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Messages - Martijn dh

Pages: [1] 2 3 ... 61
1
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: November 10, 2019, 07:05:28 pm »
And here is the latest update. Basically I'm currently trying out several idea's for a new boss. (Check the attachment for a screenshot).

Any thoughts on the boss visuals? I'm trying to give it a bit of a scorpion feel. Also, like the other bosses, the mechanics will only be partly based on the original. Still unsure about the claw's colors though.

Progress report
Quote
0.22.00 (27 oktober 2019)
* Started work on new boss

0.22.01 (28 oktober 2019)
* Made progress on newest boss
* Added more standardized boss variables (=full_hp etc)

0.22.02 (3 november 2019)
* Made progress on boss

0.22.03 (9 november 2019)
* Made progress on boss

0.22.04 (10 november 2019)
* Made progress on boss
* Fixed pulling sweat effect not disappearing

2
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: October 27, 2019, 04:31:09 pm »
Thanks and no worries. The videos you made helped enormously.

3
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 now out]
« on: October 26, 2019, 02:29:34 pm »
And here is finally the download link that I will be showing off at the NCFC event.
I believe that it is now nice and stable, but please let me know if you find anything that I might have missed.

Download
Demo version: 0.21.100
File Size: 19,16 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Dropbox): https://www.dropbox.com/s/bqfjjeubpfdbc7l/Zelda%200%2021%20100%20%28public%20demo%29.zip?dl=0
Download (Mediafire): https://www.mediafire.com/file/27j0opxu4hlpli1/Zelda_0_21_100_%28public_demo%29.zip/file

Default controls*:
D - Action button (open doors / read text / grab / etc) + Confirm button (while in menus)
G - Attack button (hold and release for a full swing attack) + Cancel button (while in menus)
S - Perform run action (if you have the boots available)
R - Use item A
F - Use item B
Space - Brings up item menu
Enter - Brings up map menu
Escape - Pauses the game (can be used to exit the game)

* The controls can be personalized in the options menu at the start of the game.

Differences compared to the last version:
Show content
Build an entirely new lightworld
Added equally big dark overworld
Added (magic mirror) warping between worlds
Added placeholder dungeons for the dark world
Added more heart pieces to find and collect

Added tunic upgrades
Added more scenes
Added more shops
Added more NPC's
Added chest mini game
Added more idle animations
Added devil shrine for the magic upgrade
Added bomb/arrow capacity upgrades (as chest contents)
Altered contents of all secret dungeon chests
Added option to hookshot yourself towards wooden poles

Added a ton of dark world variations for existing things like:
   trees, digging, water, character effects and so on
Added new terrain types: poisous water & desert quicksand

Upgraded to latest version of GameMaker Studio 2
   (and spend months fixing the damage)
Made a ton of (extensive) performance related updated
Fully redid all tileset usage

And a ton of smaller tweak, fixes and additions


Progress since the last update:
Code: [Select]
0.21.96 (22 oktober 2019)
* Fixed doorway issue in the bonus gauntlet DW dungeon
* Fixed several more specific swimming area wall collision
* Made good progress on the final dungeon entrance scene

0.21.97 (23 oktober 2019)
* Fixed some more specific swimming issues
* Finished scene to open up the final dungeon entrance
* Shadows now adjust in color based on the (shallow) water underneath
* Improved warping back to the light world for pixel perfect positioning
* Fixed fairy & enemy collisions vs several terrain types
(= the collision_rectangle() seemed to not work for precise collision checking anymore in some common situations due to the floating point value errors I complained about earlier. Customer support says they'll put my suggestion for a better rounding function into consideration so maybe that'll help at some time the future)

0.21.98 (24 oktober 2019)
* Fixed Molgera not being drawn near the edge off the screen (due to it's huge size)
* Fixed recently added shotcuts in the Underwater prison already being triggered upon starting a new game

0.21.99 (25 oktober 2019)
* Tweaked shadows outside of dark world tower
* Improved collisions when entering deep water from shallow water
* Made hinttext for crossing the desert pit more explicit
* Made one of the Molgera attack a bit slower
* Fixed a visuals hickup in the desert dungeon ending scene

0.21.100 (26 oktober 2019)
* Tweaked credits
* Tweaked collision grid outside of LW tower
* Fixed collisions when jumping into deep water while hugging the right wall
* Improved collisions vs diagonal walls while swimming and diving
* Fixed some misalligned pixels in the sprites while swimming left and up while wearing upgraded tunics
* Tweaked several water edges south of the LW and DW towers
* Added a smooth time out option for walking out deep water in unintended ways
* Tweaked exiting deep water into shallow water checks to make them more lenient

4
Zelda Projects / Re: Alttp - Horn of Balance
« on: October 26, 2019, 10:47:50 am »
D'accord, c'est peut-être à cause de la barrière de la langue.

Il y a un manoir à droite de la zone de départ. Le voyou fait allusion à quoi faire. Fondamentalement: en face de la maison il y a 3 piédestaux. Vous pouvez y placer les anneaux pour déclencher une cinématique.

=========

Okay, maybe it's because of the language barrier.

There is a mansion to the right of the starting area. The thug there hint at what to do. Basically: in front of the mansion there are 3 pedestals. You can place the rings there to trigger a cutscene to continue.

5
Zelda Projects / Re: Alttp - Horn of Balance
« on: October 25, 2019, 05:36:01 pm »
Dans le sud-ouest de l'overworld se trouve le cachot bleu. Si vous avez les bottes, vous pouvez également accéder au donjon du désert en traversant le bac à sable.
------
In the south west of the overworld is the blue dungeon. If you have the boots you can also access the desert dungeon by crossing the sandpit.

PS: The darkworld is accessable on the west side of the overworld after beating the mansion dungeon (aka dungeon 4)

6
Zelda Projects / Re: Alttp - Horn of Balance
« on: October 25, 2019, 04:50:03 pm »
Vous devez atteindre les donjons d'espace réservé du monde obscur pour les deux objets.
Où en êtes-vous actuellement?

(=You need to reach the dark world placeholder dungeons for both items.
How far along are you currently?)

7
Zelda Projects / Re: Alttp - Horn of Balance
« on: October 22, 2019, 08:51:11 am »
Seems like the NCFC will still continue in about 7 days. (They went black for a number of days but things seems to have been fixed now). So that means I'm going to have put in extra effort to get the demo fully done before then. Below is the latest demo version for those of you that want to help out with playtesting.

(Almost fully completed) demo download:
https://www.mediafire.com/file/mw8dnt47fyglo9n/Zelda_0_21_95_public_demo.zip/file

Progress log:
Code: [Select]
0.21.95 (21 oktober 2019)
* Fixed error when warping into some cleared dungeons
* Fixed some specific ledge jumping issues in Underwater Prison dungeon
* Fixed missing water visuals while floating in the water
* Fixed being able to activate push switches by pulling
* Tweaked final water bodies in underwater prison dungeon
* Added some small shortcuts to the underwater prison
* Made progress on the scene to open up the final dungeon entrance (= the part in case of missing crystals is now finished)

Stuff left before the true demo:
[PARTLY DONE] - Add scene to enter the final dark world dungeon
[SCRAPPED]- Check and edit all enemy placements
[OPTIONAL]- Tile/mask/finish fortuneteller house (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (= death mountain lightning+custom tiles)
[OPTIONAL]- Finish new enemies: chickens
- Fix fairies getting stuck on friction terrain
- Fix fairies getting stuck on some action objects
- Fix Stalfos briefly getting stuck in stairs
[DONE]-Fix latest liferstream glitchs found

8
Zelda Projects / Re: Alttp - Horn of Balance
« on: October 14, 2019, 08:32:59 pm »
Yeah, between your testing and mine there is still plenty of fixes left to do. I had inteded to spend extra time on it to make the NCFC event, but now that it looks like event+site are dead maybe I'll take a little breather the coming days.

Progress log:
Code: [Select]
0.21.92 (11 oktober 2019)
* Fixed exit scene placeholder forest dungeon
* Removed duplicate sword upgrade in placeholder forest dungeon
* Fixed tiling issue dungeon 1
* Fixed tiling depth issue in dungeon 1 cannonball rooms
* Fixed depth for the warp shortcut to the dungeon 1 boss
* Tweaked wall running crash collisions
* Fixed error at start boss dungeon 1 intro scene

0.21.93 (12 oktober 2019)
* Tweaked timing in mansion entrance scene
* Fixed mansion dungeon maze collision grids
* Also fixed the straight staircases in the mansion
* Fixed tiling issues in the mansion garden
* Fixed mansion boss music continuing after the fight
* Switched mansion secret chests contents
* Fixed missing blocking door on mansion op level
* Added missing final treasure to dw dungeon 1, 2 and 5
* Fixed bari enemy turning to stone after boomerang hit
* Lessened octorok hp value
* Added a backup mirror to the dw in case to enter without having collected it yet
* Fixed sprite on textbox if collecting quarter heart 5+
* Fixed error when collecting a heart piece with the boomerang
* Edited overworlds so one of the heart pieces can only be collected with the upgraded gloves (as originally intended)

0.21.94 (13 oktober 2019)
* Added failsafe for when collecting the golden shovel before the regular one
* Tweaked cave to DW final dungeon
* Fixed water exiting near final dungeon entrance
* Tweaked DW placeholder town dungeon entrance requirements
* Fixed error when collecting DW dungeon 3 treasure
* Fixed menu display of collected crystals
* Fixed DW tiling issue near tower dark world
* Fixed endlessly spawning chest in the dark world tower
* Fixed tiling issue entrance DW placeholder forest dungeon
* Fixed scene end of DW placeholder forest dungeon
* Fixed tiling issue on LW death mountain
* Fixed invincible container on death mountain
* Fixed medalion not spawning on death mountain
* Fixed error when using hammer on a container on the first frame after warping to a the LW/DW (during the warp sequence)
* Fixed invisible character components (like item masks) becoming visible for a few frames during warp animations – in very specific circumstances
* Added missing golden glove item to the game
* Fixed some tiling issues in the dw version of the starting area
* Fixed dw forest tree spawning a full heart instead of a heart piece as intended
* Fixed text engine visuals when collecting a piece of heart
* Added missing visual on the file select screen for the 8th collected crystal

Stuff left before the true demo:
[IN PROGRESS] - Add scene to enter the final dark world dungeon
[NOW OPTIONAL]- Check and edit all enemy placements
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+custom tiles)
[OPTIONAL]- Finish new enemies: chickens
- Fix fairies getting stuck on friction terrain
- Fix fairies getting stuck on some action objects
- Fix Stalfos briefly getting stuck in stairs
- Playtest entire game
[NEW] Fix latest liferstream glitchs found

9
Zelda Projects / Re: Alttp - Horn of Balance
« on: October 06, 2019, 08:51:24 pm »
Another update report.
Sorry about the absence the last couple of weeks. I needed to take a break to clear my head for a little bit giving some personal stuff going on. That being said: testing has continued and resulted in a bunch of bugfixes. There is still plenty of testing left to do, so I'm releasing another testdemo for anybody that wants to help. Just play the demo as far as possible while trying to break the game ;)

Here is the updated demo:
https://www.mediafire.com/file/5ipdie9mudt1mtu/Zelda_0_21_91_public_demo.zip/file

WARNING: Still not fully playtested and probably buggy at points (specifically in regards to the green dungeon and mansion dungeon)

Progress log:
Code: [Select]
0.21.86 (15 september 2019)
* Fixed being unable to dive to under bridges etc in a left direction
* Edited diving and water depths

0.21.87 (16 september 2019)
* Fixed staircase to the lowest level of the underwater prison
* Fixed Moldorm eye directions

0.21.88 (27 september 2019)
* Tweaked / fixed a serie of smaller issues found during twitch stream testing

0.21.89 (28 september 2019)
* Partially fixed water collission issue near LW tower
* Added overworld signpost for more directions
* Fixed some NPC's disappearing after walking away 2 rooms

0.21.90 (5 oktober 2019)
* Fixed swimming issue: exiting water diagonally sometimes resulted in trying to swim in the floor
* Fixed jumping out of deep water in the east direction when their is in incomplete stair present
* Fixed swimming collision with walls (for smoother transition into jumping out of the water)
* Fixed random issue: getting stuck in the first d1 bird statue
* Fixed outside scene after finishing dungeon 1
* Fixed tomb 1 entrance opening / staying open
* Fixed error when collecting keys collected by thrown containers
* Fixed spiked block and rolling pins being killable

0.21.91 (6 oktober 2019)
* Fixed visual water tiling issue in bottom floor of the underwater prison
* Fixed error when collecting updated dungeon secret chest contents
* Tweaked d3 basement tiling
* Fixed enemies damaging hero during scenes
* Fixed south wall collisions in the secret cave to the desert area
* Fixed visuals while pushing something after first grabbing and destroying a create
* Fixed stairs down to midboss 1 in the desert dungeon
* Fixed more staircases in the desert dungeon
* Lessened sanmola and lanmola hp values
* Fixed desert dungeon shallow water visibility
* Fixed glitch where throwning a container against another in a very specific way causes it get destroyed endlessly
* Fixed error when letting a bomb explode while carrying it
* Fixed getting stuck in the wall when ledge jumping when partly moving over a doorway
* Made updates to several collision grids
* Fixed d1 fairy room tiling depth issue
* Fixed staircase issue in d1 also
* Fixed detached attacks being able to attack the same enemy multiple times
* Fixed magic shield depleting during menu's

Stuff left before the true demo:
[IN PROGRESS] - Add scene to enter the final dark world dungeon
- Check and edit all enemy placements
[SCRAPPED]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+custom tiles)
[OPTIONAL]- Finish new enemies: chickens
- Fix fairies getting stuck on friction terrain
[NEW]- Fix fairies getting stuck on some action objects
[NEW]- Fix Stalfos briefly getting stuck in stairs
[STILL IN PROGRESS - TWO DUNGEONS LEFT]- Playtest entire game

10
Other Projects / Re: Zelda Boss Keys charts, by request
« on: October 05, 2019, 01:22:09 pm »
Yes please!

11
Zelda Projects / Re: Alttp - Horn of Balance
« on: September 15, 2019, 05:21:13 pm »
And here is yet another version:
https://www.mediafire.com/file/m76muxm0dkqlavf/Zelda_0_21_85_public_demo.zip/file

I solved all the latest issues but I sadly also found some new ones:
- You will not be able dive beneath bridges and such in the underwater dungeon (in the left direction)
- You will not be able to exit deep water in some of the exits in the underwater dungeon (in the left direction)

Progress report for the weekend:
Code: [Select]
0.21.85 (15 september 2019)
* Tweaked Murray intro text slighlty
* Fixed issue with the first closed door in the sewers area
* Closed door to fortuneteller house (for now)
* Fixed an unneeded door close sound upon repeat passing through the cave to dungeon 1
* Fixed error when entering B1 of dungeon 1
* Fixed some missing water visuals in underwater prison dungeon
* Fixed deep water object depths

12
Zelda Projects / Re: Alttp - Horn of Balance
« on: September 15, 2019, 12:48:28 pm »
What would be your cut-off time (=time after this post)?
I'm working at the problem already, but maybe I use a quick workaround in the meantime? (I really look forward to seeing the recordings so its no problem at all XD).

EDIT: Solved the creation coding problem. Let me know when you want the demo for recording (if you're still open to that anyway) and I'll see that as my deadline for the day.

13
Zelda Projects / Re: Alttp - Horn of Balance
« on: September 15, 2019, 06:37:27 am »
Here is the updated demo:
https://www.mediafire.com/file/wpir7agyjg94g2t/Zelda_0_21_84_public_demo.zip/file

WARNING: Still an untested (potentially buggy) version

Progress log:
Code: [Select]
0.21.83 (9 september 2019)
* Fixed doorway positioning in underwater dungeon
* Added text to intro cave entrance signpost
* Fixed first bodies of water not displaying in underwater prison
* Fixed sword beams not animating in all directions

0.21.84 (14 september 2019)
* Fixed swimming issue in the final dungeon area
* Fixed chickens (and other enemies) ignoring ledges while walking about

Stuff left before the true demo:
[IN PROGRESS] - Add scene to enter the final dark world dungeon
- Check and edit all enemy placements
[OPTIONAL]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+custom tiles)
[OPTIONAL]- Finish new enemies: chickens
- Fix fairies getting stuck on friction terrain
- Fix water near final area not working
[NOW IN PROGRESS]- Playtest entire game

====

EDIT: I'll likely release another demo in the next 12 hours because of some more bugs I found while playtesting.

Example: The sewers dungeon can't be explored yet because one of the torches you need to open the first door has the incorrect starting state. Get this. Appearently (since updating) the GM room creation code is triggered AFTER the creation code of SOME objects but not others. So in the sewer area 12 torch objects exist and of those 7 get created before the correct area data is set, while 4 are created after. Like wtf?! You can't make this stuf up XD

14
Zelda Projects / Re: Alttp - Horn of Balance
« on: September 09, 2019, 05:44:16 am »
Thanks. I'll have a fixed version out by next weekend.

EDIT:
- Fixed the reported bugs on my end now. (Except the item sequences - that's as intended)
- Also fixed the water not showing by the waterfalls in that 2nd screenshot
- New bug found just now: the sword beam does not animate in all directions
   (I'll go fix that tomorrow) => Now also fixed

15
Discussion / Re: "MiZM" Zeltroid Game
« on: September 08, 2019, 08:08:39 pm »
I'm sorry to hear about your grandmother man. You should always give life prio over hobbies so good for you. Still nice progress though.

The black sprites used for dodging and recharging stand out somehow. Maybe it's because most of your spritework feels smooth and is without other pure blackness. Using a few frames of a fully white link / tunic instead might be a simple way to get some softer visual indicators. (Check the hair recharge in "Celeste" for an example).

16
Zelda Projects / Re: Alttp - Horn of Balance
« on: September 08, 2019, 07:38:32 pm »
And here is the new demo:
https://www.mediafire.com/file/vzh0paloew8aqle/Zelda_0_21_83_public_demo.zip/file

WARNING: This is an early version for testing only! I have NOT yet been able to playtest (the whole thing) so expect plenty of bugs and so on. I'd advice saving every so often.

Also note that the water and masking in the final area (=see screenshot) is bugged. I did not have the time to finish this area fully yet. It is ALL the way at the end of the game though and you CAN walk into the dungeon to end the game.

Progress log:
Code: [Select]
Code: [Select]

0.21.80 (3 september 2019)
* Fixed character stuttering while on moving platforms

0.21.81 (7 september 2019)
* Added fairy cave
* Added 2 story starting home
* Tweaked DW House tileset
* Tweaked overworld masking

0.21.82 (8 september 2019)
* Fixed issue with some external files not getting detected
* Tweaked overworld deep water masking
* Game now actually starts in the starting home
* Finished mansion entrance scene
* Finished connecting the mansion to the oveworld
* Started work on the scene to access the final dungeon

17
Zelda Projects / Re: Alttp - Horn of Balance
« on: September 08, 2019, 09:32:53 am »
Hi Micah. How's it going?

Gamemaker is a real pain in the butt right now. I had hoped to get a release done last weekend, but now I'm wondering if I can even make it by the end of the day. Most of the big Gamemaker problems I have circumvented, but there is one blocking issue left with a few included textfiles (=external collision grids) not getting reads somehow. Meaning Link can't move in some rooms, effectively locking the game.

I'd suggest first playing the current demo. It'll still be very much appreciated and more stable the upcoming demo.

18
Zelda Projects / Re: Alttp - Horn of Balance
« on: September 01, 2019, 07:46:28 pm »
So, I'm sorry to say that I'll need another weekend for the next demo due to time/energy spend on two new Gamemaker Studio bugs:
1. the WITH(..) functions sometimes does not detect all instances in the room. I've recoded the most critical usages of the function but given that I use WITH(..) in 1600+ places in the project, that's just painfull.
2. When I save the project under a new title (like "public demo") some external files are not recognized in the new project. Even though they show up in the workspace and windows explorer, and can be opened from both locations. And (for as far as I was able to detect) this only occurs for some of the latest files.
...
And then I discovered I was not allowed to run with the runtime version I used before.
...
GameMaker updates breaking more then they solve again really bummed me out this weekend man.  :'(

Progress report:
Code: [Select]
0.21.77 (30 augustus 2019)
* The GML WITH(..) function is bugged. Switched back to the older INSTANCE_NUMBER(..) and INSTANCE_FIND(..) alternative where the results where definitely off.
* Fixed issues with swimming below the overworld bridges
* Tweaked ocotrok AI to only shoot out rocks while the character is not too far away
* Improved collision detection between wall crashing and breakable walls
* Tweaked dark world containers
* Finished overworld masking
* Finished all overworld diggrids
* Checked / edited all room hud texts
* Improved collisions when jumping into water
* Tweaked overworld tiling here and there
* Fixed sounds when jumping off a ledge into deep water

0.21.78 (31 augustus 2019)
* Lost another half day due to Gamemaker not recognizing (some) external files if you save the as a new version. :(
* Finished little devil summoning scene
* Fixed visual issue with enemy depth object
* Add 1/4th magic upgrade item to the gauntlet
* Added functional altars in front of mansion to place rings on
* Started mansion entrance scene

0.21.79 (1 september 2019)
* Made good progress on the mansion entrance scene

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everything is done and testing.

[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
[IN PROGRESS] - Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[IN PROGRESS] - Connect the mansion dungeon to the overworld
[ALMOST DONE] - Add the magic granting devil
- Tile/mask/finish fairy cave
- Check all area's introduction texts
- Check and edit all enemy placements
[OPTIONAL]- Add Link's starting house
[OPTIONAL]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+custom tiles)
[OPTIONAL]- Finish new enemies: chickens
[OPTIONAL]- Tweak masking for run wall collisions with breakable walls
- Think up some sollution for the latest GML bugs I found :(
[NEW] Handle GM:Studio2 issue with unrecognized external collision files


EDIT: Correction on last weeks update XD :
I am informed by YoYo Games that the main bug I found in their recent updates, is in fact not a bug but only a small new feature that nobody will be bothered by.

19
Updates / Re: NCFC 2019 dates announced
« on: August 30, 2019, 06:12:28 pm »
It's a yearly thing so now worries.

20
Updates / NCFC 2019 dates announced
« on: August 28, 2019, 06:42:00 pm »
Got a notification that the 2019 NCFC booths have already opened up for this year.
The actual event seems to happen October 30th - November 3rd.

Link: http://forum.nintendocfc.com/showthread.php?tid=568

Who is thinking of entering?

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