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Messages - Martijn dh

Pages: [1] 2 3 ... 62
1
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: March 29, 2020, 10:02:26 pm »
And here is yet another quick progress update.
By the way: did anybody happen to try out that last Helmasaurus boss? Was it manageable? How was the difficulty trying to figure out how to fight it?

Recent progress:
Code: [Select]
0.22.21 (28 maart 2020)
* Made progress on new boss:
- added death animations
- added attack charge state
- started work on attacks

0.22.22 (29 maart 2020)
* Made progress on new boss:
- finished adding first attack
- added option for agrahim style enemy projectile return bounce

2
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: March 24, 2020, 07:08:34 pm »
Thanks! Luckily it didn't up being broken.

3
Zelda Projects / Re: Alttp - Horn of Balance
« on: March 23, 2020, 03:03:26 pm »
Just a quicky update. Had a little accident and messed up my left foot + lower leg recently. So I'm not quite as productive as I had hoped, but it's still going.

Recent progress:
Code: [Select]
0.22.13 (1 maart 2020)
* Fixed Helmasaurus depth issue of tail vs claws

0.22.14 (6 maart 2020)
* Fixed Helmasaurus depth issue of claws
* Added Helmasaurus attack pattern

0.22.15 (7 maart 2020)
* Recoded helmasaurus code substantially to solve several depth issues
* Fixed some issues when tail is destroyed before body and boss tries to attack with its tail
* Fixed helmasaurus projectiles being deflectable by swordslashes
* Fixed boss full retreat triggering unintended
* Fixed boss sprites sometimes dissappearing near the screen edges (=due to being disabled for performance)
* Fixed being able to exploit boss by damaging it in an endless attack loop
* Tweaked Helmasaurus attack patterns
* Prevented boss bodyparts from spawning small items upon destruction

0.22.16 (8 maart 2020)
* Tweaked boss stats
* Fixed masking issue in dungeon B5 entrance room
* Fixed bombs not being able to hit multiple overlapping enemies at the same time
* Tweaked Helmasaurus attack patterns
* Added extra hint sound to tail attacks
* Tweaked Helmasaurus appearance scene to prevent damage if standing near room edge
* Finally finished the Helmasaurus boss fight
* Intentially made first helmasaurus fight unwinnable
* Dropped Helmasaurus chase sequence

0.22.17 (15 maart 2020)
* Started work on new boss: Witch

0.22.18 (16 maart 2020)
* Made progress on new boss: added default movement pattern

0.22.18 (17 maart 2020)
* Made progress on new boss:
– fixed depth issue
– added animations
– added dynamic coloring

0.22.19 (18 maart 2020)
* Made progress on new boss:
- tweaked frozen/damaged coloring

0.22.20 (21 maart 2020)
- added boss stages

4
Coding / Re: GM7/8 Problem with surfaces and views
« on: March 20, 2020, 09:38:37 pm »
Looks very similar to the problem I was thinking of: whenever your view moves then the light moves a constant factor extra on top of the view's movement itself.

I encountered a similar issue when drawing in the GUI draw event. My view of 320x240 was draw on screen as 640x480 pixels and I had to multiply all positions by the factor between that view and screen size. The reason is that a normal draw event will draw everything on a viewsurface of 320x240 (=the view settings) and gamemaker automatically resizes it for you. But if you draw directly to a surface that is screen sized (640x480) it will not. Also, if you draw in the GUI event you are also actually drawing to a screensized surface (640x480) so the same applies.

I solved my problem by calculating and applying the factor between the screen and view in order to adjust my draw function xposition, yposition, widthFactor and heightFactor. In GM:Studio I was able to calculate the factor with something like this:
Code: [Select]
var factorW = display_get_gui_width()/view_wview[0];

5
Coding / Re: GM7/8 Problem with surfaces and views
« on: March 20, 2020, 01:34:34 pm »
Is your view 1:1 with the screen? If your view has a different size (for example a view of 240:320 is fitted to your larger monitor screen or visa versa) then you may need to determine the factor between both and then multiple (objLink - _x) by that amount.

Beyond that I'd need some screenshots to better understand your issue.

6
Coding / Re: GM7/8 Problem with surfaces and views
« on: March 20, 2020, 07:30:22 am »
Sorry about the function. It's been ages since I programmed in the older versions.

If you can get the light in the top left corner of your surface already then you should be pretty much there already. Are you basing the _x variable on the view top left position? If so, can't you just replace x with objLink.x in that line of code?

7
Coding / Re: GM7/8 Problem with surfaces and views
« on: March 19, 2020, 10:48:53 pm »
When drawing something on a surface (outside of going through a viewport) always remember to draw relative to the surface. So instead of draw at position objLink.x use something like objLink.x - viewX1Position. You can determine the view x/y positioning with camera_get_view_x(view_current) I believe.

8
Zelda Projects / Re: Alttp - Horn of Balance [NEW BOSS playable]
« on: March 15, 2020, 10:14:52 pm »
Just a quicky: Started work on the next boss as seen in the attached image. They're GBA visuals but I think I can make it work.

Last week I considered dropping work on more bosses alltogether, but with the corona / wuhan virus disrupting life more and more now we'll be homebound anyway. (= not sick, just following preventative voluntary self-containment as requested by employer and government). Might as well take on a bigger feature to pass the time :-\. Anybody else in a simular boat?

9
Zelda Projects / Re: Alttp - Horn of Balance [NEW BOSS playable]
« on: March 08, 2020, 09:30:08 pm »
So I've FINALLY managed to finish the Helmasaurus King boss fight. Or at least, I decided to cut it off at whatever I wasn't able to fully build/test/polish by the end of the weekend. That means I had to cut out a chase sequence across multiple rooms, but seeing as how I've been stuck in "development hell" here for (gulp) almost half a year, I'm kinda itching to start new stuff to keep it going again.

All in all this is definitly the most complex creature to date so I'm quite curious what you guys think. Any and all feedback is welcome, as always.

You can find the boss in the demo below if you want to try him out. Just create a new gamefile and call your character "boss" to get transported to the boss's mini-dungeon. You will also start with some extra hearts and equipment to represent the midgame progression. Please keep in mind that exiting the dungeon locks you out of re-entering it - it's just a quick & dirty heck to save you some time getting to the fight.

Download
Demo version: 0.22.15
File Size: 19,22 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/nrqo6mygqhawdem/Zelda_0_22_15_%28Helmasaurus_King_boss%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.

10
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: February 23, 2020, 09:14:35 pm »
Just a little message to show that I am (albeit slowly) starting to get back into the project.

Progress report:
Code: [Select]
0.22.10 (12 januari 2020)
* Cleaned up some minor boss depth issues
* Added custom shadows for latest boss
* Finished Helmasaurus encounter scenes

0.22.11 (15 februari 2020)
* Made progress on Helmasaurus flamethrower attacks

0.22.12 (23 februari 2020)
* Finished Helmasaurus flamethrower attacks
* Redid + finished Helmasaurus tail attacks
* Fixed tail death animation

11
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: January 30, 2020, 06:22:30 pm »
Sorry, no progress. I just wanted to post about why I haven't posted these last couple of weeks for those following the topic. I don't want anybody thinking it's dead or anything.

The bad news: Basically I've been extra busy with work for about two months now. With this last month mostly working overtime and in a few the weekends. And after such days I tend to be beat and not feeling like doing additional programming.

The good? news: This current business at work *should* get back to normal in a few more weeks. Probably. I've also got a "time for time" arrangement, so when things settle down I will be taking some time off to re-energize and then return to this hobby of mine.

12
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: January 05, 2020, 06:33:18 pm »
Hello again and welcome to the first update post of 2020.
So, I ended up getting the flu mid december, getting knocked me out for over a week. So I didn't quite meet that last self imposed deadline of jan 1st. Also (like is often the case with me) there is some *slight* scope creep going on XD.

That being said, progress still isn't half bad. The boss area has now been fleshed more (as seen in the attachment). It's all placeholder but the core dungeon feeling should be there. Also, the boss is getting along as well. The attack patterns are about 80% done and the stuff around the boss (like spawning, testing, scenes etc) is about 60% done. What's left now is adding the latest attacks, finishing the scenes etc and a whole lot of playtesting.

For those interested in helping with playtesting: the updated expectation is to release a new demo in about 2 weeks time. In it you can spawn directly in the boss area (with upgraded gear) by naming your character "boss". Just to save you the time of going through an hours long game to get to the new stuff.

Progress report:
Code: [Select]
0.22.06 (29 december 2019)
* Added boss helmet damage and destruction
* Added boss damage visuals
* Added boss custom death sequence

0.22.07 (3 januari 2020)
* Designed/updated B05 dungeon area around introducing latest boss battle (up from 3 to 7 rooms)

0.22.08 (4 januari 2020)
* Fixed issue with Helmasaurus death sequence
* Added new object type to force character into 2nd half of Helmasaurus boss fight
* Fixed some boss area tiling issues
* Added feature to skip directly to the latest boss area by naming a new character “boss”. (You'll also get some upgrades you might have at that point. Expect the game to have issues if you explore beyond the boss area because of this – obviously).
* Fixed camera issue after dying while fighting Helmasaurus in stage 2
* Added dungeon goal to appear after Helmasaurus fight
* Redid room to get mines dungeon treasure

0.22.09 (5 januari 2020)
* Tweaked room collision grids
* Added roars to boss AI
* Added new terrain object to trigger condition checks on collisions
* Added some light puzzle mechanics to Helmasaurus area
* Started work on Helmasaurus encounter scenes
* Started work on Helmasaurus chase sequence
* Added a bunch of smaller tweaks and fixes

13
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: December 17, 2019, 06:06:52 pm »
Thanks. That really helps me stay motivation.
I'll aim to have this latest boss fully done and playable by the end of the year.

14
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: December 16, 2019, 09:25:46 pm »
Sorry about the lack of updates these last 2 weekends. The exact same stuff from the last post is still ongoing on so progress has been really slow. I hope to get back to things by the next weekend again though.

15
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: December 01, 2019, 09:49:34 pm »
Sorry, I don't have a lot of progress to report currently as I'd like to have seen. Mostly life stuff happen (=work, failed teeth fillings, the dating scene, etc).

Also, I'm trying out some more complex mechanics for the new Helmasaurus boss. Initially I was going to keep it simple to pump out a new boss every month or so, but wouldn't you know it.... It's becoming the most complex boss yet. With a tug of war type of gimmick followed up by a desperation fight. Hopefully I can show it off for testing in a few weeks.

Latest update:
Code: [Select]
0.22.05 (16-24 november 2019)
* Made progress on boss:
  finalised sprites, sprite positioning and retreating

0.22.06 (1 december 2019)
* Extended enemy projectile object functionalities
* Added Helmasaurus fireballs
* Started work on Helmasaurus flamethrower

16
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: November 28, 2019, 09:43:48 pm »
Thanks.

17
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: November 23, 2019, 06:51:13 pm »
Beter?
The arms will eventually be drawn below the mask so please ignore the inconsistency there.

18
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 21 released]
« on: November 19, 2019, 06:19:08 pm »
I'll see what I can do

19
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

20
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.

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