(https://s5.postimg.cc/hf6ob4daf/Popo.png) - Popo (http://sj.uploads.im/t/bLoFG.png) - Ropa (https://i.postimg.cc/g2bwSJ5n/Anti-Faerie.png) - Anti-Faerie (https://s5.postimg.cc/ui2aue3if/Pols_Voice.png) - Pol's Voice (https://s5.postimg.cc/gs7rllgef/Yellow_slime.png) - Yellow Slime (http://sj.uploads.im/t/apXQj.png) (http://sj.uploads.im/t/kJjcU.png) - Wall Cannon (https://i.postimg.cc/wvM3ystb/Turtle.png) - Turtle (https://s5.postimg.cc/f0zicyxmv/Stall.png) - Stall (https://i.postimg.cc/c6yJb9FV/Gibo.png) - Gibo (http://sj.uploads.im/t/lpR2e.png) - Medusa block (https://s5.postimg.cc/twy1kn92f/Spiked_block.png) - Spiked block (https://s5.postimg.cc/53ohk0smv/Trickbox.png) - Trickbox (https://i.postimg.cc/8cWvcr9g/Deadrock.png) - Deadrock (https://s5.postimg.cc/5gfvq6nrb/Beamos.png) - Beamos (https://i.postimg.cc/66GnYD3b/Armos-inactive.png) (http://sj.uploads.im/t/rVd3D.png) - Armos (https://s5.postimg.cc/bhdkna58n/Vulture_and_Cactus.png) - Vulture (https://s5.postimg.cc/4rqwylydj/Rope.png) (https://s5.postimg.cc/ryb9e15c7/Stalrope.png) - Rope / Stalrope (https://i.postimg.cc/nc47tBqv/LeeverA.png) (https://s5.postimg.cc/we9sryazb/Leever_B.png) - Leever (http://sj.uploads.im/t/1N7lU.png) (https://s5.postimg.cc/t7f98by93/Cukeman.png) - Buzz Blob / Cukeman (http://sj.uploads.im/t/LxEDi.png) (https://s5.postimg.cc/4qx3dwuyf/Hardhat_Beetle_red.png) - Hardhat Beetle (http://sj.uploads.im/t/bvs64.png) - Sandman (https://s5.postimg.cc/sunv27l53/Wizzrobe_alive.png) (https://i.postimg.cc/ZqRy3Q2c/Wizzrobe-undead.png) - Wizzrobe / Undead wizzrobe | (https://s5.postimg.cc/3omwvdrkn/Cannonball_large.png) (https://s5.postimg.cc/f0zid6fp3/Cannonball_normal.png) - Cannonball (https://i.postimg.cc/gJ3c6qzs/Flying-tile-A.png) (https://i.postimg.cc/43DNdFgn/Flying-tile-B.png) (http://sj.uploads.im/t/NGbXt.png) - Flying Tile (https://s5.postimg.cc/t84hfc9qf/Zol_A.png) (https://s5.postimg.cc/b6lchjfpj/Zol_B.png) (https://s5.postimg.cc/ib35qkmyv/Zol_C.png) (https://s5.postimg.cc/a6v1lu0jr/Zol_D.png) - Zol (https://s5.postimg.cc/puw8smg5j/Eyegore_A.png) (https://s5.postimg.cc/gbr5cwi13/Eyegore_B.png) (https://s5.postimg.cc/ovajanqdj/Eyegore_C.png) - Eyegore (https://s5.postimg.cc/5nrzrsxfr/Stalfos_A.png) (https://s5.postimg.cc/st6zrjryf/Stalfos_C.png) (https://s5.postimg.cc/wbiznxsuf/Stalfos_B.png) (https://s5.postimg.cc/e7fz3av5z/Stalfos_Archer.png) - Stalfos (https://s5.postimg.cc/twy1kse93/Deibadora_green.png) (https://i.postimg.cc/9FY4kVjb/Deibadora-green.png) (https://s5.postimg.cc/nj8yhjh2v/Deibadora_red.png) - Deibadora (https://s5.postimg.cc/olj5037lz/Bari_blue.png) (http://sj.uploads.im/t/IKZL4.png) (https://s5.postimg.cc/a2bzyom6v/Bari_red_-_small.png) - Bari (https://s5.postimg.cc/pntbin5uv/Goriya_green.png) (https://i.postimg.cc/3NMysxRS/Goriya-red.png) - Goriya (https://s5.postimg.cc/5t79wiyd3/Spiked_block_Large_A.png) (https://s5.postimg.cc/ja48fegef/Spiked_block_Large_B.png) - Large spiked block (http://sj.uploads.im/t/D7q31.png) (https://i.postimg.cc/9XTwGZ8v/Slarok.png) - Octorok / Slarok (http://sj.uploads.im/t/UZHLK.png) (http://sj.uploads.im/t/3aSPs.png) - Spiked roll (https://s5.postimg.cc/ydaaapc1z/Tektite_A.png) (https://s5.postimg.cc/vklo4f13b/Tektite_B.png) (https://s5.postimg.cc/oinqi7xhj/Tektite_C.png) - Tektite (https://s5.postimg.cc/f1xxbldmv/Soldier_A.png) (https://s5.postimg.cc/hxb0ighmv/Soldier_B.png) (https://s5.postimg.cc/oca1f4ocn/Soldier_C.png) (https://s5.postimg.cc/6nianiclj/Soldier_D.png) (https://s5.postimg.cc/4wz9m0v2f/Soldier_E.png) (https://s5.postimg.cc/8ac3mhe13/Rookie_A.png) - Soldiers (https://s5.postimg.cc/41eb1n25j/Guruguru_bar_clockwise.png) (https://i.postimg.cc/xT2Jg8Bq/Guruguru-bar-counter-clockwise.png) - Guruguru bar (https://s5.postimg.cc/d7l2tuqmf/Lanmola.png) - Lanmola (https://s5.postimg.cc/mtena5hs7/Sanmola.png) - Sanmola | (https://s5.postimg.cc/u1lolp553/Spark.png) - Spark (http://sj.uploads.im/t/Tu2nJ.png) (https://i.postimg.cc/YSsLx3ww/Walllaser-B.png) - Wall lasers (https://s5.postimg.cc/5xlq5x7wn/Winder.png) - Winder (https://s5.postimg.cc/44s0931hj/Snapdragon.png) - Snapdragon (https://s5.postimg.cc/dy97lw3lz/River_Zora.png) (https://s5.postimg.cc/c56axkifb/image.png) - River Zora / Ku (https://s5.postimg.cc/7n405h2dj/Sandcrab.png) - Sandcrab (https://s5.postimg.cc/k5beukklj/Kodongo_A.png) (https://s5.postimg.cc/yd13j7xaf/Kodongo_B.png) - Kodongo (https://s5.postimg.cc/pyq28vlmv/Wallmaster.png) - Wallmaster (https://s5.postimg.cc/h7eg0vcxz/Stalfos_Head_A.png) - Stalfos head (https://s5.postimg.cc/ks6buamkn/Mini_Moldorm.png) - Mini Moldorm (https://i.postimg.cc/7ZvCdcRB/Bunny-Beam.png) - Bunny Beam (https://s5.postimg.cc/ss1a0nuev/Cucco.png) (https://s5.postimg.cc/ctskaki7b/Cucco_Undead.png) - Cucco / Undead Cucco (WILL BE NEW IN DEMO (https://i.postimg.cc/nrQPQ8KC/Arrow-trap.png) - Arrow trap (WILL BE NEW IN DEMO 23) (https://i.postimg.cc/TwGTmrZ5/Boulder-trap.png) - Boulder trap (WILL BE NEW IN DEMO 23) (https://i.postimg.cc/brw8VqYz/Hokkubokku.png) - Hokkubokku (WILL BE NEW IN DEMO 23) (https://i.postimg.cc/Pq8VnS4g/Helmasaurus.png) - Helmasaurus (WILL BE NEW IN DEMO 23) (https://i.postimg.cc/zvrWXJfg/Tarosu-A.png) (https://i.postimg.cc/rsN4DvdY/Tarosu-B.png) - Tarosu soldiers (WILL BE NEW IN DEMO 23) |
(https://s5.postimg.cc/psq5b0gnb/Boomerang_A.png)(https://s5.postimg.cc/3utoh81mv/Boomerang_B.png) - Boomerang (https://s5.postimg.cc/prg7hletj/Book_of_Mudora.png) - Book of Mudora (https://s5.postimg.cc/3m0p51e87/Bug_Catching_Net.png) - Bug-Catching Net (https://s5.postimg.cc/xbdvxdxdz/Lanturns.png) - Lanterns (https://s5.postimg.cc/wojkllpvr/Magic_Mirror.png) - Magic Mirror (https://s5.postimg.cc/vr8jyzozr/Firerod.png) - Firerod (https://s5.postimg.cc/vv2df8uh3/Icerod.png) - Icerod (https://s5.postimg.cc/3pz3z193b/Rod_of_Medu.png) - Rod of Medu (https://s5.postimg.cc/htqdtoqx3/Cane_of_Byrna.png) - Cane of Byrna (https://s5.postimg.cc/fqfym0r47/Cane_of_Somaria.png) - Cane of Somaria (https://s5.postimg.cc/nkbyto9jb/Bomb.png) - Bombs (https://i.postimg.cc/ZRYYHws4/Magician-s-Cape.png) - Magician's Cape | (https://s5.postimg.cc/onw35mu6f/Bombos.png) - Bombos Medallion (https://s5.postimg.cc/qrb3r1jd3/Ether.png) - Ether Medallion (https://s5.postimg.cc/suq4cg8jr/Quake.png) - Quake Medallion (https://s5.postimg.cc/de7yofeiv/Hookshot.png) - Hookshot (https://s5.postimg.cc/pwok50bif/Bow_Arrows.png) - Bow and Arrows (https://s5.postimg.cc/f3lna8jlz/Shovels.png) - Shovels (https://s5.postimg.cc/scls5447b/Bottles.png) - Bottles (https://s5.postimg.cc/p9u8t8407/Pegasus_Boots.png) - Pegasus Boots (https://s5.postimg.cc/tny4rbp6v/Gloves.png) - Gloves (https://s5.postimg.cc/qmbxv41fr/Magic_Hammer.png) - Magic Hammer (https://s5.postimg.cc/rv9p78rlz/Magic_Powder.png) - Magic Powder |
Demo 0.10.08 - Downloads Mediafire: 140, Size 10 MB - <2010-11>
Demo 0.11.00 - Downloads Mediafire: 177, Size 10 MB - <2011-06>
Demo 0.12.02 - Downloads Mediafire: 1552, Size 11 MB - <2011-10>
Demo 0.13.00 - Downloads Mediafire: 181, Size 15 MB - <2012-08>
Demo 0.14.01 - Downloads Mediafire: 1241, Size 19 MB - <2012-11>
Demo 0.15.00 - Downloads Mediafire: 337, Size 18 MB - <2013-01>
Demo 0.16.01 - Downloads Mediafire: 507, Size 18 MB - <2013-11>
Demo 0.17.08 - Downloads Mediafire: 880, Size 20 MB - <2014-07>
Demo 0.18.09 - Downloads Mediafire: 120, Size 21 MB - <2017-01>
Demo 0.19.40 - Downloads Mediafire: 151, Size 19 MB - <2017-10>
Demo 0.20.18 - Downloads Mediafire: 530, Downloads Dropbox: unknown, Size 19 MB - <2018-08>
Demo 0.21.100 - Downloads Mediafire: 185, Downloads Dropbox: unknown, Size 19 MB - <2019-10>
Demo 0.22.74 - Downloads Mediafire: 142, Size 20 MB - <2020-06>
Demo 0.23.00 - Downloads Mediafire: ongoing, Size 24 MB - <2021-04>
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)