisoned swamp area
0.22.134 (2 januari 2021)
* Edited room transitions while NPC is following you
* Tweaked NPC follow scripting
0.22.135 (3 januari 2021)
* Tweaked mine tiling issue when NPC's are following you
* Further tweaked NPC follow scripting
Beta components:- Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
0.22.136 (9 januari 2021)
* Sprited custom sprites for hostages
0.22.137 (15 januari 2021)
* Implemented custom hostage sprites
0.22.138 (16 januari 2021)
* Fixed basement entrance in soldier tombs not triggering if last trigger torch was on the same floor (+fixed related misalligned statue in final dungeon room)
* Fixed a few typo's in dialogue
* Added some missing shallow water objects in mining town
* Fixed a few tiling issues in mining town dungeon
* Fixed misalligned room transition for first house encountered in mining town
* Altered breakable walls in mining town mine B3 – lower right area
* Fixed chest index in mining town mine B2 lower right room
* Shortened hookshot-able gap and adjusted masking in mining town mine B2 room
* Fixed enemy arrows changing colors when blocked
* Adjusted flying tile enemies to properly respawn after subboss in dungeon 1
* Added and used extra tiles for showing when conveyor transport items to the room above/below
* Fixed slowdown during some staircase transitions
* Adjusted type of rocks separating the two halfs of the desert dungeon
* Light blue rocks can no longer be blown up by bombs
* Almost finished implementing new hostage visuals
Beta components:
ALMOST DONE - Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
MIGHT DROP - Add interaction (some?) enemies with conveyor belts
MIGHT DROP - Add (some?) enemies falling into water / endless pits
DROPPED -Add interaction NPC's with conveyor belts
DROPPED -Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Other reported points left to adress:
- Fairies get stuck in terrain (floating point error issue)
NEW - Can't bring one of the hostages to the target location
NEW - Various minor issues
0.22.139 (18 januari 2021)
* Switched around some chests in the mining town
* Improved sewers dungeon map
* Fixed being to use powder with only the mushroom collected
0.22.140 (19 januari 2021)
* Finished adding new hostage visuals
* Significantly lowered item spawn chances from bushes, grass, digging and pots with random items
* Fixed Leevers detecting you during screen transitions
* Fixed graphical glitch with waterfall near last water switch in underwater prison during east transition
0.22.141 (21 januari 2021)
* Randomized mansion magical maze
* Tweaked mansion garden tiling (+diggrid) a little
0.22.142 (22 januari 2021)
* Added mining town dungeon intro scene
0.22.143 (23 januari 2021)
* Dropped room in mining town mine (+ moved a locked door)
* Redesigned a mine room to allow all hostages to their target location
* Added new enemy: Arrow trap
Beta components:
DONE -Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
DROPPED -Add interaction (some?) enemies with conveyor belts
DROPPED -Add (some?) enemies falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemy (humanoids)
DONE -Add new enemy (wall shooters)
DONE -Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
DROPPED -Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Other reported points left to adress (after the beta):
- Fairies get stuck in terrain (floating point error issue)
DONE -Can't bring one of the hostages to the target location
- Various smaller issues
Guys can you help me? i downloaded the demo but the Resolution of the window is so small i can't see anything. Is there a way to fix that?
0.22.144 (24 januari 2021)
* Finished scenes for bringing hostages to target locations
* Fixed depth issue in mine B2 room if NPC is following you
0.22.145 (25 januari 2021)
* Fixed collisions between bunny beam and trees
0.22.146 (26 januari 2021)
* Fixed pots not spawning over bunny beams anymore after bunny beam update
0.22.147 (30 januari 2021)
* Fixed error when freezing cukeman
* Added ability to switch between cucco types with magical powder
* Finished new enemies: Cucco (alive / bone version)
* Added abilty to turn more enemies into cucco's (with magic powder)
* Cleaned up block pushing code slighlty
0.22.148 (31 januari 2021)
* Adjusted movement script fairies (also used by various enemies) to prevent terrain collision issues
* Adjusted anti-faery movement to auto-correct endless movement loops (slowly)
* Started work on ability to grab and pick up cucco's
Beta components:
- Add bombs or enemies falling from above
(MOSTLY) DONE - Finish chickens
- Add new enemy (humanoids)
- Add dungeon end scene
DONE -Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Other reported points left to adress (after the beta):
DONE -Fairies get stuck in terrain (floating point error issue)
- Various smaller issues
But then I remember that you could also pick them and throw in the original so I'm still pondering on how best to include that feature.
0.22.148 (1 februari 2021)
* Added ability to pick up and carry cucco's
0.22.149 (3 februari 2021)
* Fixed bug where Cucco's fly north endlessly if grabbed with specific timing
0.22.150 (7 februari 2021)
* Finished additional cucco features
Beta components:
- Add bombs or enemies falling from above
DONE -Finish chickens
- Add new enemy (humanoids)
- Add dungeon end scene
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Other reported points left to adress (after the beta):
NEW - Add small helmasaurus enemy
- Various smaller issues
0.22.151 (12 februari 2021)
* Mandatory upgrade to latest Gamemsker 2.3 version
* Cleaned up unused dungeon skip functionality
* Replaced array_length_1d()
0.22.152 (13 februari 2021)
* Replaced array_length_2d()
* Replaced array_height_2d()
* Removed gml_pragma()
* Renamed depth_scale to depthLevel
* Converted / cleaned up code for audio scripting
* Converted / cleaned up code the first few misc objects
* Settled on new coding standards
0.22.153 (14 februari 2021)
* Converted / cleaned up code for various terrain objects
* Phased out image_single usage for image_index
* Experimented with first usage of new structs features
Beta components:
- Add bombs or enemies falling from above
- Add new enemy (humanoids)
- Add dungeon end scene
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Other reported points left to adress (after the beta):
- Add small helmasaurus enemy
- Various smaller issues
0.22.154 (17 februari 2021)
* Settled on coding standards for Struct usage
* Converted / cleaned up more terrain objects
0.22.155 (20 februari 2021)
* Added placeholder scenes for end of game
0.22.156 (21 februari 2021)
* Tweaked the underwater prison dungeon order
* Added third secret chest to underwater prison
* Fixed visual issue textbox
* Fixed error when stunning enemies
* Fixed error when destroying containers
Beta components:
- Add bombs or enemies falling from above
- Add new enemy (humanoids)
- Add dungeon end scene
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Other reported points left to adress (after the beta):
- Add small helmasaurus enemy
[NOW ONLY 1 ISSUE LEFT] - Various smaller issues
Wasn't feeling great yesterday evening, so a delayed progress report.[/quote]
I'm not entirely sure, but I'm currently suspecting the Gamemaker upgrade created new issues beyond my earlier estimation (= I suddenly encountered an array related error when destroying pots/grass - which makes no sense since Miles07 tested that not too long ago). :huh:
0.22.157 (22 februari 2021)
* Finished scene for end of game
* Fixed HUD being draw during credits
* Tweaked room near mines boss encounter
* Added placeholder scene for mines boss encountered
* Fixed error in container destruction script
0.22.158 (23 februari 2021)
* Finished scene after mines boss encounter
* Added placeholder scene for mines completed
* Started work on new enemy: boulder trap
0.22.159 (25 februari 2021)
* Finished new enemy: inside boulder trap
0.22.160 (26 februari 2021)
* Added boulder traps to mining town dungeon
0.22.161 (27 februari 2021)
* Improved text engine to also work with moving camera
* Finished mining dungeon end scene
0.22.162 (28 februari 2021)
* Tweaked mining town dungeon end scene
* Made it so all enemy body parts show the same colors when damaged
* Started adding new enemy: hokkubokku
Beta components:
DONE -Add bombs or enemies falling from above
- Add new enemy (humanoids)
DONE -Add dungeon end scene
DONE -Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Other reported points left to adress (after the beta):
- Add small helmasaurus enemy
- Test underwater main prison room collissions while diving
0.22.163 (1 maart 2021)
* Made distance enemies get pushed back from damage customizable
* Finished adding new enemy: Hokkubokku
0.22.164 (3 maart 2021)
* Started work on new enemy: Helmasaurus
0.22.165 (13 maart 2021)
* Finished new enemy: Helmasaurus
0.22.166 (14 maart 2021)
* Added more options to the way enemy depths are determined
* Started work on new early game boss
Beta components:
- Add new enemy (humanoids)
- Tweak boss fight
- Adjust hammer masking (?)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Other reported points left to adress (after the beta):
DONE -Add small helmasaurus enemy
- Test underwater main prison room collissions while diving
0.22.167 (20 maart 2021)
* Made progress on new boss
* Fixed issue with boss sequences (as a result of latest GML update)
0.22.168 (21 maart 2021)
* Added green chest and shortcut to starting cave
* Added scenes surrounding new boss
* Nearly finished new boss (just a depth issue and stats left)
Beta components:
- Add new enemy (humanoids)
- Tweak boss fight
- Adjust hammer masking (?)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Other reported points left to adress (after the beta):
- Test underwater main prison room collissions while diving
0.22.169 (25 maart 2021)
* Improved masking in starting cave
* Finished new early game boss
0.22.170 (26 maart 2021)
* Adjusted depth of stalfos body pile
* Tweaked power switch room in the mining town mines
* Tweaked Helmasaurus King stats slightly
* Helmasaurus King helmet can now only be damaged if cracked first
* Tweaked hammer collision masking when facing up
0.22.171 (27 maart 2021)
* Reorganised enemy soldier scripting
* Started work on Tarosu soldiers
0.22.172 (28 maart 2021)
* Made progress on Tarosu soldiers
Beta components:
IN PROGRESS - Add new enemy (humanoids)
DONE -Tweak boss fight
DONE -Adjust hammer masking (?)
- Add proper enemies and placements to the dungeon
- Balance container contents
IN PROGRESS - Add further balance to the dungeon
Other reported points left to adress (after the beta):
- Test underwater main prison room collissions while diving
NEW - Add NPC's to intro cave
0.22.173 (2 april 2021)
* Finished new enemies: Tarosu soldiers
0.22.174 (3 april 2021)
* Started adding NPC's in the starting area and cave
0.22.175 (4 april 2021)
* Edited various NPC's texts in the mining town
* Added old man NPC
* Made more progress adding NPC's to the starting area and cave
0.22.176 (5 april 2021)
* Finished adding NPC's to starting area
* Finished adding missing containers to mining town dungeon
* Reviewed and edited enemy placements in mining town dungeon
Beta components:
DONE -Add new enemy (humanoids)
DONE -Add proper enemies and placements to the dungeon
DONE -Balance container contents
DONE -Add further balance to the dungeon
NEW - Fix bug where NPC's sometimes go missing if you reenter area's
Other reported points left to adress (after the beta):
- Test underwater main prison room collissions while diving
DONE -Add NPC's to intro cave
0.22.177 (10 april 2021)
* Slightly tweaked text of children in the starting cave
* Tweaked desert palace central room slightly
* Fixed visual hickups with sandpits as used by desert boss and Deibadora enemies
* Tweaked stats of some enemies
* Fixed GML error bug when destroying seperated Stalfos head before the body
* Upgraded to latest GML version
* Fixed error related to one specific sandpit in the desert palace
* Fixed visuals of a few wall lights
* Fixed error when breaking floors while carrying pots
* Fixed NPC's dissappear under certain conditions
* Fixed error with Beamos enemies
* Lots of small tweaks
0.22.178 (11 april 2021)
* Tweaked stats of some more enemies
* Made various changes to the mining town dungeon
* Fixed error when dying while being followed by NPC
* Soldier weapons no longer block (most) projectiles
* Switched visuals of two hostages
* Fixed two breakable walls using the same index
* Fixed visual issue Florine fight
* Tweak some dialogue in scenes
* Fixed trigger issue in final dungeon opening sequence
* Fixed trigger of credits music
* Tweaked some tiles in final dungeon
0.23.01 (13 april 2021)
* Tried out the new 9-slize functionality and cleaned up item menu and textbox draw coding
0.23.02 (15 april 2021)
* Upgraded to latest Gamemaker version
* Also cleaned up map menu draw coding
0.23.03 (17 april 2021)
* Played around with camera's to recreate mode 7 – appears to really messes up the game / surfaces
0.23.04 (18 april 2021)
* Experimented with shaders to fake a 3d worldmap – couldn't get it to work
0.23.05 (23-25 april 2021)
* Started tiling worldmaps
0.23.06 (27 april 2021)
* Made progress finishing the worldmap sprites
0.23.07 (30 april 2021)
* Made progress building custom mode7 shader
0.23.08 (1 mei 2021)
* Scrapped shader idea
* Fixed issues with surfaces while using cameras
0.23.09 (2 mei 2021)
* Started implementing overworld map menu
* Redid game goal tracking set up (so goals also show up on the worldmap)
* Tweaked a little bit of text for kids in the intro cave
* Tweaked coding to detect game goal progression
* Made progress spriting the LW overworld map
// Map menu camera settings
cameraModeOn = false;
iX = 160;
iY = 120;
cameraViewMap = matrix_build_lookat(iX, iY+10, -70, iX, iY, 0, 0, 1, 0);
// cameraViewNormal; <-- This is not needed because views reset this value by default
cameraProjMap = matrix_build_projection_perspective_fov(100, global.view_w/global.view_h, 1, 1000); // Draw distance, aspect ratio, near, far
cameraProjNormal = matrix_build_projection_ortho(global.view_w, global.view_h, 1, 100000); // Draw distance, aspect ratio, near draw distance, far draw distance
cameraModeOn = true;
camera_set_view_mat(view_camera[0], cameraViewMap); // Values get reset on map menu object destruction
camera_set_proj_mat(view_camera[0], cameraProjMap); // Values get reset on map menu object destruction
camera_set_proj_mat(view_camera[0], matrix_build_projection_ortho(global.view_w, global.view_h, 1, 100000));
camera_set_view_mat(view_camera[0], matrix_build_lookat(iX, iY, -70, iX, iY, 0, 0, 1, 0))
camera_set_view_mat(view_camera[0], matrix_build_lookat(iX, iY+10, -70, iX, iY, 0, 0, 1, 0))
0.23.10 (8 mei 2021)
* Finished LW worldmap spriting
0.23.11 (9 mei 2021)
* Made progress on the DW worldmap spriting
0.23.12 (14 mei 2021)
* Finished DW worldmap spriting
* Started early work on new boss
* Reorganised how boss item drops are set
0.23.13 (15 mei 2021)
* Made progress on new boss
* Hp value after continuing increased to 3/4 of full health
0.23.14 (16 mei 2021)
* Remove some obselete dev rooms
* Implemented system to show player (and return warp) position on the worldmap
* Finished implementing worldmaps
0.23.15 (19 mei 2021)
* Made health alarm less annoying
0.23.16 (24 mei 2021)
* Tweaked dungeon 1 (=Tombs) a little for better flow
* Started work on new item: flute
0.23.17 (29 mei 2021)
* Made progress on the map displayed after using the flute
* Fixed incorrect goals displayed on the game select screen
0.23.18 (4 juni 2021)
* Fixed error with negative flute target selections
* Made progress with flute transitions
0.23.19 (6 juni 2021)
* Tweaked map goal visuals slightly
* Almost finished implementing flute
0.23.20 (8 juni 2021)
* Implemented bird variants
0.23.21 (11 juni 2021)
* Finished implementing flute
* Added new terrain / mechanic: Overworld locations where you play the flute in order to remember it as a flute destination
0.23.22 (12 juni 2021)
* Tweaked bird activation sequence
* Added special DW ocarina transport
* Tweaked tilesets slightly
0.23.23 (13 juni 2021)
* Overhauled setup surrounding enemy defense values
* Added seperate damage classes for the hammer and thrown objects
* Tweaked defense stats for a few enemies
* Mini helmasaurus and taurus enemies slightly easier to kill
* Hitting enemies with the hammer results in a slightly larger enemy pushback
0.23.24 (15 juni 2021)
* Cleaned up coding style
0.23.25 (18 juni 2021)
* Cleaned up coding style more
* Made changes to a large number of mining town dungeon rooms for better flow
* Tweaked death signal further
* Fixed some doors not opening after boss ecape scene
0.23.26 (19 juni 2021)
* Cleaned up coding style more
* Made changes to more mining town dungeon rooms for better flow
* Fixed endless collisions with water in some situations while not having the flippers
* Tweaked dungeon map blinking
* Tweaked taurus visuals moving north
* Tweaked mini-helmasaurus movement speed and masking
* Lv2 boomerang can now be recalled at will
0.23.27 (20-21 juni 2021)
* Stopped health alarm during scenes
* Started researching kickstarter idea's
0.24.01 (25-29 juni 2021)
* Made progress building a latest boss
* Cleaned up coding practies a further
* Calculated various kickstarter business cases
0.24.02 (30 juni 2021)
* Made progress building the new boss
* Made small amount of changes to some tilesets
* Cleaned up coding practices further
0.24.03 (1 juli 2021)
* Finished most recent plans for coding clean up
0.24.04 (2 juli 2021)
* Made progress on the final boss attack patterns
* Improved Helmasaurus king flamethrower attack pattern
* Bounced back boss projectiles are now seperated into a seperate damage class
0.24.05 (3 juli 2021)
* Solved visual issue when electricuted while endless depths are on screen
* Added more attack patterns to final boss
0.24.07 (9 juli 2021)
* Tweaked existing final boss attack patterns
* Expanded darkness engine
* Added glowing eyes to boss
* Added more boss attack patterns
0.24.08 (10 juli 2021)
* Fixed error when defeating floating skull heads
* Tweaked collision making for thrown containers
* Fixed issue with enemies being pushed back in wrong direction when hit with stun while airborn
* Added additional boss attack pattern
* Added one more enemy type (=boss related)
0.24.09 (11 juli 2021)
* Added wall master enemy variant (= boss related)
* Finished final boss attack patterns
0.24.10 (13-14 juli 2021)
* Upgraded to latest Gamemaker IDE and runtime versions --> FPS tanked from 60 to around 43. The MyCode part accounts for 2-3% of that.
* UPDATE: Found the issue to be only with the new runtime update (=the IDE/compiler update is fine). Rolled back and will look to see if things have improved sometime in the future.
0.24.11 (16 juli 2021)
* Final boss stun state now given visual effect
* Added boss stats and weaknesses
* Finished implementing building the new boss
0.24.12 (17 juli 2021)
* Added (placeholder) familymembers for Murray
* Tweaked boss death scene
* Tweaked boss stats
0.24.13 (30 juli 2021)
* Started implementing new dungeon: Cathedral
* Fixed gamedepths to stay within new Gamemaker limitations
* Started reorganising Gamemaker rooms
0.24.14 (31 juli 2021)
* Made progress on mockups of Cathedral rooms
0.24.15 (1 augustus 2021)
* Started work on cathedral room transitions and dungeon map
0.24.16 (6 augustus 2021)
* Fixed layer depths that got changed during latest gamemaker update (+ renamed some layers for better consistency)
* Fixed water overlay issue in lower level cell room of underwater prison dungeon
0.24.17 (7 augustus 2021)
* Fixed ocarina being able to spawn birds indoors
* Fixed visual hickup in underwater prison dungeon map
* Make a few puzzels in the underwater prison slightly more obvious
* Default game resolution changed to fullscreen
* Fixed collisions in doorway in northern doorway of B3 level of underwater prison dungeon
* Add more indication of what to do during first boss fight
* Fixed lingering layer depth issues in the starting house
* Added a better indication of how to equip items in the item menu
* Tweaked masking while throwing containers
* Fixed issue where some Zol shadows did not display properly if you try to attack it before it becomes visible
* Zol collisions with thrown containers dissabled while hiding all underground
* Zol and mini-moldorm enemies now weaker to thrown objects
* Fixed Florine respawning on escape button upon room reentering
* Fixed being able to get stuck on ON-OFF blocks while positioning Florine NPC onto target switch
0.24.18 (8 augustus 2021)
* Fixed some more tile layer depth settings
* Tweaked counter bottle masking slightly
* Fixed not auto pushing objects correctly when not explicietly grabbing it while moving horizontally and hugging a northern pushable object
* Fixed tiling layer depth issue in basement entrance in desert palace
* Fixed new doors functioning properly in tomb dungeon flying tiles room
* Fixed sword interaction with floating stalfos heads while both on a bridge.
* Flying enemies can now be hit by arrows and other weapons regardless of height above ground
* Fixed small tiling issues for shadows of flying enemies in specific room
0.24.19 (11 augustus 2021)
* Fixed masking issue in right room of main library in mansion dungeon
* Tweaked main staircase target positions
0.24.20 (12 augustus 2021)
* Added extra shortcut outside cathedral dungeon
* Tweaked moving platforms in NW cave in Darkworld
* Tweaked pit visuals in top floor of DW cave up the northern mountain
* Fixed DW crystals not loaded correctly when coming back to the game
* Fixed boss icon not blinking properly on the DW overworld map
* Fixed being able to refind the mirror in the LW if you skipped it and came back after collecting it in the DW
* Fixed mining town dungeon intro scene trigger timing
0.24.21 (14 augustus 2021)
* Fixed activation depth of enemy in hotel of mining town dungeon
* Fixed masking in mining town room before boss encounter
* Fixed depth issue of bush stumps in outdoor area of mining town dungeon
* Tweaked some smaller things in mining town dungeon
0.24.22 (14 augustus 2021) -- SAGE 2021 DEMO
* Fixed arrows being blocked by destroyed bunny beams
* Soldier swords/spears/etc no longer block character projectiles (like arrows/fireballs/boomerang)
* Tweaked some bush placements in mining town dungeon
* Fixed water exiting inside one of the mining town dungeon rooms
* Fixed mining town dungeon shortcut appearing via wrong flag
* Fixed a room not being displayed at correct position on map
* Fixed hostage text typo
* Fixed typo making the mining town boss invincible.
* Fixed error when presenting crystals to the final dungeon entrance
* Made wallmasters slightly easier to kill
* Tweaked final boss water attack trajectories
* Added failsafe to prevent continued character transparancy if dying while midway being shocked
* Tweaked final boss death sequence
* Fixed error while catching strange ghosts
==================================================
0.25.00 (15 augustus 2021)
* Game now starts in full game by default on first boot up
* Finished cathedral dungeon map
0.25.01 (21-22 augustus 2021)
* Made a bit more progress tiling out the new cathedral dungeon
0.25.02 (24 augustus 2021)
* Rusted floor button in cave to soldier tomb dungeon given special color to make it clearer it's different (for people not talking to NPC's)
0.25.03 (25 augustus 2021)
* Restructured coding behind the options menus a little
* Lowered starting audio settings to 80%
* Fixed a few minor NPC dialogue typo's
* Decreased cucco health significantly
* Started experimenting to add controller support
0.25.04 (26 augustus 2021)
* Tutorial boss now waits longer to loop attack pattern
* Text upon death now shows the entered username
* Experimented a lot with adding controler support, but couldn't get my SNES or Switch pro controller to work with my PC
* Finished tiling first 2 rooms of cathedral
0.25.05 (28 augustus 2021)
* Fixed spacing deviation in some text in options menu
* Tweaked dialogue entrance kid and glasses kid in intro cave for better guidance
* Fixed being able to get stuck in bridge south of towers in light world
* Decreased full magic item spawn from enemies slightly
* Fixed warp tile back to entrance in dungeon 1 from transporting to the wrong depth level
* Decreased volume boss death sound
* Fixed 2 minor visual oversights in tomb dungeon map
* Tweaked minor tiling oversight in desert palace
* Fixed minor visual glitch left side of lightworld
* Adjusted desert boss spawn area (preventing it from potentially spawning in walls)
* Fixed incorrect ring being removed from map upon completion of the Desert palace or Underwater prison
* Fixed typo in desert palace F2 hint block
* Fixed being able to come up for air underneath the edges of the east bride in the underwater prison
* Fixed some spelling errors around the tombs boss
* Made it slightly more obvious how to access the green chest in the mansion garden
* Updated item text for enchanted boomerang to make it clearer what it does
* Fixed some more typos
* Fixed error after falling into abyss after breaking breakable floor above
0.25.06 (29 augustus 2021)
* Fixed Link and warp icon not drawning at correct locations on the worldmap while inside (or directly outside) the potionshop
0.25.07 (30 augustus 2021)
* Fixed error when calling the bird in the mansion garden
* Made more preparations to add controller support
0.25.08 (2 september 2021)
* Tweaked small tiling issue in the lightworld
* Made more progress adding controller support
0.25.09 (3 september 2021)
* Finished adding controller support
SOME NOTES ON THIS:
– I´ve being playtesting with the one gamepad I own that actually works on PC. Different brands might require a different mapping so if the button layout feels off for you, please let me know what brand/type controller you are using and what buttons you feel need switching on it. The more information the better.
– Showing the gamepad controls in the HUD and so forth will be added later
– Further gamepad will also be added to the options menu later
– For those following the game for a while: I might end up editing the default keyboard controls a little to improve the gamepad controls
* Game now only closes via keyboard controls: Escape,
* Fixed error when trying to kill cucco's
* Lowered angry cucco intensity
* Fixed map not showing as subboss room as visited upon first entering
* Fixed incorrect damage stats used when running into enemies (=enemy could be stunned or turned to stone where not intended)
* Lowered amount of money hidden under tombs staircase (to prevent easy rupee farming)
* Tweaked subboss royal tombs stats and health a little
* Fixed pushing air when opening a locked door while moving towards door
0.25.10 (4 september 2021)
* Edited hinttext for the cape item
* Tweaked mining town boss defense stats
* Added hint(text) for beating the final dungeon boss
* Tweaked mining town enemy placement ever so slightly
* Increased the cost of the red tunic
* Tweaked a hinttext near the second to last key in the tombs
* Fixed diving issue (caused by edits for gamepad support)
* Fixed error when jumping into specific water tiles from specific directions while not being equipped with the correct tunic
0.25.11 (5 september 2021)
* Fixed minor depth issue with door near big chest in the mining town
* Tweaked overworld tiling lower right of mining town
* Changed default screen resolution to large (from fullscreen for better performance)
* Tweaked some barrel placements in mining town houses
* Tweaked hinttexts a little from the day before
* Added autosave feature to the game (=triggered by room transitions)
* Dropped “save & continue” option
* Cleaned up the coding behind the options menu some more
* Gamepad controls can now be viewed in the options menu
* Added option to enable/disable native gamepad support
SIDENOTE: I'll add more settings (and clean up the added options layout) in demo 26. First I'm looking for player feedback on how this iteration actually works for their controllers.
1. This has always been the case. You want me to (add an option to) keep it at 3:4 by adding sidebars? What specific screen size do you have?
2. So the problem is that moving the stick to the right means that Link doesn't stop again?
0.25.12 (7 september 2021)
* Added scene for when you bring Florine to the underwater prison exit room
* Corrected overlapping water visuals in underwater prison B3
0.25.13 (10 september 2021)
* Upgraded to latest Gamemaker versions
0.25.14 (12 september 2021)
* Game now asks for confirmation before closing
* Added little reward to the “arrow in the knee” joke statue
* Added map goal indicator after beating the mansion
* Added beter NPC guidance in front of the mansion (directly after beating the intro cave)
* Made the chasing soldier AI slightly less efficient (to make it easier on players)
* Fixed scene not triggering in the mining town, when bringing a second hostage to their target location from the left
0.25.15 (13 september 2021)
* Tweaked page layout for gamepad controls a little
0.25.16 (17 september 2021)
* Restructured option menu code some more
* Added options to adjust gamepad deathzones
0.25.17 (18 september 2021)
* Hud/menu button indicators now made gamepad appropriate based on choice in options menu
* Made underwater prison shortcut warp easier to find
* Added a few more hints to the underwater prison
0.25.18 (19 september 2021)
* Fully tiled and masked two rooms in the cathedral dungeon
@pxl_moon (dotyue): could you check if changing the deadzone values fixes the stick issue you experienced? (We can at least rule it out as a cause).
1. the "full" screen option streches the picture to my resolution, instead of 4:3This is now editable in the options menu
0.25.19 (25 september 2021)
* Tweaked visual issues of water in bottom level of final waterways room
* Fixed oversight where you were able to receive massive damage when connecting to multiple enemy sprites in the same step while not not yet hurting
* Tweaked some more dialogue
* Made more progress tiling the new dungeon
0.25.20 (1 oktober 2021)
* Reorganised the option menu pages some more
* Fully added extra option to disable screen stretching while playing in full screen mode
0.25.21 (2 oktober 2021)
* Tweaked coding behind option menu some more
* Fixed frame flicker when switching between world map modes
* Added throwable pews
* Added solution for re-entering the underwater prison if failed to activate the shortcut warp tile
* Fixed overlaying switch sound effect when re-entering F2 room with third pillar puzzle, after fulling solving the room beforehand
* Tweaked solution for upper most left room of F1 desert palace
* Lowered minimal and upgradable amounts of bombs and arrows
* Tweaked desert boss fight slightly
0.25.22 (9 oktober 2021)
* Started work on new enemy: Cathedral Cyclops
0.25.23 (16 oktober 2021)
* Increased minimal jump distance for ledge jumping from bridges / elevated platforms (for more consistent gamefeel compared to jumping of walls)
* Fixed door to the final boss not opening
* Expanded snd scripting to remove sound stacking for container destruction, item collection (and a few specific other cases)
* Fixed issue where you would spawn in a pile of stones if you entered the area from a staircase beneath that pile and then died before entering another area
* Fixed issue where Link looks to be frozen while pushing some of the outmost corners of masking rectangles
0.25.24 (17 oktober 2021)
* Moving platforms now have a little delay after moving (to allow easier getting on/off)
* Fixed moving platform residual movement effect on character at end of paths
* Made slight progress tiling new cathedral level
0.25.25 (22-24 oktober 2021)
* Made progress tiling cathedral level
0.25.26 (30 oktober 2021)
* Upgraded to latest Gamemaker version
* Made progress tiling cathedral level
* Added new container: vase
* Book of Mudora can now also be used on text that does not require decrypting
0.25.27 (31 oktober 2021)
* Made progress tiling cathedral level
0.25.28 (6-7 november 2021)
* Made progress tiling cathedral level
0.25.29 (13 november 2021)
* Tweaked a few more typo's
* Switched some controls so that the attack key now confirms choices and the action key now cancels. (For better feeling consistency for gamepad users.
* Fixed returning to the titlescreen upon catching and releasing a fairy
* Tweaked pillar placement in underwater prison
* Fixed endless sound loop on key rebinding page (which likely got introduced around the time of added controller support)
* Expanded debug key combinations
0.25.30 (14 november 2021)
* Masked another cathedral room
* Added new type of moving platform that does not follow a movement pattern (but can be controlled via buttons)
0.25.31 (15 november 2021)
* Tweaked mining town masking issue
* Tweaked some mining town visual oversights
* Fixed masking issue in dark world near barter cave
* Fixed small tiling issue when first entering Dark World
* Fixed poisonous water effects not showing the correct colours when needing to come back up for air
0.25.32 (16 november 2021)
* Fixed new error when waking up and using birds (introduced by a recent Gamemaker update)
* Disabled item/map menu while getting dungeon treasures
0.25.33 (17 november 2021)
* Made a few smaller tiling updates to the mining town dungeon
* Made directional pressure plates stand out more
* Tweaked smaller bugs when collecting children to mining town target locations
* Tweaked contents of some minor chests in the mining town
* Tweaked some mining town hostage conversations
* Fixed error with falling boulders
0.25.34 (18 november 2021)
* Tweaked chest location in lower left side of mining town dungeon
* Shortened amount of time enemies can transform you into a bunny
* Tweaked DW Slarok enemy projectile stats
0.25.35 (21 november 2021)
* Tweaked controller button mapping based on feedback
(mapping and button indicators now based on xbox controllers)
* Fixed error with final boss; due to latest gamemaker upgrade. Also made a ton of coding tweaks to pre-empt similar issues elsewhere in the game
* Made changes to the entrance for dungeon1. You now require the lantern to enter. Also added bombs to collect once inside. Both changes make it that the player will not have to run back to buy items to (fully) finish the dungeon midway through.
* Fixed masking issue during final boss death animation
* Fixed issue where you are unable to pick up bombs
0.25.36 (22 november 2021)
* Made changes to dungeon 1 entrance room (for more logic consistency)
* Added visual indications to better show what is going on with the buttons in the cannonball puzzle in dungeon 1
0.25.37 (25nov-4dec 2021)
* Worked on more detailed darkness engine. Ended up scrapping this entirely for getting to complex and confusing.
0.25.38 (5 december 2021)
* Redesigned house with cell in the mining town dungeon
* Added failsafe for getting stuck in conditional blocks
* Darkness engine can now also handle angled walls
0.25.39 (9 december 2021)
* Mining ore can now be walked through
0.25.40 (10 december 2021)
* Mining ore no longer destructable with weapons
* Fixed error when picking up cucco's
* Fixed cucco masking
* Ore in the mining town dungeon is made (almost) unbreakable now
0.25.41 (11 december 2021)
* Made progress working on the cathedral basement rooms
0.25.42 (12 december 2021)
* Made more progress working on the cathedral basement rooms
* Character movement on moving platforms is now (finally) pixel perfect in all known situations
* Moving platforms can now also transport pots, bombs and somaria blocks
0.25.43 (17 december 2021)
* Updated hinttext about ore usage in mining town
* Removed some redundant puzzle elements in mining town dungeon for better flow
* Made a few more smaller tweaks to the mining town dungeon
0.25.44 (18 december 2021)
* Fixed issues when retrying Witch boss fight
* Major update to Witch Boss AI (+ updated the stats)
* Witch projectiles now need to be bounced back before they can damage other enemies (and also have different colors to differentiate between normal and bounced back projectiles
0.25.45 (19 december 2021)
* Split off all pixelart progress into a seperate file for executable size reduction from 31 to 26,3 MB
0.25.46 (20 december 2021)
* Edited sounds during Witch bossfight to better indicate what to (not) do
0.25.47 (24-26 december 2021)
* Been experimenting with one combined in-game menu
* Recoded parts of the existing options menu
0.25.48 (31 december 2021)
* Designed more rooms for ice mountain dungeon
0.25.49 (2 januari 2022)
* Designed more rooms for the ice mountain dungeon
0.25.50 (8 januari 2022)
* Designed more rooms for the ice mountain dungeon
0.25.51 (9 januari 2022)
* Designed more rooms for the ice mountain dungeon
* Added extra version of winder enemy for clockwise and counter-clockwise versions
* Fixed landing sound when falling onto a pit when falling from the floor above
0.25.52 (15 januari 2022)
* Tiled more rooms for the ice mountain dungeon
* Masked some of the ice mountain rooms
0.25.53 (16 januari 2022)
* Fully finished some of the rooms for the ice mountain dungeon
0.25.54 (22 januari 2022)
* Fully finished some more rooms for the ice mountain dungeon
0.25.55 (23 januari 2022)
* Made more tiling progress
* Added all keys, doors and chests to the ice mountain dungeon
* Finished ice mountain map
0.25.56 (29 januari 2022)
* Fully finished tiling ice mountain dungeon
0.25.57 (30 januari 2022)
* Added additional enemies and logic to the ice mountain dungeon
* Fixed triggered blade traps AI movement on return trips
0.25.58 (5 februari 2022)
* Finished tiling ice mountain dungeon expansions
0.25.59 (6 februari 2022)
* Added pushswitches to ice mountain dungeon
* Added hidden stairs to ice mountain dungeon
* Fixed series of tiling depth issues in ice mountain dungeon
* Added a few more chest to ice mountain dungeon
0.25.60 (12 februari 2022)
* Finished masking the ice mountain dungeon
* Added all the entrances and remaining chests to the dungeon map in the ice mountain dungeon
0.25.61 (13 februari 2022)
* Replaced two pressure plates puzzles in the mining town dungeon
* Made numerous tweaks to the ice mountain dungeon while playtesting
* Changed AI of green kodongo enemy
0.25.62 (18 februari 2022)
* Added kill triggers to ice mountain dungeon
* Big code rewrite to make staircases appear
* Improved bladetrap movement AI to handle more situations
* Updated to GML januari version (without the new collision settings)
0.25.63 (19 februari 2022)
* Edited two of the mining town dungeon rooms inside the mine
* Added extra type variant enemy projectile
* Connected the new ice mountain dungeon to the overworld (and deleted placeholder assets)
* Fixed final boss projectile destruction error that can occure rarely
* Added breakable wall visuals for icy cave lower floor
* Fixed all dungeon backgrounds (= yet another GML update breaking stuff)
0.25.64 (20 februari 2022)
* Playtested new dungeon and fixed a large number of small issues. Dungeon now more or less finished (excluding some unimplemented enemy types)
0.25.65 (21 februari 2022)
* Painstakingly fixed bugged room background settings, since GM update (again)
0.25.66 (23 februari 2022)
* Started work creating new dungeon maps for all area's
0.25.67 (25 februari 2022)
* Tweaked dungeon progress order just a little bit
* Fixed bug in options menu
* Made a ton of progress creating a custom tileset (with the help of earlier commissions)
* Fixed a few bugs in the latest dungeon
0.25.68 (26 februari 2022)
* Fixed staircase visual bug in the latest dungeon
* Made a ton of tiling / masking / logic changes to the latest dungeon
* Standardized code how enemies are spawning falling from the ceiling
* Did another full playtesting sweep of the newest dungeon (and fixed a whole range of minor oversights)
* Fixed new error when breaking stoned/frozen enemies
* Removed potential for enemy death sounds from playing multiple times simultaniously
0.25.69 (27 februari 2022)
* Finished adding in the options menu into the ingame menu (placeholder menu visuals for now)
* Fixed broken and overlayed sound effects in starting menu options menu
* Recoded data structures behind item menu equipable items
* Started work on new style of item menu
I wish I could say something more substantial other than awesome job on all the effort you make and progress you do.
Would I be allowed in said discord channel to admire progress?
Also, nice work!
Switched over from fangame to project “Horn of Balance”
(=point of no return)
v0.26.00 (2 maart 2022)
* Finished new item menu page (+ split off parts for later quest menu page)
* Fixed HUD displaying “space” when one of the equippable items is mapped to the enter key
* Started work integrating dungeon map menu into general ingame menu
v0.26.01 (3 maart 2022)
* Made progress integrating dungeon map menu
v0.26.02 (4-5 maart 2022)
* Started massive rewrite of map roomdata setup (behind the scenes)
v0.26.03 (6 maart 2022)
* Finished map roomdata rewrite
* Started expanding types of information found on map menu
v0.26.04 (9 maart 2022)
* Made more progress to the new dungeon map menu
* Map button now reroutes to the new menu, while in dungeons
v0.26.05 (11 maart 2022)
* Recoded parts of the new item menu for more intuitive navigation
* Started work on displaying detailed dungeon map information (= adding boss, fairy ponds, entrances)
v0.26.06 (12-13 maart 2022)
* Started work on displaying more detailed dungeon map information (= adding chests, entrances)
* Combined variables behind locked doors, cells and blocks
* Added more detailing to dungeon map room shapes
* Added in more information to dungeon maps (= locations of goals and locks)
v0.26.07 (15 maart 2022)
* Added quest menu navigation logic
v0.26.08 (16 maart 2022)
* Cleaned up coding behind permanent upgrade items
* Quest menu item display logic now added
v0.26.09 (18 maart 2022)
* Spend a full day adding staircase indicators to the map, but ended up scrapping it because it got too cluttered and problematic in the later dungeons
* Tweaked map menu controls again for better feel
* Finished converting all existing dungeon maps to the new format
v0.26.10 (19 maart 2022)
* Replaced static quest menu visuals with conditional ones
* Experimented a bunch with font usage in the ingame menu's
* Tweaked menu tab positions and size
v0.26.11 (20 maart 2022)
* Can now switch between swords and tunics in new menu
* Escape button now also rerouted to the new menu (=options page; save&quit option pre-selected)
* Completed replacement of menu font usage
* Fully finished integrating dungeon map menu into new menu
v0.26.12 (21 maart 2022)
* Logic behind bomb and arrow (upgrades) values restructured
* Redirected old menu button to new menu (and cleaned up obselete coding and other resources)
* Finished adding movement logic behind quest & items menupages
* Menu items (like bombs and the bow) now dynamicly show the collected amounts on their spriteture behind journal menu page
v0.26.13 (22 maart 2022)
* Implemented additional font for menu's
* Edited the set-up behind the journal menu page
v0.26.14 (23 maart 2022)
* Extended on journal entries (and added scroll option for larger numbers of entries)
v0.26.15 (24 maart 2022)
* Fixed error in new placeholder world map menu page
v0.26.16 (25 maart 2022)
* Further tweaked journal menu page set-up
* Information on journal menu page is now only displayed as you encounter/kill more enemies
* Added a WIP disclaimer text to the game's debugmode (so I it's clearer that I'm not sharing final product screenshots)
* Reskinned HUD area welcome text
v0.26.17 (26 maart 2022)
* Replaced more sprites in dungeon map menu with custom sprites
* Replaced visuals for the first ingame HUD components
* Updated font for area floor indicator
* HUD no longer slides down as the ingame menu appears
* Fixed some surfaces breaking while changing screensize while in the ingame menu
* Added Murray to some of the ingame menu pages
v0.26.18 (27 maart 2022)
* Minor menu coding updates
v0.26.19 (30 maart 2022)
* Sprited some new hero/boss icons for the map menu
v0.26.20 (1 apr 2022)
* Spend the day spriting a hero archery animation
v0.26.21 (2 apr 2022)
* Further tweaked archery animation (and implemented ingame)
* Implemented earlier icons in the map menu
* Tweaked HUD sprites a little further
v0.26.22 (8 apr 2022)
* Further tweaked new archery animation
v0.26.23 (9-10 apr 2022)
* Now fully implemented the new archery animation
* Added custom arrows for hero and enemies
* Updated to the latest version of Gamemaker
* Spend a fair amount of time setting up an ingame GIF recorder function. Ended up scrapping it because it required a rethink of the custom draw setup (which wasn't worth the time)
v0.26.24 (12 apr 2022)
* Further cleaned up coding behind Link's dynamic tunic coloring
* Made some more progress on the new HUD setup
v0.26.25 (15-16 apr 2022)
* Put out a new batch of sprite commissions
* Changed mp and hp HUD indicators. Placeholders graphics for now
* Magic usage no longer cut by 1/2 and 1/4th upgrades. Instead the magic values get increased.
*Magic 1/4th usage upgrade changed to 1/3th usage
* Removed sound overlap when cutting multiple grass patches at once
* Edited screen position of HUD counters
* HUD bomb/arrow/rupee counters now only shown after picking up when collecting more (or paying)
v0.26.26 (17 apr 2022)
* Minor changes made to new tileset
* Tweaked positioning HUD counters
* Got sick
v0.26.27 (18 apr 2022)
* HUD rupee counter always visible in shops
v0.26.28 (22 apr 2022)
* Made progress on the hero idle animations
* Made progress on the menu item sprites
v0.26.29 (23 apr 2022)
* Worked on new tileset commissions
v0.26.30 (24 apr 2022)
* Removed atk button indicator from HUD
* Finished new tiling commission
* Tweaked results from menu item commission
* Made own progress on expanding tomb tileset
* Started work on extra hero idle animations
v0.26.31 (27 apr 2022)
* Made progress building the new tileset and implementing the ceilings in the demo dungeon
v0.26.32 (29 apr 2022)
* Tweaked and implemented new commission results
* Made more progress expanding and implementing new tilesets
v0.26.33 (30 apr 2022)
* Made progress implementing parts of the new tileset in dungeon 1
v0.26.34 (1 mei 2022)
* Made progress implementing parts of the new tileset in dungeon 1
v0.26.35 (3 mei 2022)
* Made progress implementing parts of the new tileset in dungeon 1
v0.26.36 (4 mei 2022)
* Made progress expanding and implementing the new tileset in dungeon 1
v0.26.37 (6 mei 2022)
* Tweaked HUD
* Continued updating the dungeon 1 tiling
v0.26.38 (7 mei 2022)
* Tweaked HUD (hp now displayed with autumn leaf colors)
* Continued updating the dungeon 1 tiling
v0.26.39 (8 mei 2022)
* Continued expanding and implementing the dungeon 1 tileset
* Implement new visuals for cannonball opening bars
* Fixed visual oversight in the door display script
v0.26.40 (14-15 mei 2022)
* Put out new tiling commissions
* Put out first music trial commission
* Added diagonal walls to tileset
* Continued expanding and implementing the dungeon 1 tileset
* Implement new visuals for a few objects:
– small pushable statues
– Dungeon fairy statues (also added animation)
* Fixed broken push trigger
v0.26.41 (18-20 mei 2022)
* Tweaked commissioned spritework
* Implemented new broken pedestals
* Fixed room layer depth issue due to inherentance
* Fixed some boss 1 sound effects from stacking
* Started implementing new visuals boss dungeon 1
v0.26.42 (21 mei 2022)
* Finished implemented new visuals boss dungeon 1
* Tweaked boss 1 AI to work better with the new visuals
* Redid parts of the setup behind enemy stone/frost/damage pallets
v0.26.43 (22 mei 2022)
* Tweaked and implemented more dungeon 1 wall decorations
* Tweaked and implemented new sprites for breakable wall
* Worked more on spritework
v0.26.44 (28 mei 2022)
* Further expanded spritework for dungeon 1
* Tweaked various dungeon 1 room designs
v0.26.45 (29 mei 2022)
* Further expanded dungeon 1 tileset sprites
* Tweaked boss sprites
v0.26.46 (5 juni 2022)
* Fixed encountered boss 1 bug
* Added masking for new wall pillars
* Finished adding new tiles for doorways and staircases
* Tweaked character collission masking slightly
v0.26.47 (7 juni 2022)
* Fixed (and tweaked) ledge jumping collisions in south direction
* Fixed character shadow turning invisible after diving
* Updated textengine:
> Can now handle infinite lines of text
> Made it simpler to add and edit textinput
* Removed enemy/boss death sound overlap
v0.26.48 (8 juni 2022)
* Implemented new warp tile sprites
v0.26.49 (9 juni 2022)
* Implemented replacement sprites for small cannonball enemy
* Improved animation of new warp tiles
* Cannonball spawn sounds no longer overlap
* Expanded dungeon 1 tileset some more
* Created custom sprites for flying tiles in dungeon 1
* Fixed overlapping flying tiles sounds
* Implemented new sprites for NPC at start of dungeon 1
v0.26.50 (10 juni 2022)
* Further expanded dungeon 1 tileset
* Adjusted dungeon 1 schadow layer for new tiling
* Implemented new flying tile sprites in more locations
* Replaced some more of the last tiles in dungeon 1
* Implemented replacement sprites for breakable floors in dungeon 1 (+expanded object draw functionality)
* Made minor visual tiling edits to dungeon 1
v0.26.51 (12 juni 2022)
* Made a bunch of edits on incoming dungeon 1 tiles and sprites. As well as creating some own new sprites.
v0.26.52 (13 juni 2022)
* Tweaked some more object spritework
* Implemented new sprites for conditional doors in dungeon1
v0.26.53 (14 juni 2022)
* Updated map menu sprite for collected secrets
v0.26.54 (15 juni 2022)
* Implemented new sprites for locked doors in dungeon 1
v0.26.55 (18 juni 2022)
* Edited and implemented one of the last sets of dungeon 1 tiles and objects
* Improved some small masking issues
v0.26.56 (19 juni 2022)
* Updated sprites of wall candles
* Updated tiles for smaller dungeon walls
* Finally managed to animate fire believably. Yes!
* Replaced spritework for a few more objects
v0.26.57 (20 juni 2022)
* Fixed issue with mp bar not refilling in certain circumstances
* Fixed small tiling depth issue in dungeon 1
* Fixed issue with door not opening after coming back to subboss 1 after defeating boss 1
* Fixed issue with sewers entrance not triggering
* Fixed issue with sewers masking not loading
* Fixed item menu navigation oversight
v0.26.58 (22 juni 2022)
* Fixed Murray talk animation directly after opening the item menu and not having a valid item available under the cursor
* Further implemented setup to add menu descriptions per collected item
* Fixed issue with interaction torches vs fire magic
* Tweaked masking of small torches
* Fixed incorrect cannonball animation speed
* Tweaked walllight animation speed
v0.26.59 (25 juni 2022)
* Tweaked and implemented new sprites for big cannonballs
v0.26.60 (26 juni 2022)
* Demo now limited to only the first dungeon
* Implemented the new boss music
* Implemented some new sound effects
* Recoded and cleaned up credits (= contributers, of content that I can't leave in the final product, have been moved or removed)
* Tweaked and implemented new sprites for tall torches
* Made adjustments so my engine actually plays nice with the new gmlive extension
* Tweaked credits speed and added speedup option
v0.26.61 (29 juni 2022)
* Game now tracks various more player stats
* Added visuals for pits to the floor below
v0.26.62 (30 juni 2022)
* Further simplified coding behind the credits sequence
* Added stats screen (as part of the credits) at the end of the game/demo
* Fixed surface memory leak
* Fixed screen flicker when returning to the title page from ingame
v0.26.63 (2 juli 2022)
* Created and implemented new visuals for dungeon textpoint
* Tweaked chest visuals
v0.26.64 (3 juli 2022)
* Added and implemented animation for large fires
* Tweaked some animation speeds
* Fixed some dungeon 1 tiling inconsistencies
* Cleaned up some old coding behind the various torch objects
* Fixed being able to use some items while not yet collected
* Fixed a number of small dungeon 1 tiling oversights
* Fixed itembox button indicators misaligning in specific circumstances
* Fixed positions of two d1 chests being swapped
* Tweaked placements of a few d1 objects
* Expanded starting items during the dungeon 1 demo
* Tweaked allignment for some rotated conditional doors
v0.26.65 (4 juli 2022)
* Fixed flickering at the end of idle animations on the file select screen
* Tweaked and implemented new sprites for pots
v0.26.66 (5 juli 2022)
* Tweaked sprites and colors of chests (to make them stand out more against the tilework)
* Created and implemented the last missing dungeon 1 tiles: pit edges
* Made progress fasing out now obselete old dungeon 1 tileset resources
v0.26.67 (6 juli 2022)
* Tweaked HUD coding slightly
* Cleaned up various (now) obeselete tilesets and other graphics
v0.26.68 (7 juli 2022)
* Added some more niche tiles to dungeon 1 tileset
v0.26.69 (8 juli 2022)
* Removed more (now) obselete tilesets (= resources are now also condensed to just a single texturepage)
v0.26.70 (9 juli 2022)
* Implemented new sprites for shallow water
* Fixed room dimensions of one of the dungeon rooms
v0.26.71 (10 juli 2022)
* Added new visuals for destroyed flying tiles snd pots
* Fixed small textbox depth oversight
* Created and implemented new sprites for pressure plates in dungeon 1
* Minor tweaks to the demo after first full dungeon playthrough
* Fixed error in dungeon1 subboss fight
v0.26.72 (16 juli 2022)
* Tweaked visuals flying tiles
* Tweaked small allignement issue on menu quest page
* Fixed situation where Murray talks on the journal page without actual text to speak
* Improved guidance and hints in demo's first room (temporarily)
v0.26.73 (17 juli 2022)
* Spend the day on titlepage mockups, and writing commission descriptions and feedback.
v0.26.74 (19-23 juli 2022)
* Worked with various artists on commissions
v0.26.75 (24 juli 2022)
* Implemented destructable wall and pillar in d1 subboss room
* Implemented destructable lights in d1 subboss room
v0.26.76 (25 juli 2022)
* Edited code behind bow usage, so old and new hero visuals can be switched on/off
* Cleaned up the few forum topics that I maintained to clearly seperate this new project from my old fangaming activities
* Lost and recreated one of the new idle animations
* Further cleaned up now obselete tile resources
* Implemented visuals new hitswitches
v0.26.77 (26 juli 2022)
* Tweaked and implemented first new idle animation (= waving)
* Tweaked and implemented second new idle animation (= stretching)
v0.26.78 (27 juli 2022)
* Recoded and title intro sequence and applied new title visuals
* Implemented recent music into the game
* Added new mini menu directly on the titlepage
* Disabled attract mode (for the forseeable future)
* The credits are now also available directly from the options at the start of the game
v0.26.79 (28 juli 2022)
* Moved options screen from file select room directly onto the title page
* Further refined connection between credits and title page
v0.26.80 (29 juli 2022)
* Fixed issue with missing music after credits
* Further changed the starting menu visuals
* Implemented new visuals for menu cursor
v0.26.81 (31 juli 2022)
* Implemented new (placeholder) credits music
* Updated credits
* Put out new art commission for death screen and some other future plans
* Implemented new visuals for the text engine frame
v0.26.82 (1 aug 2022)
* Further tweaked “Enter Name” and Title page details
v0.26.83 (3 aug 2022)
* Further tweaked visuals “Enter Name” page
v0.26.84 (5 aug 2022)
* Tweaked character movement animation for some directions
* Edited visuals for hitswitches
* Created and implemented new visuals for keys
* Fixed a broken button in the demo dungeon
* Put out new animation commissions
* Put out new music commissions
* Further tweaked visuals “Enter Name” page
* Updated splash screen and game icon
* Tweaked tiling in demo dungeon basement
v0.26.85 (6 aug 2022)
* Updated game installer mode visuals (in case I ever want to enable an installer)
* Tweaked visuals dungeon map page slightly
* Fixed issue with ledge jumping in one of the demo dungeon F1 rooms
* Updated and implemented visuals for new dungeon map, compass and key/chest
* Fixed sound issue when entering the demo dungeon basement
* Alligned character arrow colors
v0.26.86 (7 aug 2022)
* Tweaked and implemented new visuals for bow, arrows and arrow upgrades
* Tweaked and implemented horn sprite
* Tweaked HUD visuals
* Further tweaked visuals starting page
* Replace one of the smaller fonts
* Slightly tweaked item menu visuals
* Music files are now stored inside the executable
* Tweaked visuals ”File selection” page
v0.26.87 (13 aug 2022)
* Worked with artist on walk animation
* Implemented new dungeon music track
* Worked with artist on final boss sprites (=not in demo)
* Did a lot of reseach and planning
v0.26.88 (14 aug 2022)
* Worked with artist on final boss sprites (=not in demo)
* Replace small amount of sound effects
* Did a lot of reseach and planning
v0.26.89 (18 aug 2022) – GML update
* Replaced a few more old sound effects
* Upgraded to the latest GML version
v0.26.90 (19 aug 2022)
* Wasted almost a full day due to new encounter GML debugger bugs
* Tweaked and expanded new final boss spites
* Started work on implemented final boss neck sprites
* Fixed final boss depth issue
v0.26.91 (20 aug 2022)
* Implemented new final boss neck and head visuals
v0.26.92 (21 aug 2022)
* Encountered a very severe bug in the GM:Studio version 2022.6.xx instance_create_layer function. Rolled back to 2022.5.2.13 and that seems to be able to continue development
* Finished work on final boss so everything is tuned to the (first batch of) new visuals
* Put out next animation commission
v0.26.93 (22 aug 2022)
* Tweaked floor button sprites while pressed
* Implemented new visuals for stunned effect
* Tweaked final boss visual indicators
* Reorganised number of custom sprite resources
* Tweaked HUD fonts
* Money counter now also shows up when collecting something while at max value (to show that you are at max value)
* HUD counters now show green numbers when at maximum
* Counters on equipable items now also turn green when at maximum
* Switched HUD hp and mp bars
* Added option to flip HUD element placement horizontally
* Finished “Enter name” screen edits
v0.26.94 (23-24 aug 2022)
* Created new sprites for Murray and his family
v0.26.95 (26 aug 2022)
* Implemented new visuals for Murray and his family
* Spend some cleaning up the stable unavoidable syntax error warnings as part of using GMLive extension
* Added facial expressions to Murray (during scenes)
* Replace sprites for dark world dungeon treasures
v0.26.96 (27 aug 2022)
* Restructured how new character animations are stored and implemented behind the scenes
* Tweaked and implemented new sprites for walking
* Added some extra debug functions that will help with future .gif creation
* Worked on sprites for walking while carrying
v0.26.97 (28 aug 2022)
* Tweaked and implemented new sprites for walking down winding stairs
* Implemented new sprites for ledge jumping
* Implemented new sprites for picking up items / opening chests
* Implemented new sprites for walking while carrying
* Simplified character shadows: now drawn as semi-transparent sprites, rather then via sprites with color manipulation based on collisions with underlying terrain types
v0.26.98 (31 aug 2022)
* Replace a few more sound effects
* Added better quality versions for a few sound effects
v0.26.99 (2 sep 2022)
* Implemented new visuals for Book of Mudora
* Fixed error in text engine for text longs texts that need to be displayed instantly
v0.26.100 (4 sep 2022)
* Combined lantern light effect into the new translation item
* Reading ancient languages now longer requires you to use the translation item. Just reading while having the item is now enough.
* Cleaned up old book coding
* Updated visuals text engine cursor
* Repositioned HUD item boxes
v0.26.101 (10-11 sep 2022)
* Worked with artists on several new sprites and animations
* Refined “mirror” replacement animation
v0.26.102 (16 sep 2022)
* Tweaked final boss sprites
* Put out new animation commission
v0.26.103 (17 sep 2022)
* Implemented new visuals for falling into abyss and falling to a lower floor
* Implemented new visuals for victory animation on file select screen
* Recoded parts of the code behind drawing the main character on the file selection screen
* Implemented new visuals for victory animation upon collecting dungeon goal items
* Dropped old dancing idle animation (=new game will have 1 less replacement idle animations)
v0.26.104 (18 sep 2022)
* Implemented new visuals for king NPC
* Tweaked and implemented new frames for reseacher NPC
* Tweaked dungeon 1 goal collection scene
* Fixed visual issue with new Murray visuals
* Fixed NPC's not correctly looking sideways while talking to them
* Fixed error after the scene to close off the demo dungeon
* Made progress implementing more new sprites for final boss
* Replaced a few more sound effects
v0.26.105 (23-24 sep 2022)
* Animated (and implemented) growing health/magic bars
* Recoded logic behind gaining more maximum mp
* Fixed error encountered on title menu
* Fixed issue with max health value not saving properly
* Implemented new visuals for wall master style enemy
* Tweaked wallmaster timing and masking to accomodate new visuals
v0.26.106 (25 sep 2022)
* Updated visuals for currency (after lots of experimentation)
* Changed currency values
v0.26.107 (30 sep 2022)
* Worked with artists on a few more animations
v0.26.108 (1 okt 2022)
* Worked with artist on another hero animation
* Implemented few tweaks based on tester feedback
* Fixed HUD button indicators not updating directly after switching controls in the ingame menu
* When interacting with locked doors/blocks without (the correct) keys you now get an explaination text instead of the hero starting to push it
* Made new sprites for the early dungeon treasures
v0.26.109 (2 okt 2022)
* Put out new tileset commission
* Worked with artist on another hero animation
* Tweaked existing character animations
* Tweaked dungeon 1 entrance room
* Recoded parts of destructable objects
* Due to popular demand from testers: added option to cut up the banners in the demo dungeon
* Performed minor fixes and tweaks to final boss AI
* Made progress implementing last new sprites for final boss
v0.26.110 (7 okt 2022)
* Finished implementing all new final boss sprites
* Tweaked a few minor aspects to final boss fight
* Tweaked masking for grabbing/interacting with action objects (=now need to stand closer to interactable objects, but gives better consistency with action button context text)
* Added additional intro phase to final boss fight
* Added transition between final boss phases
* Added extra signaling to highlight boss final weakness (after a little while)
v0.26.111 (8-9 okt 2022)
* Worked with artist on new character frames
* Figuring out how to better record gifs
* Got back into shaders to develop a replacement screen transition for world warping
v0.26.112 (12 okt 2022)
* Minor visual tweakes to map menu page
v0.26.113 (17 okt 2022)
* Made minor tweaks to new incoming tiles/sprites
* Worked more on the new warp transition effect
v0.26.114 (18 okt 2022)
* Worked more on the new warp transition effect
v0.26.115 (19 okt 2022)
* Implemented new visuals for health upgrades (+updated coding to match new terminology)
v0.26.116 (20 okt 2022)
* Tweaked visuals for health upgrades
* Implemented new visuals for wealth in the menu
v0.26.117 (22 okt 2022)
* Implemented new visuals for magic upgrades (+adjusted text when getting them)
* Implemented replacement sprite for mirror item
* Made progress on the file selection screen
v0.26.118 (23 okt 2022)
* Animated (last) idle sequence
v0.26.119 (27 okt 2022)
* Tweaked content of two dungeon 1 rooms
* Changed normal/rusted floorbutton colors
* Experimented with walk animation to make it feel more intuitive while walking north
v0.26.120 (29-30 okt 2022)
* Updated menu colorpallets
* Wasted nearly a day trying out new shader warp effects – not happy with the results just yet
* Made progress updating the pallet swapper shader to also work for the new hero sprites
* Settled on new tunic color pallets
v0.26.121 (4 nov 2022)
* Implemented latest idle animation
* Finished file selection page setup
* Tweaked idle stretching animation
* Dropped old idle animations
* Added new tunic items
* Recoded setup behind tunics to be able to switch between them, with each now having pro and con properties
* Fixed tiling issues in debug areas
* Made progress implementing pallet swapping setup for the main character
v0.26.122 (5 nov 2022)
* Finished implementing character pallet swapping
* Dropped health alarm sound for diagetic feedback via the character sprite
v0.26.123 (6 nov 2022)
* Tweaked menu color pallets
* Tweaked character tunic color pallets
* Made it easier to read and talk via the action button
* Tweaked file select visuals slightly
* Tweaked walking animation visuals
v0.26.124 (8 nov 2022)
* Implemented new item visuals for cloak
v0.26.125 (11 nov 2022)
* Implemented item icons replacements for fire and ice weapons (and updated flavortext etc)
* Implemented new item: flintstones (as pre-firerod item)
* Fixed visuals when wearing monocle in the dark
v0.26.126 (12 nov 2022)
* Put out new sprite commissions
* Made ingame cursor colors conditional
v0.26.127 (13 nov 2022)
* Implemented new character animation for replacement warp item
* Tweaked flint usage to prevent flame spam
* Fixed tiling issue demo dungeon
* Fixed world warping so there is even less chance to get stuck in walls (or exploit the game)
* Made minor visual tweaks to the ingame menu
v0.26.128 (18 nov 2022)
* Tweaked ingame menu colors some more
v0.26.129 (19 nov 2022)
* Edited and implemented new visuals for one of the old demo dungeon enemies
v0.26.130 (20 nov 2022)
* Fixed small longstanding masking oversight in a demo dungeon room
* Fixed freeze after trying to open big key doors without a big key
* Disabled journal menu page (for now)
* Replaced a few more sound effects
* Fixed missing effect if return warping between worlds after colliding despite using the return warp tile
v0.26.131 (23 nov 2022)
* Made progress animating another enemy
v0.26.132 (25 nov 2022)
* Created/edited new visuals for hammer, shovels and net items (+ implemented them with flavour texts)
* The shovel can now be bought from the shop near the start of the game
* Made progress implementing new enemy sprites
v0.26.133 (26 nov 2022)
* Worked with artist on new sprites
* Implemented new menu icon replacement visuals for flippers, gloves, boots and rod of medu
v0.26.134 (27 nov 2022)
* Worked with artist on more spritework
* Slightly tweaked menu visuals some more
* Murray now has a single line of description to say for many menu items
v0.26.135 (1 dec 2022)
* Create and implement new HUD visual for bombs
v0.26.136 (3 dec 2022)
* Tweaked several colors in the HUD and menu slightly
* Updated menu descriptions for several menu items
* Added new visuals for the bomb capacity upgrades
* Added menu descriptions functionality for a few more quest items
* Added new visuals magic attack rod of Medu
v0.26.137 (4 dec 2022)
* Tweaked visuals rod of Medu magic attack
* All quest page items now display a description text
* Updated text for collecting bomb capacity upgrades
* Visuals for collecting bomb/arrow capacity upgrades now better take into state and amount of bombs/arrows collected
* Implemented replacement item for the mushroom
v0.26.138 (5 dec 2022)
* Created animations for demo subboss
v0.26.139 (6 dec 2022)
* Tweaked character tunic colors, to better stand out
* Prepared new art commissions
* Made progress implementing new subboss sprites
v0.26.140 (7 dec 2022)
* Formulated new sprite commissions
v0.26.141 (8 dec 2022)
* Tweaked demo subboss room tiling slightly
* Made progress implementing new demo subboss spritework
* Fixed small visual during appearing of subboss 1
v0.26.142 (9 dec 2022)
* Finished implementing new demo subboss visuals (including scenes)
* Edited subboss entrance scene
* Hero now rotates into ingame victory animation
* Cleaned up some of the coding behind the older character visuals
v0.26.143 (10 dec 2022)
* Made progress implementing new visuals sword attack animation
* Further formulated art commissions
v0.26.144 (11 dec 2022)
* Tweaked new visuals for upgraded swords (about 1/2 of the sword visuals now updated)
v0.26.149 (26 dec 2022)
* Implemented pallet swapper for bunny visuals
* Implemented new sword menu icons
* Finished implementing new statue enemies and tweaked their stats
* Fixed oversight where you were able to “talk” to more enemies then intended
v0.26.150 (27 dec 2022)
* Standardized and finished the all (=96) new sprites for the character swordsin all common directions
* Implemented new sword visuals during file select / victory animations
* Made progress implementing new sword swipe animations
v0.26.151 (28 dec 2022)
* Replaced a few more sound effects
* Tweaked character animation of file select screen
* Tweaked sword attack animations (+implemented sword and pallet swapping)
* Fixed flint item usage not overriding idle animations
* Fixed terrain overlay visuals reseting between character animations
* Fixed phantom after images during some animations (which were caused by alpha values used on screen surfaces)
v0.26.152 (29 dec 2022)
* Finished implementing new sword swipe attacks (all directions and swords)
* Worked a little on future animations
v0.26.153 (30 dec 2022 – 1 jan 2023)
* Created and implemented new visuals for all the grab, push and pull animations
v0.26.154 (6 jan 2023)
* Edited item spawn system so bushes and rocks no longer spawn bomb and arrows
* Recoded some parts of the textengine to allow for multiple more symbols and more than one foreign language
* Added a little extra pause in the text engine after sentences.
* Expanded textengine and textfiles to show who is currently speaking during the various conversations
v0.26.155 (7 jan 2023)
* Spend the day organizing (and expanding) media presence -- Got totally drained. It's a lot more taxing then game development
v0.26.156 (8 jan 2023)
* Spend the day experimenting to learn some basic functionality in Audacity
* Replaced a few more sound effects (not all for next demo)
* Contacted a sound artist
* Fixed text engine visual oversight
* Implemented extra debug functions for sound testing
v0.26.157 (10 jan 2023)
* Fixed error while throwing containers
v0.26.158 (13-15 jan 2023)
* Documented all sound uses in the game
* Implemented new sounds for opening and closing the ingame menu
* Found and removed some obselete textengine coding
v0.26.159 (17 jan 2023)
* Fixed visual oversight during boss appearance scene
v0.26.160 (20 jan 2023)
* Fixed bug where containers could get destroyed multiple types in sequence
* Fixed sound overlap during subboss attacks
* Worked with sound engineer
* Implemented new visuals for hearts and small magic bulb
* Tweaked new visuals for breakable walls further
* Hero now turns around gradually into idle animations and opening master chests
* Replaced one more menu sound effect
* Hero turns around gradually when picking up, or buying, an important treasure
* Phased out one of the menu sound effects
v0.26.161 (21 jan 2023)
* Animated new visuals for picking up containers
* Made good progress implementing new animation
* Spend good deal of time researching the business side of things
v0.26.162 (22 jan 2023)
* Further edited and fully implemented pick up animations
* Created and implemented fairy replacement sprites
v0.26.163 (23 jan 2023)
* Implemented 11 more sound effects
v0.26.164 (27 jan 2023)
* Cleaned up coding behind common items more
* Finished implementing new common mp/hp items
* Small mp/hp items can now also be captured with net
* Small mp/hp items will no longer be picked up if you are already fully restored
* Added more (placeholder) fairy replacements
* Started implementing replacement items for bottles
v0.26.165 (28 jan 2023)
* Finished implementing new bottle replacement visuals (with sketches for demo excluded items – for now)
* Game now also tracks and saves # uses of new bottle replacement items
* Updated the credits end page to also show stats new bottle replacement items
* Updated shops to sell nests instead of bottles (=not in demo)
* Went through all text to rename rupees in gems
* Big magic bulbs have been removed. The fairy replacements will now offer you bigger mp or hp restoration than normal mp/hp items
* Random item generation (like from bushes/enemies/digging) can now also spawn sprites with a small change of occuring
* Updated the overall item spawn rates in the game to reflect these latest changes
* All enemies now have a stat for connected element(s) to determine what type of sprite could potentially get spawned upon defeat, if any
v0.26.166 (29 jan 2023)
* Switched up what type of sprites spawn in dungeons
* Tweaked allignments of text on credits page
* Prepared next batch of audio commissions
v0.26.167 (30-31 jan 2023)
* Finished preparing next audio commission batch
v0.26.168 (3 feb 2023)
* Moved three demo dungeon rooms down to a later area
* Restructured some code concerning area room data
v0.26.169 (5 feb 2023)
* Prepared next batch of sprite commissions
* Made good progress designing 2 new rooms in the demo dungeon
v0.26.170 (9 feb 2023)
* Changed default keyboard controls
* Made some progress adding in the new rooms into the demo dungeon
v0.26.171 (10 feb 2023)
* Made slight tweaks to coding flying tiles and most doors
* Tweaked switch sounds
* Tweaked fountains sprites
* Made progress replacing more sounds with sound engineer
v0.26.172 (11 feb 2023)
* Finished implementing last batch of audio files and put out new commission batch
* Tweaked door and switch audio files slightly to work together better
* Made more progress on latest demo dungeon rooms
v0.26.173 (12 feb 2023)
* Tweaked coding behind flying tiles
* Finished tiling and masking latest demo dungeon rooms
* Updated breakable floor to break via more methods
* Tweaked some more demo dungeon components slightly
v0.26.174 (18 feb 2023)
* Further refined coding behind breakable floors
* Further tweaked hint texts in demo dungeon
* Added extra type of converyor belt
* Tweaked masking tall torches (+ added extra variant)
* Finished coding latest demo dungeon rooms
* Added 2 additional NPC's from later in the game to the demo dungeon for extra (optional) player guidance
* Switched to different HUD font
* Tweaked menu controls a little
v0.26.175 (19 feb 2023)
* Worked with Kohari on new visuals
* Tweaked demo boss and cape stats
* Started implementing new shield (menu) sprites
v0.26.176 (21 feb 2023)
* Improved sprites elemental sprites
v0.26.177 (22 feb 2023)
* Worked with sound engineer
* Shortened wall crash sound effect a little again
v0.26.178 (24 feb 2023)
* Tweaked and implemented visuals various elemental sprites
* Tweaked visuals new conveyor belt
* Tweaked audio levels
* Animated Linden death and revive character animations
v0.26.179 (25 feb 2023)
* Worked on sound effects and started work on next commission pack
* Tweaked music volume levels
* Started work on the new death sequence
v0.26.180 (26 feb 2023)
* Finished implemented death and revival sprites
* Disable sword charging (for the upcoming demo only)
* Added extra demo boss impact effect
* Fixed potential visual issue when switching windows while dying
* Made progress working on the new death sequence
* Implemented new batch of sound effects
* Put out next sounds commission package
v0.26.181 (28 feb 2023)
* Created and implemented two sound effects
v0.26.182 (3 mrt 2023)
* Fixed and tweaked a number of small points after playtesting sessions
* Reversed descision for some health and magic items to not dissappear after a certain time
* Tweaked hinttexts slightly
* Expanded collission coding behind ledge jumping
* Player can now push objects while standing on small stair tiles
* Worked with sound engineer
v0.26.183 (4 mrt 2023)
* Replaced more sound effects
* Fixed issue where thrown containers would break against “the floor” before falling into an abyss or deep water
v0.26.184 (5 mrt 2023)
* Replaced more sound effects
* Implemented new enemy death visuals
v0.26.185 (6 mrt 2023)
* Tweaked small tiling oversight in demo dungeon
* Worked with sound engineer
v0.26.186 (10 mrt 2023)
* Created new sprites for common skeleton enemy actions
* Created various skull sprites
v0.26.187 (11 mrt 2023)
* Tweaked skeleton sprites to make the movements more readable
* Replaced visuals (+tweaked) Murray boss fight (NOTE: not in upcoming demo)
* Fixed credits not triggering at the end of the demo
* Fixed incorrect music playing after boss fights
* Made various more smaller tweaks/fixes based on the latest playtest session
* Boss helper death now brought more in line with regular boss deaths
* Made more progress on updating character death sequence
v0.26.188 (12 mrt 2023)
* Created and (almost fully) implemented new visuals for two more skeleton enemy types
* Implemented new sound effect
v0.26.189 (17 mrt 2023)
* Tweaked skeleton sprites
* Replaced a few more sounds
* Had another playtesting session
* Added shine to key drops, to make them more noticeable
* Tweaked item drop rates
* Tweaked intro hinttexts
* Fixed small masking oversight
* Flintstones usage requires magic again
* Tweaked music calls a little
* Further tweaked hinttexts and a few more visuals
v0.26.190 (18 mrt 2023)
* Simplified coding behind the ingame menu navigation (also to slightly simplify usage)
* Fixed small visual hickup when equipping uncollected items
* Player starts with a one time usage caught sprite
* Tweaked existing skeleton soldier sprites
* Created sprites for another skeleton enemy type
* Cleaned up some old skeleton/skull movement scripts
* Finished implementing new visuals headless skeletons and floating skulls
* Added extra effect for soldiers when noticing the hero
* Floor indicator stays visible slightly longer in the HUD
* Worked on hero hurt sprites
v0.26.191 (19 mrt 2023)
* Cleaned up the coding for default soldier enemies further
* Created (and almost finished implementing) new visuals for skeleton bowman enemy type
* Worked with sound engineer to replace another sound effect
v0.26.192 (20 mrt 2023)
* Made some progress implementing sprites crossbow wielding skeleton
* Created new visuals for crossbow
* Tweaked some hinttexts
* Dropped bombs from the upcoming demo (for now)
* Tweaked some demo container contents
v0.26.193 (21 mrt 2023)
* Tweaked final boss color pallet
* Updated foreign language font
* Updated credits
v0.26.194 (24 mrt 2023)
* Finally finished implementing new visuals crossbow wielding skeletons
* Added new visuals for skeleton thrown projectile
* Nearly finished work on the spider eye enemy visuals and AI
v0.26.195 (25 mrt 2023)
* Finished work on the spider eye enemy visuals and AI
* Cleaned up a pallet swapper issues with the latest enemies
* Worked on new hero hurt sprites
v0.26.196 (26 mrt 2023)
* Finished and implemented new visuals for: getting hurt, getting shocked (for now), wall crashing, and the dying starting frame
* Fixed error when trying to use non-existent weapon
* Implemented one more new sound effect
* Disabled a few sound effects (for now to be replaced later)
* Implemented visuals for another elemental sprite
v0.26.197 (28 mrt 2023)
* Configured earlier hurt sprites to work with the pallet swapper (which I forgot to do earlier)
* Played around with an enemy pallet swapper to reduce future implementation time of (complex) enemy visuals
* Tweaked eye spider visuals slightly
v0.26.198 (29 mrt 2023)
* Applied a pallet swapper to (almost all) the containers (cutting out 42 resources and making future additions far easier to add and maintain)
v0.26.199 (30 mrt 2023)
* Applied a pallet swapper to the remaining containers (cutting another 13 supporting resources)
v0.26.200 (31 mrt 2023)
* Applied new enemy pallet swapper to more enemies (to cut another 137 resources)
* Tweaked DW frost pallet
v0.26.201 (31 mrt 2023)
* Found a major issue with the latest changes and rolled back changes to v0.26.196
v0.26.202 (1 apr 2023)
* Fixed the remaining issues resulting from rollback
* Fixed issue with hero shadow after use of revival sprite
* Tweaked sound timing when pushing/pulling objects
* Added destruction sprites for bones, frozen+stone enemies and banners
* Worked with sound engineer
* Finished character revival sequence
v0.26.203 (2 apr 2023)
* Started work on new running sprites
* Implemented a few more sounds
v0.26.204 (3 apr 2023)
* Made progress on new run animation
* Implemented visuals for another new elemental sprites
* Altered enemy crossbow colors for better readability
* Fixed depth issue when subboss destroys northern wall pieces
* Created replacement sprites for 3 more effects: floor destruction and spirit energy orbs and run effects
v0.26.205 (4 apr 2023)
* Tweaked visuals run effects and elementals
* Added new visuals for running in water
* Tweaked hurt and crash visuals
* Added extra debug function
* Added new visuals for landing in water
* Fixed small demo tiling and masking issue
* Tweaked demo dungeon tileset
* Worked on better visuals for another elemental sprite
v0.26.206 (5 apr 2023)
* Tweaked and implemented visuals for one more new elemental sprites
* Implemented replacement visuals for cape use
* Added new item to demo starting equipment: revival elemental sprite
* Made more progress with the hero run animation
v0.26.207 (6 apr 2023)
* Made more progress on the new run animations (with and without carried objects)
* Improved carried object sprite allignment
v0.26.208 (7 apr 2023)
* Recoded and expanded hero movement engine to cut across large corners more smoothly
* Fixed issues with frozen floors connected to moving platforms
* Made more progress on running animation
v0.26.209 (8-9 apr 2023)
* Finished and implemented new run animations
v0.26.210 (10 apr 2023)
* Applied hero pallet shader to new running animations
* Can now also stop running by pressing the run button again
* Replaced three sound effects with placeholder sounds
* Dropped part of the run follow up frames for more responsive controls
v0.26.211 (11 apr 2023)
* Created and implement new boss death sprite
v0.26.212 (12 apr 2023)
* Created and implemented flintstone fire effects
* Added extra check to prevent you burning through your mp too fast using the flintstones too fast
* Created hero water terrain overlay sprites and started implementing
* Improved (optional) text during demo starting room for newer players
* Polished cape usage a little
v0.26.213 (13 apr 2023)
* Finished implemented hero water terrain overlay sprites
v0.26.214 (14 apr 2023)
* Improved overlapping sprites between hero and water-grass
* Tweaked and implemented ice and fire elemental sprites
* Added kickstarter link and references in the demo
* Recolored wind elemental
* Made boss harder
* Cleaned up code behind item menu slightly
* Updated credits
v0.26.215 (15 apr 2023)
* Fixed error when lighting key demo dungeon torches
* Renamed extra control options
* Now auto detects controlers at all times
* Game now works with multiple controls at once (=use whichever you want if you have multiple plugged in)
* Updated credits
* Options to only show a partial HUD now takes effect immediatly when selected
* Shift button now also valid for button mapping
* Slightly edited button mapping process
* Sped up default room transition sequence
* Increased default gamepad stick deadzone
* Fixed visual hickup while falling down to the floor below
* Updated tilework in one of the early demo rooms to better signal sideroom
* Put out next sound commission
* Switched controller A and B button functionality
v0.27.00 (17 apr 2023)
* Fixed masking issue beyond the conveyor belts in the demo dungeon
* Put out new sprite commissions
===== Released update 1 =====
v0.27.01 (18 apr 2023)
* Fixed small issue where one early staircase may appear prematurely
* Fixed placeholder text on left statue in the entrance room
* Fixed a number of shattered typo's
* Restored missing “secret” sound – Gamemaker bugs strike again!
* Fixed collission error between items spawned from flying enemies vs collission grids
* The game now shows gamepad controls in the textengine if you have a gamepad plugged in
* Skeletons now have the shocked sound effect when they discover something missing
* Flipped hitswitch visuals for more intuitive puzzle
* Fixed shield showing up on the first frame of the dying animation
* Slightly lowered volume when breaking containers
===== Released update 2 =====
v0.27.02 (19 apr 2023)
* Dropped the old cane of byrna item
* Added menu descriptions for the hero shields
v0.27.03 (20 apr 2023)
* Tweaked ice elemental sprites
* Implemented ice elementals as usable items
v0.27.04 (21 apr 2023)
* Worked on some new wall tile mockups for future dungeons
* Edited menu navigation (= can now move more freely to/from the tabs with the up and down buttons)
* Fixed quest page right side navigation from the quivers
* Made preparations to implement fire and stone elementals
v0.27.05 (22 apr 2023)
* Created updated version of the side push animation
* Created new visuals for hero during fast travel system
* Worked on refining new visuals shield use
* Made early mockups for fire/ice item usage
v0.27.06 (23 apr 2023)
* Finished visuals for bringing out the shield
* Updated visuals for stone elemental
* Dropped new push animation again
* Implemented new hero sprite for fast travel system
* Made progress implementing new visuals for bringing the shield out
v0.27.07 (24 apr 2023)
* Implemented new visuals for getting shield out
* Tweaked fast travel sequence slightly
* Cleaned up old shield coding/resources
* Fixed error with specific enemy type in the overworld
* Fixed small visual issue after titlescreen
* Tinkered around with bird animations
v0.27.08 (25 apr 2023)
* Edited and implemented new large bird
* Tweaked overworld tileset a little
* Worked with spriter
* Added more variant “birds”
v0.27.09 (26 apr 2023)
* Implemented book menu items
* Put out new sprite commissions
v0.27.10 (27 apr 2023)
* Added more variant “birds”
* Tweaked some overworld tiles
* Put out more a few more sprite commissions
* Fixed new visual issue on the fileselection screen
* Added extra measure to prevent floating point errors in the movement script
v0.27.11 (28 apr 2023)
* Created movements visuals for new child NPC visuals
* Trinkered around with colors in overworld tilesets
v0.27.12 (29 apr 2023)
* Worked with sound engineer
* Made sound for breaking vases quiter
v0.27.13 (30 apr 2023)
* Finished and implemented child movement animations
* Deleted unused non/original NPC visuals
* Reorganised and expanded debugging functions
* Updated the demo to start with the shield available
* Created and implemented florine movement animations
* Fixed boss icon not showing up properly on the demo dungeon map
* Implemented florine laugh animation
* Dropped several (now) obselete sprites
v0.27.14 (1 mei 2023)
* Tweaked new NPC's to only look sideways when talking to them from the side
* Improved new NPC's depth compared to hero
* Put out next sound effect commission
* Disabled shield in the demo again, because I forgot I'm still using placeholder sound assets
* Tweaked sprite moon book
* Restructured the way most scenes are set up
* Fixed small visual oversight when moving from titlepage to options menu
* The ice shield now does ice damage
* You can now use the fire elemental to apply 80% extra damage when doing physical (related) attacks
* You can now use the stone elemental only take half damage
* Recoded parts of the keyboard and gamepad controls pages
v0.27.15 (3 mei 2023)
* Created new hero visuals for jumping into water
* Started work on new visuals for using more items
v0.27.16 (4 mei 2023)
* Made more progress on new hero visuals for more items
* Fixed small oversight with the new NPC visuals
v0.27.17 (5 mei 2023)
* Created new hero visuals for using the Staff of Meliae and the net
v0.27.18 (6 mei 2023)
* Worked with spriter on the new villain group sprites
* Tweaked visuals for dress wearing following NPC's slightly
* Slightly tweaked a few menu items
* Implemented new hero visuals for using the net
* Implemented new hero visuals for using the Staff of Meliae
v0.27.19 (7 mei 2023)
* Worked more with spriter on villain group
* Implemented new hero visuals for jumping into water
* Worked on rebindable gamepad controls, but did get my gamepad working for testing, so gaving up for a little while
v0.27.20 (8 mei 2023)
* Worked with spriter on villain group
* Implemented new visuals for other fast travel system
* Added extra sounds and effects to using the staff
v0.27.21 (11-13 mei 2023)
* Upgraded to better hardware
* Upgraded to Gamemaker - LTS version (for a more stable dev platform)
* Video capture and editing proof of concept completed
* Worked on next art commission
v0.27.22 (14 mei 2023)
* Performed demo performance by a lot (= own coding needs dropped from 4+Ms to <1 Ms; system performance remains at 16,5 Ms)
* Removed obselete debug functions
* Fixed intro boss text type
* Fixed small memory leak
* Fixed a few errors resulting from new gamemaker version
* Enemy hurt sounds no longer stack
* Rewrite how spirits are caught with the net (for better visual feedback and better gamefeel when sprites are grouped very closely together)
* Tweaked masking of latest NPC's
* Tweaked intro boss masking slightly
* Create new character animations for using the fire and stone elementals
v0.27.23 (15 mei 2023)
* Created new character animations for charging the sword (+walking with charged sword)
* Created new character animations for the sword release (excl special effects)
v0.27.24 (16 mei 2023)
* Removed (now) obsolete sprites
* Tweaked hero sprites in side sword swing animations
* Finished implementing new visuals for using stone elementals (excl. sndfx)
* Made progress implementing new visuals for sword charging (+ walking with charged sword)
* Made progress implementing new visuals for sword release (excl. special effects)
* Finished implementing new visuals for using fire elementals (excl. sndfx)
v0.27.25 (18 mei 2023)
* Finished implementing new visuals for sword release (excl. special effects)
* Put out new commission for pixel artist
v0.27.26 (19 mei 2023)
* Finished implementing new visuals for sword charging (+ walking with charged sword)
* Added ability to rebind the gamepad controls (= buttons only; excl. select/start)
* The sword beam is now only available when you have the strongest sword
* Did a full demo playtest. No gamebreaking bugs found. (Just one or two small issues)
* Fixed being invincible while running
* Fixed error in terrain debug display function
* Discovered and fixed long standing issue where skulls would be able to damage hero hiding under the bridge in the big chest room
* Added the net, shield to the demo; but disabled sword charging
v0.27.27 (20 mei 2023)
* Fixed hardcoded hero name in welcome text. (How I missed that before is beyond me)
v0.27.28 (21 mei 2023)
* Created new character animations for swimming
* Created new character animations for diving
* Created new character animations for getting out of the water
* Next demo will have one less nest and 3/4th health at the start
* Sword charging for special attack now requires the sword to be awakened
v0.27.29 (22 mei 2023)
* Implemented new character animations for swimming
* Implemented new character animations for diving
* Added extra drowning effect
* Implemented new character animations for getting out of the water
v0.27.30 (23 mei 2023)
* Animated magical books
* Created character summoning sprites
* Implemented replacement menu sprites for the medallions
* Started work implementing new summoning animations
* Deleted a bunch of (now) obselete sprites
v0.27.31 (24 mei 2023)
* Made progress creating character animation for using gloves
v0.27.32 (25 mei 2023)
* Made progress adding extra screen effect during boss deaths
v0.27.33 (26 mei 2023)
* Finished adding extra screen effects to highlight boss deaths
* Fixed error in last Murray scene
* Created new sprites for using the rod of Medu in action
* Changed boss naming scheme in desert palace
* Created new character animations for using the rod
v0.27.34 (27 mei 2023)
* Worked with pixel artist
* Implemented new visuals for releasing lv2 charged sword
* Finished creating new character animations for using the gloves
* Started implementing new character animations for using the rod and gloves
v0.27.34 (28 mei 2023)
* Finished implemented new character animations for the rod
* Tweaked glove menu visuals
* Finished implemented new character animations for gloves
* Applied small tweak to the small intro font
* Tweaked medu magic visuals
* Tweaked ice shard visuals
* Added awakened versions of the gloves
v0.27.35 (30 mei 2023)
* Reorganised enemy damage system
* Added new boomerang menu icons and descriptions
* Fixed murray in the menu when he shouldn't (which was somwhat in character to be fair)
* Implemented new boomerangs
* Tweaked credits stats page slightly
* Fixed collissions between boomerangs and containers
* Tweaked glove uses slightly further
* Made progress on new character animations for throwing the boomerang
* Made more progress on visuals released awaked sword 1 sequence
v0.27.36 (31 mei 2023)
* Worked with pixelartist
* Finished and implemented new character animations for throwing the boomerang
* Fixed oversight where the player is to throw a boomerang from any direction, including the back
* Created new sound effect
* Finished implementing new visuals for releasing lv1 charge sword
* Made progress on new hookshot solution
* Fixed visual allignment issue with hero terrain overlayer
* Fixed sprites being uncollected after releasing it when catching it with the boomerang and already at full hp/mp
v0.27.37 (1 juni 2023)
* Tweaked menu item colors slightly for a few items
* Created new character animations for using the hammer
v0.27.38 (2 juni 2023)
* Implemented new character animations for using the hammer
* Made glove animations a fraction faster
* Laid the groundwork for a potential awakened version of the hammer later down the line
* Made a start on new character animations for using the shovel
* Wall probing is now performed by "grabbing" the wall instead of walking against it with a drawn sword
* Created and finished new character animation for wall probing
* Sped up animation when releasing lvl1 charged sword
* Shovel animation visuals now have a slight variation based on the type of water you're digging up
v0.27.39 (3 juni 2023)
* Simplified the coding when using the shovel
v0.27.40 (5 juni 2023)
* Put out new emote and sprite commissions
* Worked with sound designer
* Prepared coding for upcoming sound effects
v0.27.41 (6 juni 2023)
* Fixed switched text on keyboard controls page
* Fixed error on gamepad controls page
* Improved demo dungeon dungeon map detailing
* Implemented a few more new sound effects
* Made more progress creating new character animations for using the shovel
7 juni:
-Released new Discord emotes-
v0.27.42 (8-9 juni 2023)
* Finished new character animations for using the shovel
* Edited menu shovel icons
v0.27.43 (10 juni 2023)
* Worked on new art commission
* Set up new audio system for enemy sounds based on distance
* Implemented a few more new sound effects
* Dropped a few now obsolete resources
v0.27.44 (11 juni 2023)
* Expanded pallet swapper to display active stat boosts
* Replaced a few more sound effects
* Added visual indicator when boosts are about to end
* Prepared code for next audio commission package
* Integrated powder item into other items and cleaned up resources
* Finished implementing new character animation for using the shovel
* Fixed small visual issue when pressing directional buttons while in tall grass, but not actually moving
v0.27.45 (12 juni 2023)
* Finished implementing new character animation for summoning (excl actual summons)
* Performed a big resource and code housecleaning now that 316 hero body and 86 hero head sprites have been replaced in recent months
* Tweaked demo boss add stats
* Created early programmer visuals for some of the summoning sequences
* Worked with pixelartist
* Fixed masking issues in room outside demo
* Made progress implementing first summoning sequence
* Added error sound when trying to summon with insufficient magic
v0.27.46 (13 juni 2023)
* Worked with pixelartist on new trees
* Boomerangs now blocked by low borders. Fire, ice and medu magic is no longer blocked
* Made progress implementing new hookshot solution
* Added in another sound effect
v0.27.47 (14 juni 2023)
* Added boomerang to the demo equipment
* Fixed error when reentering the demo flying tiles room again too soon
v0.27.48 (14-15 juni 2023)
* Finished new hookshot solution
* Started work on wall mockups for future tilesets
v0.27.49 (16 juni 2023)
* Expanded shock animation to also display your attack weapon that was being used
* Added music fade out after succesfull boss fights
* Added ability to run through small pots and bushes
v0.27.50 (17 juni 2023)
* Made a start with some world redesign mockups
* Set up testing rooms for other tilessets and mountain areas
* Made babysteps towards spriting an overworld mountain tileset
v0.27.51 (18 juni 2023)
* Made a little progress on the mountain tileset
v0.27.52 (20 juni 2023)
* Put out next audio commission package
* Rewrote coding related to trees
* Fixed not being able to talk to specific trees
* Fixed not getting items from crashing into specific trees
* Implemented new tree visuals
v0.27.53 (21-22 juni 2023)
* Made a little progress on the mountain tileset
* Made progress on the wall tiles for a future dungeon
v0.27.54 (23 juni 2023)
* Made small sprite, icon and color changes to map menu
* Implemented new icons for world & bird map visuals
* Fixed error with very specific overworld water edge object
* Made progress boxing off demo 2.0 playing area
* Experimented with connection between world & bird map in the ingame menu
v0.27.55 (24 juni 2023)
* Added extra debug functions
* Disabled world map for demo 2.0
* Fixed map menu goal missallignments
* Integrated world map into the ingame menu (still using a few mockup asset) as the groundwork past demo 2.0
v0.27.56 (25 juni 2023)
* Put out new sprite commission package
v0.27.57 (26-28 juni 2023)
* Made a little progress on implementing villain group
* Made a little progress implementing some new terrain tiles
v0.27.58 (29 juni 2023)
* Tweaked and implemented water edge tiling
* Cleaned up world tilesets
* Started edited demo dungeon outside entrance room
v0.27.59 (30 juni 2023)
* Tweaked and implemented outside statue object
* Edited shallow water object for easier use in outside areas
* Finished editing demo dungeon outside entrance room (for now)
* Changed game starting position and gear
* Edited villain visuals slightly
v0.27.60 (1 juli 2023)
* Worked with artist on new sprite/tile assets
* Finished adding NPC for each of the villains
* Implemented new visuals for various containers, like bushes
v0.27.61 (2 juli 2023)
* Implemented more new container visuals
v0.27.62 (5 juli 2023)
* Fixed found issue with some item counts on the credits stats screen potentially being incorrect
v0.27.63 (8-9 juli 2023)
* Made progress spriting new mountain tiles
v0.27.64 (14-15 juli 2023)
* Commissioned Kickstarter capsule art
* Worked with spriter on more world/cave tiles
* Implemented new house tiles
* Implemented several new door sprites variants
v0.27.65 (16 juli 2023)
* Worked with spriter on more new sprites and tiles
v0.27.66 (17 juli 2023)
* Worked with spriter on boss sprites
v0.27.67 (18 juli 2023)
* Worked with sound editor (and implemented a few new sound effects)
v0.27.68 (19 juli 2023)
* Implemented new dungeon entrance tiles
v0.27.69 (20-21 juli 2023)
* Implemented two more sound effects
* Tweaked details behind spiked ball soundvolume
* Slightly tweaked overworld tilework
* Fixed sprite allignment issue when using atk/def “sprites” while interrupting the idle animations
* Fixed spiked ball animation (and spawning) not stopping during some specific pause states and situations
* Updated overworld masking for new spritework
* Implemented new shrubbery tiles
v0.27.70 (22 juli 2023)
* Added extra frames for summon character
* Added animation and additional frames for mud golem enemy
v0.27.71 (23 juli 2023)
* Implemented new visuals for 2 enemies in the desert dungeon (= not in the demo's; might be included in the trailer)
* Fixed color issue with desert dungeon crates
* Added extra enemy type: Mud golem
v0.27.72 (25-28 juli 2023)
* Worked with poster and sound artists
* Implemented various new sounds
* Finished final sprites details for the 3 new enemies
* Made progress spriting new mountain tiles
v0.27.73 (29-30 juli 2023)
* Tweaked and placed various NPC's along the outside path to the demo dungeon
* Adjusted various NPC's dialogue for demo purposes
* Altered some enemy placements
v0.27.74 (1-2 augustus 2023)
* Expanded names in the credits
* Made a more progress on the mountain tileset (and realised I missed several exception cases)
* Made progress on grass border tiles
* Switched DW background colors
v0.27.75 (3 augustus 2023)
* Created extra grass edge tiles for more flexibility
* Completely retiled all grass borders across the worlds
v0.27.78 (12-13 augustus 2023)
* Put out a new spritework commission package
* Prepared SAGE 2023 booth (with demo 1.3)
* Spend nearly a day doing the rounds on the internet to update the all information about this game
v0.27.79 (18-20 augustus 2023)
* Tweaked and implemented tiles elevated ground
* Tweaked and implemented tiles for background grass
* Tweaked and implemented tiles for animated idle water (deep & shallow)
* Enlarged tile commission package a little
v0.27.80 (25 augustus 2023)
* Worked with spriter on new artwork
* Implemented several new overworld tiles
v0.27.81 (26 augustus 2023)
* Worked with spriter on new artwork
* Made progress slightly adjusting desert boss code for new visuals
v0.27.82 (27 augustus 2023)
* Worked with spriter on new artwork
* Made progress implementing new desert boss sprites
* Added several extra NPC frames
v0.27.83 (1 september 2023)
* Improved visuals dug ground
* Finished implementing new desert boss sprites
* Implemented new NPC visuals
* Implemented new visuals for stone piles (and updated properties to be more appropriate)
* Implemented a few more new overworld tiles
* Did some experimentation with tall grass terrain sprites
v0.27.84 (2 september 2023)
* Implemented various new (visuals for) containers
* Tweaked shack sprite shadows
* Now able to hookshot onto cut trees stumps
v0.27.85 (3 september 2023)
* Implemented new doorway visuals into the demo dungeon
* Edited and implemented a few more overworld tiles
v0.27.86 (8 september 2023)
* Fixed typo in the intro sequence
* Made demo dungeon central room pushable statue slightly more obvious
* Added shield strafing
* Added a few extra shortcuts to the demo dungeon to lessen the amount of backtracking
* Made demo subboss fight slightly harder
* Switched around a few demo dungeon objects to better signal safe routes
v0.27.87 (9 september 2023)
* Tweaked character animation when using the shield
* Fixed collissions between sword smear effects and banners
* Made it more obvious when you pick up small keys
* Introducing hitswitches earlier in the demo dungeon
* Made demo dungeon entrance puzzle slightly more obvious
* Experimented with collisions between the shield and enemies
v0.27.88 (10 september 2023)
* The shield will now block (some!) enemies
* Added a few special properties to the better shield
* Fixed sound effect when blocking with the metal shield
* Expanded the roster of enemy defense stats for all enemies
* Tweaked character visuals after using the earth/fire elementals
* Changed up starting equipment nests
v0.27.89 (15 september 2023)
* Tweaked and implemented a few more overworld tiles
* Made a start replacing the world signposts with a new type of object for more functionality
v0.27.90 (16 september 2023)
* Finished replacing signpost tiles with new (destructable) objects
* Finally found a way around some invalid gamemaker coding warnings
* Added small extra scene for demo 2.0
* Added extra frame to one of the villains
* Implemented another few overworld tiles
v0.27.91 (17 september 2023)
* Implemented another few overworld tiles
* Added / updated more NPC dialogue for demo 2.0
* Added small extra scene for demo 2.0
v0.27.92 (21 september 2023)
* Updated all hero frames for extra shader option
* Experimented with fencing tiles and animated grass/flowers
v0.27.93 (22 september 2023)
* Experimented with new cave wall/floor visuals
v0.27.94 (23 september 2023)
* Experimented further with new cave wall/floor visuals
* Made a start with the new cave tileset
* Started replacing the first few cave tiles
* Implemented a few more replacement overworld tiles
* Experimented with house indoor/floor wall tiles
v0.27.95 (24 september 2023)
* Fixed issue of conflicting NPC's appearing together
* Added grass animations
* Experimented with new flower visuals
* Made progress tweaking the new cave wall/floor tiles
I'm aiming for PC, Switch and Switch 2.
The switch releases will be dependant on a successful Kickstarter campaign though.
XBox and Playstation are much harder to publish on as a solodev (from what I've seen during my earlier research) so there are no concrete plans as of yet.
v0.27.96 (25 september 2023)
* Completed and implemented cave wall/floor tiles
* Tweaked outside NPC texts slightly
* Experimented with new flower visuals
v0.27.97 (26 september 2023)
* Finished adding new flower visuals and animations
* Implemented a few more new overworld tiles
* Slightly tweaked overworld bridges style
* Replaced a few more cave tiles
v0.27.98 (27 september 2023)
* Implemented new visuals overworld tall grass
* Added more variant overworld bushes
* Fixed a few issues with digging near tall grass and water
* Fixed issue with collecting some dug up items instantly
* Replaced a few more cave tiles
* Finished cave visuals from breakable floors
v0.27.99 (28 september 2023)
* Experimented with sequences to work towards my own take on the medallion effects
v0.27.100 (29 september 2023)
* Added extra colorswapped cave tileset
v0.27.101 (3 oktober 2023)
* Tweaked a few cave border tiles
* Added extra variants breakable floor
* Fixed things again after a new Gamemaker bug continuously deleting several specific sprites and one of the tilesets
v0.27.102 (6 oktober 2023)
* Finished preparing next art commission package
v0.27.103 (7 oktober 2023)
* Fixed issues with the dpad up button some people were reporting (=was finally able to reproduce it)
* Fixed issue with not being able rebind controller buttons
* Fixed visual oversight on controller rebinding screen
* Fixed a small typo in the demo
* Fixed visuals of one demo dungeon door not being consistent
* Made small keys stand out slightly more against the backgrounds
v0.27.104 (8 oktober 2023)
* Experimented with new fonts and settled on slightly different visuals
* Made a small amount of progress on the overworld mountain tileset
v0.27.105 (13 oktober 2023)
* Tweaked shallow water object to make it quicker to implement
v0.27.106 (14 oktober 2023)
* Added extra color variants for (shallow) water
* Created and implemented more new cave tiles
* Added more visuals for floor switches
* Added ground shadows to all big trees
v0.27.107 (15 oktober 2023)
* Made progress on new mountain tiles
v0.27.108 (18-22 oktober 2023)
* Made a lot more progress working on the new mountain tileset
v0.27.109 (27 oktober 2023)
* Tweaked mountain tileset and started implementing in full overworld
* Started pixelart commission review process
v0.27.110 (28 oktober 2023)
* Reviewed, tweaked and started implementation latest pixelart package
v0.27.111 (29 oktober 2023)
* Completed review new pixelart package
* Implemented several new overworld and cave tiles
* Fixed error regarding returning to holes hidden underneath tall grass
* Tweaked overworld tiling
* Made it tiles underneath cut grass undiggable
* Implemented various new overgrown garden archways
* Implemented new visuals bomb pickups
* Recalculated business case slightly
v0.27.112 (3 november 2023)
* Added and implemented extra tiles to the mountain tileset for the sides of angled hills
* Made more progress implementing the mountain tileset further in the entire overworld
* Fixed depth issue shadows large trees
* Reworked overworld starting room a bit more
* Expanded base room transition sequences for easier usage
* Tweaked rose archway slightly
* Fixed doorway when entering later mansion out of order
* Implemented a few more overworld tiles
v0.27.113 (4 november 2023)
* Implemented north and south mine entrances
* Implemented new cave entrances
* Implemented new mountain tileset into one of the later dungeons
* Expanded mountain tileset with additional tiles
* Fixed depth issue when exiting a later dungeon
* Made more progress implementing the new overworld mountain tileset across the full game
v0.27.114 (10 november 2023)
* Expanded mountain tileset with deep water border animated tiles
* Made more progress implementing mountain tileset across the game
v0.27.115 (11 november 2023)
* Finished implementing mountain tileset across the next demo's explorable space
* Tweaked overworld tiling + masking
* Implemented visuals for a series of new containers and pushable objects
* Expanded container respawn requirements
* Expanded code to allow pushing/pulling of objects directly above enemies or containers (= on floor above)
v0.27.116 (12 november 2023)
* Implemented new cave wall lights
* Added new visuals for cave doorways, exits and inner stairs
v0.27.117 (17 november 2023)
* Tweaked menu text to better explain what the smoke pallets do
* Added new visuals for cave stairs within rooms
* Tweaked speed on regular staircases
v0.27.118 (18 november 2023)
* Added new visuals for cave conditional and locked doors
* Made progress spriting the new waterfall tiles
v0.27.119 (19 november 2023)
* Switched over to the demo 2 playable area and dealt with the various bugs and checkboxes resulting from the first playtest sessions
v0.27.120 (20 november 2023)
* Added (hidden) shortcut to make Linden wave to the camera (=ctrl+5)
* Continued tweaking demo 2 based on player feedback
* Made demo dungeon enemies slightly stronger
* Decreased starting health
* Added ability to recomplete demo dungeon multiple times on the same savefile
* Tweaked visuals special pressure plates
* Added new visuals for on-off blocks
v0.27.121 (21 november 2023)
* Put together a very early mockup trailer
* Adjusted some dialogue to better fit the new demo
* Fixed error when turning enemies to stone
v0.27.122 (22 november 2023)
* Spend time reviewing the new music tracks
* Fixed issues when screen transitioning while diving
* Tweaked more NPC dialogue
* Added ability to hookshot towards big trees
* Trees have now become action objects
* Fixed visuals NPC scene in water dungeon
* Fixed issue with one of the “medallion” character actions
* Made the hammer feel more powerful
v0.27.123 (23 november 2023)
* Added more dungeon map boss icons – for fun. Only applies for later dungeons.
* Fixed dungeon map boss animation when on the floor below the boss
* Finished new visuals for waterfalls
v0.27.124 (24 november 2023)
* Implemented new visuals for waterfalls
v0.27.125 (25 november 2023)
* Added various new cave flavour objects
* Updated the Itch page in anticipation of the next demo
v0.28.002 (1 december 2023)
* Made more progress on trailer (assets)
* Replaced visuals dungeon deep water
* Tweaked and implemented some new mansion garden tiles
* Updated masking in mansion dungeon
* Implemented several new art commissions
v0.28.003 (2 december 2023)
* Made more progress on trailer (assets)
* Implemented new visuals for one more enemy type
* Implemented new visuals for several movable objects
v0.28.004 (3 december 2023)
* Made more progress on trailer (assets)
* Added new visuals for more enemies and areas
v0.28.005 (4 december 2023)
* Made more progress on trailer (assets)
* Tweaked a few more tiles
v0.28.006 (5 december 2023)
* Made more progress on trailer (assets)
* Fixed a serie of reported typos
* Fixed split second prompt on demo dungeon big stairs
v0.28.007 (6 december 2023)
* Fixed more reported typos
* Fixed starting with the pellets item
v0.28.008 (7 december 2023)
* Got taken out by dental complications from an earlier appointment
* Switched map chest colors to make more sense
v0.28.009 (9-15 december 2023)
* Finished trailer assets
v0.28.010 (15-17 december 2023)
* Commissioned next batch of music tracks
* Started groundwork for allowing for multiple languages
* Restructured how Boss and Area introduction text is stored
v0.28.011 (22-23 december 2023)
* Fixed chest color reference in cave hinttext
* Made more progress separating out all the game's text (for later language options)
v0.28.012 (24 december 2023)
* Fixed catching a wind elemental giving you the darkness elemental
* Using a restoring elemental when already at full mp/hp will now release it (thus allowing you to empty nests)
* Made more progress isolating game's text (for coming language option)
v0.28.013 (28 december 2023)
* Tweaked demo dungeon subboss for better stability
* Made more progress isolating game's text (for coming language option)
v0.28.014 (29 dec 2023 – 1 jan 2024)
* Made more progress isolating game's text (for coming language option)
* Overhauled journal data setup
* Overhauled text engine text input files
v0.28.015 (3 januari 2024)
* Made more progress isolating game's text (for coming language option)
v0.28.016 (6-7 januari 2024)
* Finished isolating game's text (for coming language option)
* Added placeholder language option to the options menu
* Expanded fonts for French language
v0.28.017 (8 januari 2024)
* Further expanding fonts for the missing œ letter/symbol
* Implemented the first French translations that came in
* Replaced one of the ingame fonts that got messed up by some windows change
* Fixed error with a late game boss name
v0.28.018 (9-12 januari 2024)
* Applied more translations
* Fixed a few language related alignment issues
* Expanded fonts with several more special letters
* Added options to use special letters in your character's name. (Although we all know that Linden is the best hero name ever, so why would you ever want to ??!!)
v0.28.019 (13 januari 2024)
* Added a roomhint in one of the basement rooms in the demo dungeon that's on the critical path
* Improved demo intro boss stability
* Lower default and max music volume values
* Positioning in options menu now remembered between screens
v0.28.020 (15 januari 2024)
* Fixed minor coloring irregularity within demo boss fight
* Tweaked boss atk values ever so slightly
* Fixed collision issues after hitting an enemy with the atk boost if it does not kill the enemy
* Fixed a placeholder sprite showing up in the demo dungeon mountain range
v0.28.021 (18 januari 2024)
* Fixed masking issue in the cave to the big demo dungeon
* Reviewed new music demos
v0.28.022 (19 januari 2024)
* Temporarily disabled french language for the next demo
* Added extra language debug function
* Default character name is set to Linden
* Expanded screen resolution options
* Made smaller pushable statues easier to distinguish
v0.28.023 (20 januari 2024)
* Re-enabled french language in the options
* Replaced the upslash sound effect with the actual custom sound made for it. (Can't believe I forgot to actually apply it) :S
* Prepared next sound effect commission package
v0.28.024 (21 januari 2024)
* Added new visuals for floor grates
* Fixed small tiling issue in dungeon A04
* Added new visuals for magical blocks
* Created and added new (dis)appear animation for magical blocks
* Fixed small oversight between magic blocks and enemy collisions
* Made hero immune while a little into performing the 360 attack
v0.28.025 (22 januari 2024)
* Adjusted sound effects when using the cane item without magic or at an invalid location
* Fixed funny glitch resulting a dual 360 sword atk when the enemy blocks the hit during certain frames
* Fixed not being able to create magic blocks on some bridges
v0.28.026 (26 januari 2024)
* Tinkered around a lot looking to replace a few more old sound effects; replaced one more sound effect
* Reviewed latest music track
v0.28.027 (29 januari 2024)
* Made new demo version for sound effect commission testing
v0.28.028 (30 januari 2024)
* Added boss name to initialse encounting of the demo boss
* Fixed max amount of secret(chests) on the credits screen to be 4 instead of 3
v0.28.029 (3 februari 2024)
* Added sound effect to adjusting sound effect volume
v0.28.030 (5-7 februari 2024)
* Reviewed new music and sound effects
* Fixed a placeholder mountain tile accidently visible again
* Implemented various new sound effects
v0.28.031 (8 februari 2024)
* Reviewed more new sound effects
* Delete button no longer acts as default cancel button
* Several more keyboard buttons (including the numlock area) are now valid for key rebinding
* Made intro boss do less damage
* Added extra text and visual hints to weakpoint intro boss
* Added more hints to the early demo obstacles (= mostly making sure players don't just receive text based hints)
* Tweaked NPC dialogue hinttext
* Rotated starting equipable elementals
* Added extra sound effect to rusted buttons
* Added hinttext to intro boss fight
======================
Released demo 2.2
======================
v0.28.032 (9-10 februari 2024)
* Put out new pixel art commission package
* Tiled another new room
* Reviewed more French translations
v0.28.033 (11 februari 2024)
* Reviewed more French translations
* Reviewed new music demo
v0.28.034 (16 februari 2024)
* Expanded pixel art commission
* Improved alignment deep water terrain surfaces in underwater prison dungeon
* Adjusted music volume per track
* Fixed game title page not getting translated instantly when switching languages
* Created Pinterest account / uploaded screenshots
v0.28.035 (20-22 februari 2024)
* Reviewed new music
* Reviewed and implemented more new sound effects
* Made more progress on KS page
* Fixed missing sound effect for final boss
v0.28.036 (23 februari 2024)
* Reviewed new music
* Reviewed and implemented more new sound effects
* Reviewed new pixel art
* Implemented new effect visuals for sandworms
* Made a little more progress on KS page
v0.28.037 (24-25 februari 2024)
* Reviewed more pixel art
* Made progress on the KS page
v0.28.038 (26 februari 2024)
* Finished reviewing and implementing new sound effects
* Reviewed more pixel art
v0.28.039 (1-3 maart 2024)
* Reviewed more pixel art
* Made more assets for the KS page
* Reviewed more music progress
* Send out interviews for fellow devs
* Adjusted the “controls” menu pages to not show the run option until you collect the required option.
* Added annoyed bird mode
v0.28.045 (28 maart 2024)
* Added ability to walk while using charged up gloves
v0.28.046 (3 april 2024)
* Fixed small tiling issue in demo dungeon
v0.28.047 (7 april 2024)
* Set up Discord channels and onboarding steps
v0.28.048 (11 april 2024)
* Added backers section to credits page
v0.28.049 (12 april 2024)
* Fixed issue when mirroring HUD
* Removed Kickstarter link from demo menu
v0.28.050 (13 april 2024)
* Improved 'hookshot' movement script to better stop near targets
* Added corner cutting hero movement during 'hookshot' retraction
* Fixed boomerang not bounching properly of some types of wall
* Improved diagonal movement on stairs vs walls corners
v0.28.051 (14 april 2024)
* Controls displayed on title page
* Implemented latest music tracks
* Replaced a few more placeholder sound effects
* Small keys can now have different colors per dungeon (+ changed color in demo dungeon to make it stand out more)
v0.28.056 (21 april 2024)
* Made a few early demo puzzles slightly more intuitive
v0.28.057 (24 april 2024)
* Added more backers to the credits
v0.28.058 (25-26 april 2024)
* Tweaked and expanded fonts to allow specific symbols in names
* Outside signpost can no longer be destroyed with the sword (but can still be picked up)
===============================================
Released demo 2.3 (alpha/beta backers)
===============================================
v0.28.059 (27 april 2024)
* Disabled full screen with screen stretching upon first starting up the game, to accommodate modern widescreen monitors
* Added in latest credits names
* Made sure to hide the French translations again (as they are not completed and likely will not be for a long time)
* Tweaked animation speed sword 1 special atk
* Fixed overlapping music when playing the credits from the start menu multiple times in a row
* Fixed typo in main item menu
v0.28.060 (28 april 2024)
* Created mock-up visuals for sword 4 special atk
* Typed out the first few texts of backer lore request
* Put out new pixelart commission package
v0.28.061 (3 mei 2024)
* Expanded art commission
* Created and implemented new bomb and bomb explosion sprites
* Added more backers to the credits
v0.28.062 (4 mei 2024
* Improved code for jumping out of deep water
* Expanded pixelart commission package
* Added more backer names to the demo
=================================
Released demo 2.3 (public)
=================================
v0.28.063 (5 mei 2024)
* Added bombs to the next demo
* Added small bomb upgrade to the game
* Expanded pixelart commission package
* Fixed small bug with magic mazes
* Spend a good deal of time preparing a switch to tile based collision checking, but found that my existing system is (more cumbursume to use but) at least twice as efficient. So rolled back changes
v0.28.064 (10 mei 2024)
* Fixed sprite jittering while diving and swimming straight towards water edges
* Created and implemented fire shot visuals
v0.28.065 (11 mei 2024)
* Tweaked bomb explosion animation
* Tweaked fireball animation
* Created and implemented ice shot visuals
* Added variant ice colors for alt world
* Created and implemented slime block explosion animation
* Cleaned up coding some more surrounding enum usage
v0.28.066 (12 mei 2024)
* Added placeholder sndfx for slimeblock
* Made slime block extra jiggly
v0.28.068 (16-17 mei 2024)
* Reviewed new pixelart commission results (+worked with backers)
* Finished implementing slime block
* The final boss now roars
* Fixed final boss pushback distance stacking
* Fixed hit reflection sound potentially stacking
* Reordered a few item menu items
* Added extra frames for caught ice elemental
* Slime block now also does not like fire
v0.28.069 (18 mei 2024)
* Created and implemented sword 3 special attack effect
* Tweaked one of the attacks of the final boss
* Fixed item menu navigation oversight
* Update darkness engine to account for more hero/enemy attacks (and Murray's flame)
* Some of the elementals now also provide light
* Made a little more progress on one of the grimoire summons
* Sword charging sparkles now better alignment with the sword while walking
* Made progress preparing the next sndfx commission package
v0.28.070 (19 mei 2024)
* Made progress on usage of captured electric sprites
* Updated a few menu item descriptions
* Finished work on the special sword attacks (excl snd/sprite final variant)
* Created and implemented new visuals for a boss fire attack