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Author Topic: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance  (Read 167779 times)

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Diminish

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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1000 on: November 16, 2015, 08:35:05 am »
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I just wanted to say that at the time of me posting this, this project will have received 1000 replies and will have had 99,889 views (111 views short of 100,000) - and all things considered it is one of the most frequently and consistently updated projects in ZFGC's recent history. Keep up the good work!
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1001 on: November 16, 2015, 06:18:07 pm »
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Thanks!
I feel all proud now XD
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1002 on: December 09, 2015, 09:48:47 am »
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Just a quick message saying I'm still here.
The last couple of weeks I've been working on house maintenance (hurray for questionable personal carpentry skills XD), work and personal matters so there is less progress then usual. Also, consolidating all the character shadow objects + coding is taking weeks rather then days. No worries though: I've almost fully cracked it.

===============

And here is a more proper update:
Code: [Select]
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

With the roadmap now looking like this:
Code: [Select]
== 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
« Last Edit: December 09, 2015, 05:38:21 pm by Martijn dh »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1003 on: December 10, 2015, 05:01:46 pm »
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Don't overwork yourself. It may be hazardous to your health.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1004 on: December 10, 2015, 05:25:24 pm »
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Thanks for the concern. Sadly I know all too well. I'm suffering from a burn-out for a number of months now. (My situation is already FAR better then in the beginning btw)

As for my progress on this project: I work on it less days but when I do it gives me more energy then it takes so it's all good.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1005 on: December 13, 2015, 09:14:46 pm »
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Here is another status update:

Code: [Select]
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
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1006 on: December 17, 2015, 02:01:56 am »
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 8)
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1007 on: December 17, 2015, 02:27:08 pm »
  • Doesn't afraid of anything.
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Looking good, man! keep it up!!
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i love big weenies and i cannot lie
Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1008 on: December 20, 2015, 09:05:27 pm »
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Thanks for the support!

Here is this weeks progress report:
Code: [Select]
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
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1009 on: January 01, 2016, 07:39:37 pm »
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Happy new years everyone!

Here is a little bit more progress made during the holidays. Also, I've included an almost finished visual of the newly designed fairy cave (feedback is always welcome) and an updated roadmap for 2016.

PROGRESS MADE:
Code: [Select]
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

ROADMAP:
Code: [Select]
== 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
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1010 on: January 02, 2016, 06:01:11 pm »
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Really really really nice. Oh btw, I posted a video of an any% speedrun, if you wanna watch. As you can see, no credits at the end ^^

https://www.youtube.com/watch?v=DN0jDJjv3DI
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1011 on: January 02, 2016, 07:01:29 pm »
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Yeah, I saw it appear in my subscriptions. Very nicely done.

It's been ages since I last checked but perhaps you also need to finish the gauntlet as well for the credits. I'm not sure. Either that or it broke in one of the last public versions.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1012 on: January 02, 2016, 07:13:10 pm »
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As far as I can remember, finishing the gauntlet dungeon does not give credits... On the other hand, is there an end? I'll check out.

Oh, btw, are you interested to some video about your game? Maybe a trailer, or anything really, I'll love to do something for you ^^ I could also beta test if you still need testers :)
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1013 on: January 02, 2016, 07:38:30 pm »
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Looking at my current version the credits should have been starting after finishing dungeon 2 or both dungeons. So it is most highly likely that there was a coding issue in the last public demo.

Recording extra video's is always appreciated. Trailers in particular are great since I am not good at making those at all. Video's on new stuff (like the day-night cycle) in the current build are also appreciated since people like seeing such progress in action.

As for testing: Heartless also offered help so I'll send the both of you a demo in 24 hours (give or take). Try and break it in any way you can ;). Do be warned that the current version will definatly contain issues with: character actions, enemies and scenes. This is because those all still need to be properly converted to 60 fps and gamemaker studio logic. For instance: enemies and Link still act at twice the normal speed.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1014 on: January 02, 2016, 07:54:22 pm »
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Should we report those obvious bugs?
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1015 on: January 02, 2016, 07:59:59 pm »
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A list of known issues helps as a checklist to check after the convertion, but I'd understand if the list is too long or boring to make. I'll leave it up to you.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1016 on: January 03, 2016, 01:02:06 pm »
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Oh, and I'm wanting to do a TAS (Tool Assisted Speedrun) of this game (by the help of Hourglass). I doesn't work with the current game, mostly because of the little loading at the beginning. Do you think it will work with the demo 18 since you change some things (engine)?
« Last Edit: January 03, 2016, 01:46:22 pm by Wobmiar »
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1017 on: January 03, 2016, 01:07:59 pm »
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Not sure, but you can test it on the testdemo that I'm sending later on. It'll have the same beginning as any future demo's.
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1018 on: January 03, 2016, 07:11:29 pm »
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It works, yeah! :D
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Re: [DEMO 17 out] Alttp - Horn of Balance
« Reply #1019 on: January 03, 2016, 10:17:07 pm »
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And here is the last of the progress during my free days this holiday period. Also see the attached screenshots for the new terrain type.

Code: [Select]
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
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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