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Messages - Martijn dh

Pages: [1] 2 3 ... 65
1
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: September 14, 2020, 07:22:20 pm »
I'm not making drastic cuts just yet, but I get what you're saying. I'll not put the deadline over everything.

2
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: September 13, 2020, 07:49:32 pm »
Hello again. Here is the latest progress report, with 44 days lefts till the NCFC. (It's going to a large challenge to finish the latest dungeon in time for the event (let alone leave some time for testing) so I've starting cutting a few of the smaller idea's. :o That being said, some of the first dungeons room are now finally fully completed (= all tiling, masking, objects and logic are finished).

Progress report:
Code: [Select]
0.22.80 (6 september 2020)
* Expanded mine tileset
* Made more progress tiling the mining town dungeon

0.22.81 (12 september 2020)
* Made more progress tiling the mining town dungeon
* Added visuals for dark overworld destructable walls
* Fully finished 1 minor dungeon room (now at 3 of 31)

0.22.82 (13 september 2020)
* Made more progress tiling the mining town dungeon (2 more rooms tiled)
* Dropped one of the mine rooms (now at 3 of 30 fully done)

3
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: August 30, 2020, 09:26:34 pm »
Spend a lot of time tiling this weekend and working out if I'll be able to release before the NCFC. It's going to be tight, not counting inevitable life stuff and issues even. Maybe I'll have to scale back the dungeon a little. Not sure yet. If anybody wants to help out: A trailer/gameplay video will be first on the chopping block so if someone wants record something that I could share / link to that'd be great.

Weekly progress report:
Code: [Select]
0.22.78 (29 augustus 2020)
* Made lots more progress tiling the mining tile dungeon
* Improves masking starting cave
* Tweaked masking in cave to Medu Palace

0.22.79 (30 augustus 2020)
* Made more progress tiling the mining tile dungeon
* Fixed issue with mine boss that get's you pushed into the boss by accident
* Moved over assets and code from placeholder mine dungeon to the new mine dungeon (= placeholder map now deleted)
* Masked a few mining town rooms
* Made various tweaks to existing mining town rooms

4
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: August 23, 2020, 05:40:01 pm »
This weeks progress report:
Code: [Select]
0.22.75 (18 augustus 2020)
* Made more progress on tiling mining town dungeon

0.22.75 (20 augustus 2020)
* Made more progress on tiling mining town dungeon

0.22.75 (23 augustus 2020)
* Removed overworld connection to the placeholder mining dungeon (and added connection with the new dungeon)
* Added mines doorway
* Made more progress on tiling mining town dungeon

5
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: August 16, 2020, 01:17:33 pm »
And here is the lastest hotfix version. Bugreports and feedback are still welcome, but after this I'll not release a new demo untill the new dungeon is finished.

Download
Demo version: 0.22.74
File Size: 19,76 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): http://www.mediafire.com/file/lx81zpumrj11hdk/Zelda+0+22+74+(public+demo).zip/file
Download (Dropbox): https://www.dropbox.com/s/q622t19ahitc7pt/Zelda%200%2022%2074%20%28public%20demo%29.zip?dl=0

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Full progress report:
Code: [Select]
0.22.72 (14 augustus 2020)
* Collectables items (except fairies) are now also destroyed when landing on deep water or holes

0.22.73 (15 augustus 2020)
* Added proper disappear effects for interactions between containers, bomb and items with deep water

0.22.74 (16 augustus 2020)
* Added proper disappear effects for interactions between containers, bomb and items with holes

6
Updates / Re: NCFC 2020 announced
« on: August 16, 2020, 10:55:49 am »
You know, I could add a ZFGC shoutout into my game if you want. I've been using this place so long and consistently now that I don't mind "partnering" / doing a free little site advertisement. It might bring in new contributors.

Like a pixelated ZFGC icon on the pre-title screen. (If someone made one I mean - I suck at spriting myself).

7
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: August 09, 2020, 06:19:54 pm »
Just a quick message to let you know that I'm back from vacation. (Which I ended up extending a little). Just finished hanging up a giant whiteboard in my hobbyroom so I'm all ready to continue with development.

I'll like upload the latest hotfixes in a simple demo next weekend. After that I'll stop releasing for about one or two months so that I can fully focus on the new dungeon. (Because keeping the placeholder Mines up conflicts with the new work). Or at least untill I'm comfortable showing of the new rooms in practice.

Progress report:
Code: [Select]
0.22.68 (23 juli 2020)
* Expanded Goriya movement script

0.22.69 (26 juli 2020)
* Containers, bombs and frozen/stone enemies are now effected by conveyor belts
* Edited bomb masking

0.22.70 (29 juli 2020)
* Made more progress on tiling mining town dungeon
* Bunny Beams now never drop items upon death
* Reorganised container variables
* Hammer can now destroy “light” rocks (and such)
* Added new container object: ore
(which can be thrown without breaking – if no enemies hit)
* Containers and bombs are now destroyed when landing on holes or deep water

0.22.71 (9 augustus 2020)
* Made more progress on tiling mining town dungeon

8
Updates / Re: NCFC 2020 announced
« on: August 03, 2020, 07:58:17 pm »
Our Minimal Viable Product? Shucks, you'll make me blush.

(That's what we use that abbreviation for at work so I couldn't resist XD)

9
Updates / Re: NCFC 2020 announced
« on: August 02, 2020, 02:05:01 pm »
I'll be entering if I get my new dungeon sufficiently finished.

10
Updates / NCFC 2020 announced
« on: July 29, 2020, 11:33:47 am »
Just read on discord that the ncfc 2020 event dates have been set:
http://www.nintendocfc.com/

Anybody entering?
I'm not all that impressed by their level of effort and organisation anymore, but it is still free exposure.

Second question: are there any more events out there like the ncfc, that showcase fangames.

11
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 21, 2020, 06:33:18 pm »
Quicky update. I'm currently enjoying some days of vacation so the next demo might take one or two more weekends before release.

Progress update:
Code: [Select]
0.22.60 (6 juli 2020)
* Made more progress on mining town dungeon
* Expanded broken wall object visuals per dungeons

0.22.61 (7 juli 2020)
* Fixed shared flag between mushroom and a cave puzzle
* Hid unaccessable sewers rooms on it's map

0.22.62 (14 juli 2020)
* Bunny beams now also transform you while running
* Edited several Florine conversations
* Fixed a few more minor typos
* Added better hinttext for medallion up the northern mountains.
* Altered Quake medallion collection sequence

0.22.63 (15 juli 2020)
* Collectable items are now affected by conveyor belts
* Made more progress on tiling mining town dungeon

0.22.64 (16 juli 2020)
* Made more progress on tiling mining town dungeon

0.22.65 (17 juli 2020)
* Made more progress on mining town dungeon
* Expanded conveyor belt object settings
* Fixed fairy collissions versus pits

0.22.66 (19 juli 2020)
* Made more progress on tiling mining town dungeon

0.22.67 (21 juli 2020)
* Made more progress on tiling mining town dungeon

12
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 15, 2020, 04:44:13 pm »
Guess I'll have to make the boss a lot tougher then XD
Maybe by adding the hammer as a mandatory way of countering the rush attack.

13
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 14, 2020, 09:14:00 pm »

42. Northern Mine, first Helmasaurus King battle. Sometimes the music doesn't end until you leave the room.

Meaning the music in the first or second room?
Boss battle music, in the room with the Small Key in the chest.

I don't understand this issue yet.
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You encounter the boss in the room with the keychest and are meant to run. So the boss music not stopping until you exit that room is intended. I find it more odd that you are staying the music sometimes DOES stop while in the "bossroom". Unless ofcourse you actually beat that unfavourable fight. In which case nicely done (and are you saying the music sometimes doesn't stop after that win?).


I'll need to think about the Goriya AI and if/how I'd like to change that. The rest has now been fixed / updated.

14
Zelda Projects / Re: [Engine-test] The Legend of Zelda: Triforce Saga
« on: July 13, 2020, 09:26:32 pm »
That looks really good. Nice concept and depth visuals. Well done.

15
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 06, 2020, 06:01:39 pm »
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9. Unsure what's the trigger, but visiting the cave leading to the Soldier Shrine after collecting at least one ring(?) will have the pot button puzzle solved. I never did this puzzle the right way.

What dungeon/item order did you progress through?
Wait, I got it. It's collection of the Weird Toadstool that triggers it. Guess they use the same collection flag.

That would explain why you reported issues with the mushroom in the first run, but issues with this path in the second. I'm not sure why I missed it during my testing, but now I should be able to target the problem directly.


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40. Darkworld / Overworld, area outside of Ice Cavern. I don't know how to solve the puzzle with the two buttons in the Overworld version of this area. Is it currently stubbed?

I don't think I touched any button coding recently. Are you using the Cane of Somaria?
Oops. Forgot that existed. I guess it feels like a very long trek back since (and I've updated my charts to show this) you need the Cane to get to here, but in order to get the Cane you'll need the Blue Mail, and either the Hookshot or the Hammer. Since the Dark World version of this area (Ice Caverns) gives you the Hookshot, you basically have to leave to go find the Cane of Somaria and then come back, which might be difficult for people to remember about.

Agreed. I don't mind sporadic backtracking, but it's bad if players get too few hints. I'll adjust the text of the signpost at the base of the mountain to hint at the treasure. (It feels appropriate to combine two (previous) oversights to solve each other XD)


45. Any Darkworld dungeon. Using the Hookshot on the Crystal lets you collect it. Intentional?

Yes, in the sense that it was an oversight that I left anyway, because it a little fun thing to discover.
As long as it doesn't break anything I don't mind leaving it in. It might also have some puzzle potential down the line, come to think of it.

46. Is the Waterworks area complete? There still seem to be two doors I can't get past, with two rooms inaccessible. I just want to make sure I'm not missing anything important behind those doors.

You're not missing anything (though I might as well remove those south rooms from the map, same as the west room earlier).
I've build those extra sewers rooms years ago, but with the updated overworld they didn't fit that well anymore. Hence the closed doors. I eventually plan to update the overworld and sewers, so I'll leave the tiling as is for now.

==

EDIT: You can also reach the ice caverns with the golden mits

16
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 06, 2020, 07:04:43 am »
I'll see what I can do during the week. Some followup questions for now:

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9. Unsure what's the trigger, but visiting the cave leading to the Soldier Shrine after collecting at least one ring(?) will have the pot button puzzle solved. I never did this puzzle the right way.

What dungeon/item order did you progress through?

Show content
40. Darkworld / Overworld, area outside of Ice Cavern. I don't know how to solve the puzzle with the two buttons in the Overworld version of this area. Is it currently stubbed?

I don't think I touched any button coding recently. Are you using the Cane of Somaria?

Show content
42. Northern Mine, first Helmasaurus King battle. Sometimes the music doesn't end until you leave the room.

Meaning the music in the first or second room?

17
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 05, 2020, 11:53:54 am »
And here is the newest demo:
- A warppoint has been added in front of the dark world tower
- The eyegore AI seems to work intended (during my testing, at least). They may look like the have gotten stuck (due to the sprite being slightly larger then the masking), but the thing is that they will simply try to walk the shortest distance (=horizontal or vertical) to you. I've got some idea's on how this can be improved, but for now I'd rather focus on the new dungeon.

Download
Demo version: 0.22.59
File Size: 19,70 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/2qm76cpqwc5pivl/Zelda_0_22_59_%28public_demo%29.zip/file
Download (Dropbox): https://www.dropbox.com/s/jic1qxcall250ye/Zelda%200%2022%2059%20%28public%20demo%29.zip?dl=0

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Full progress report:
Code: [Select]
0.22.56 (23 juni 2020)
* Fixed doorway (depth)issue in desert kitchen area
* Fixed secret sound in master chest room in mansion
* Removed unaccessable room from sewers map
* Added missing sign to dark world area near ice caverns dungeon
* Edited trickbox / medusa enemy AI near screen borders

0.22.57 (28 juni 2020)
* Made more progress on tiling the new mines dungeon
* Added more breakable wall sprites
* Expanded cave tileset
* Simplified creation coding for objects to let you fall to another room a little more

0.22.58 (4 juli 2020)
* Expanded DW mountain tilesets
* Made more progress on tiling mining town dungeon

0.22.59 (5 juli 2020)
* Added warp back in front of the Dark world tower
* Made more progress on tiling mining town dungeon

Also check the attachment for the latest tiling progress.

18
Zelda Projects / Re: [GMS] The Legend of Zelda GBC
« on: June 23, 2020, 08:58:48 pm »
Looks good.

Just wondering:
- would it be better to remove the old man slightly later after getting the sword? It's dumb, but I instantly consider Link stabbing the poor guy (though it has been a very long day today XD).
- because you are using GBA cave entrance tiles Link's original enter/exit animation looks a little off. Like he's sinking into the ground. Maybe it would help to adjust Link's y position a little during the animation? So when entering the y position decreases a pixel every few frames as a comprimise between the old and new visuals?

Not meant as nitpicks, but just thinking aloud. Do with it what you want. I really do like the progress.

19
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 23, 2020, 08:46:19 pm »
Fixed 29, 31, 34, 35 and 37.

With regard to number 30 I get your point, but don't really consider it an issue. More of a happy accident I decided to leave in. (Though I may reconsider this when I add in the remaining humanoid enemies - and will thus have to review their AI again anyway). My reasoning currently: the boots are pretty overpowered already and this adds a little more strategy to handling soldiers. And historically, in the Zelda series, they are designed to entice/require attacks from the side and in the back.

With regard to number 33, I left it that way because I thought it would look more silly if an item was displayed over everything else without seeing link. It would be closer to the original and functional like that, but I the current situation more realistic (=more consistent with the world) and it's acceptable for "smaller" items with text for now. Though I might change if it ever involves chests with unique contents or without text (like a key or something).

The remaining number 32 and 36 I'll work on next.

===

While I'm at it might as well show the recent (visual) progress on the mining town as an attachment.

20
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 22, 2020, 03:40:18 pm »
Talk about record time.

Regarding [36]:
If you did not collect the mirror in the light world then the first chest in the dark world will contain it instead (rather then some rupees). A trick copied from the lamp location in the original. But I get what you're saying. Just in case.

Note that you access the tower via purple tunic+hammer, purple tunic+hookshot or hammer+hookshot.

As for the rest: I'll take a look at fixing the issues in the coming days.

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