Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Martijn dh

Pages: [1] 2 3 ... 57
1
Zelda Projects / Re: Alttp - Horn of Balance [demo 19]
« on: July 09, 2018, 05:21:28 pm »
Well, do try to not get totally burned out permanently. I'm hoping to see this reach completion!

Those are goals that we share XD

I'll probably skip on the NCFC this year so I don't have to rush the overworld after this dungeon. That'll give me the freedom to just add whatever for a while. Like chickens! Or more idle animations. Stuff like that that's fun to add just because I can. Working on a single dungeon for so long ideas have been piling up again.

2
Zelda Projects / Re: Alttp - Horn of Balance [demo 19]
« on: July 08, 2018, 10:20:34 am »
Just a post to mention that the next release is still being worked on. I got a little burned out on the project, between getting sick again, finding issues with NPC's following you, and getting a new project of the ground at work. But I'm back at it.

Currently the dungeon order is being edited. Players could appearently (to my shock) lock themselves out off finishing the prison through key usage, so that definatly still needs fixing. Not sure how long it will take since tiling, scenes and so on might all need editing depending on the solution I go with.

-----

EDIT: And here is an overview of the latest progress made.
Code: [Select]
0.19.61 (28 mei 2018)
* Fixed funny bug allowing endless NPC spawning
* Did more bugfixing in regards to NPC respawn mechanics

0.19.62 (1 juni 2018)
* Added Florine to Underwater Prison
* Finally made it work with all the various other mechanics: NPC's can now also follow you to other Gamemaker rooms (=different floors/dungeons/etc) uninterrupted.

0.19.63 (2 juni 2018)
* Enemies can now interact with pressure plates (but only turned on for NPC's)
* Tweaked dungeon map some more

0.19.64 (9 juni 2018)
* Fixed character state when instantly changing to opposite direction while stopping to push pushable object
* Added extra intro scene with Murray
* Fixed: Murray not always laughing correctly during some scenes

0.19.65 (10 juni 2018)
* Connected dungeon to overworld
* Adjusted default screen transition to better account for following NPC's (so they get stuck less in closing doors)
* Fixed NPC walking into you if you walk in tiny bursts for a little bit

0.19.66 (17 juni 2018)
* Made more progress setting up Florine's scenes.
* Discovering more issues with NPC respawning that will need to be fixed

0.19.67 (29 juni 2018)
* Fixed a number of issues found with NPC respawning

0.19.68 (1 juli 2018)
* Rewrote Florine dialoog
* Fixed last (?) issues with NPC respawning
* Fixed Underwater endscenes not triggering based on NPC positioning

0.19.69 (7 juli 2018)
* Fixed errors when suddenly switching into the push state (from a walk state without a shield)
* Further tweaked Florine conversations
* Fixed error when a third textbox instantly follows others but has a different display speed.

0.19.70 (8 juli 2018)
* Tweaked breakable walls in prison
* Edited content of most chests in prison
* Retiled a number of rooms slightly
* Tweaked some drops and room layouts to hint at bomb usage at places
* Populated dungeon with containers
* Moved conditional doors, locked doors and keys around, changing the dungeon order a bit

3
Zelda Projects / Re: Alttp - Horn of Balance [demo 19]
« on: June 14, 2018, 06:02:04 am »
Thank you for the support.
I will be back with a new update next weekend.

4
Zelda Projects / Re: Alttp - Horn of Balance [demo 19]
« on: June 08, 2018, 07:30:10 am »
Some good and bad news.

BAD:
Got the Flu for over a week now. It's slowly passing already but game progress is obviously halted shortly.

GOOD:
Since I've been bored so much recently I ordered an SNES mini and a (PC connectable) wireless SNES controller. Why is this good news? Well, I should now be able to look into making my game (better suited for) playable with a controller. Anybody interested in me spending time on that after this next demo?

5
Zelda Projects / Re: Alttp - Horn of Balance [demo 19]
« on: May 27, 2018, 08:38:50 pm »
And here is another update report:
So basically I'm working on the last major mechanic needed for the new dungeon (NPC's following you around). After all that the dungeon should be finished in a few days.

Status report:
Code: [Select]
0.19.57 (22 mei 2018)
* Fixed error when NPC tries to follow you to another floor
* Corrected NPC animations while following

0.19.58 (25 mei 2018)
* Improved NPC movement visuals furthers
* NPC now stops following if you walk into deep water
* Interacting with NPC's is now displayed as more then just “read”
* Finished map menu details for underwater prison
* Added extra secret room to underwater prison

0.19.59 (26 mei 2018)
* Added NPC respawn mechanics (=they follow you to another room and can still be found in that room if you leave them there – unless leaving a dungeon / area entirely)

0.19.60 (27 mei 2018)
* Added some prisoner messages for light lore
* Did some bugfixing in regards to NPC respawn mechanics

6
Zelda Projects / Re: Alttp - Horn of Balance [demo 19]
« on: May 22, 2018, 06:02:37 pm »
A friend asked me the other day as well. I'm kinda had two anwsers for him:

This next demo (end of next month hopefully) I'll have the third major dungeon done. After that I plan on reshuffling the overworld and making it feel more like a 1.0 release by the end of the year. It'll end on a cliffhanger storywise, but it should feel more like a short but full game.

After that... I think I might start on some dark world dungeons ideas or continue adding to the light world. Not sure yet. Honestly I've got so many idea's that I can spend many more years on this. I've also been thinking about quiting after version 1.0 to turn the engine into something completely original, but that might be a bridge to far without an actual  team.

7
Zelda Projects / Re: [Screens] The Legend of Zelda: Triforce Saga
« on: May 17, 2018, 05:31:59 pm »
Those gifs are impressive. Nicely done.

8
Zelda Projects / Re: Alttp - Horn of Balance [demo 19]
« on: May 13, 2018, 04:03:12 pm »
And here is another progress update:
Made lots of progress finishing the new dungeon and adding NPC's that can follow you (like Zelda in the lttp intro section). Also, I added some more NPC's. I made custom graphics for the right one (=Florince) since she'll play a larger part in the game and I needed something memorable. Feel free to give me some pointers as I feel there is still plenty of some room for improvement..

Progress made:
Code: [Select]
0.19.51 (30 april 2018)
* Made some more progress populating dungeon rooms with various objects
* Added various push objects / puzzles to the dungeon
* Fix issue: invisible Link if you jump out of the water instantly after coming up for air
* Now also correct depths while diving under the floors
* Fixed issue: jumping out of the water for a fraction if damaged by an enemy while swimming

0.19.52 (6 mei 2018)
* Added yet another room draining animation. (Almost done with these for thios dungeon)
* Redesigned my garden this weekend and achieved both enjoyment and soar hands and knees :)

0.19.53 (10 mei 2018)
* Added last remaining water flood and draining animations
* Populated dungeon with metal floors

0.19.54 (11 mei 2018)
* Added NPC reactions after text (like starting to follow you)
* Finished more areas of underwater prison
* Finished all minor cells in underwater prison
* Implemented some more minor room goals

0.19.55 (12 mei 2018)
* Added the ability for NPC to follow the player (although I still need to expand the NPC movement animations for this)
* Made progress designing the last prison room to add

0.19.56 (13 mei 2018)
* Almost fully implemented new NPC: the damsels from lttp
* Almost finished custom visuals for new NPC: florine
* NPC's will now continue to follow you as you walk to other rooms on the same floor

Current progress on underwater prison: 9* / 16
* Meaning all enemies / objects / grids / scenes / etc finished for that room

9
Audio / Zelda chords explained
« on: May 04, 2018, 07:47:53 pm »
Not my area of expertise, but maybe interesting for some of you:
https://www.youtube.com/watch?v=nJizKk8i3X4

10
Zelda Projects / Re: Alttp - Horn of Balance [demo 19]
« on: April 29, 2018, 08:26:59 pm »
And yet another update:
Code: [Select]
0.19.47 (22 april 2018)
* Made lots more progress on underground prison
* Tweaked ledge jumping (so less placement limitations remain)

0.19.48 (23 april 2018)
* Made more progress on underground prison rooms

0.19.49 (24 april 2018)
* Expanded save/load script so I can save more digits per variable (so I can also fit room coordinates when needed)
* Found a (gamemaker?) visible bug when an object depth becomes 4.699.880. No solutions in mind apart from redoing the entire depth system :S

0.19.50 (28 april 2018)
* Fixed some tiling oversights
* Added the last of the flooding animations
* Fixed oversight in game loading script
* Character can now walk over water if on a bridge
* Added visuals for waterfall stopping
* Added raising waterlevels for all other switches in waterprison
* Added first of the water draining sequences

EDIT: Screenshot of diving under bridges attached

11
Zelda Projects / Re: Alttp - Horn of Balance [demo 19]
« on: April 15, 2018, 08:51:58 pm »
Another progress report for those interested.

Code: [Select]
0.19.43 (6 april 2018)
* Added spiked rolls to underground prison
* Tweaked some collision grids
* Added new object: cracked blocks (destructable with bombs)

0.19.44 (7 april 2018)
* Transition objects are now also detected while in water
* Added transitions for swimming or diving to another screen

0.19.45 (14 april 2018)
* Added the ability to swim “under” some floors/walls while diving – still need to iron out some depth issues
* Redesigned underwater prison puzzle room

0.19.46 (15 april 2018)
* Added more room flooding animations
* Fixed visual bug due to mini-moldorm spawned at unintented specific positionings

Current progress on underwater prison: 3* / 16
* Meaning all enemies / objects / grids / scenes / etc finished for that room

Dungeon rooms done:
- Entrance room
- Final treasure room
- Final water trigger room

12
Progress report:
Code: [Select]
0.19.36 (24 februari 2018)
* Fixed red bari not splitting correctly

0.19.37 (18 maart 2018)
* Edited various rooms in the underwater prison dungeon

0.19.38 (25 maart 2018)
* Fixed glitch: visuals pushing containers not triggered

0.19.39 (26 maart 2018)
* Finished several rooms in the underwater prison dungeon
* Expanded functionality obj_waterfall_sprite
* Implemented new GML cleanup events
* Fixed room design where you could ledge jump into a wall
* Fixed a masking+depth issue for locked cell doors

0.19.40 (27 maart 2018)
* Water objects now better destroy attached objects when destroyed themselves
* Fixed forgetting to refresh water collisions ds_grids in some circumstances
* Found and fixed GML warnings: “ds_grid out of bounds during initialisation”

0.19.41 (28 maart 2018)
* Added sound effects to rooms filling up with water

0.19.42 (2 april 2018)
* Added new variant of conditional doors: cell doors without keyhole
* Made a serie of redesigns to underwater prison (=tiling, objects, enemy placements, etc)
* Added dungeon shortcut warp
* Improved deep water collisions
* Added water filling animation for more rooms
* Slowed down room flooding animations
* Added simple end scene for prison dungeon
* Tweaked some collision grids

Current progress on underwater prison: 2* / 16
* Meaning all enemies / objects / grids / scenes / etc finished for that room

Dungeon rooms done:
- Entrance room
- Final treasure room

13
Hi everybody. Sorry about the long absence. Aside from a brief vacation I got swamped with new projects at work and really needed to focus on that and other things for a while. That being said: no worries, the project is not dead.

The last thing I promised was an updated demo so I'll share that now. Basically it's exactly the same as the last demo, but with less glithes and a ton of performance improvements. You'll see fps counter at the top while in-game to keep track of the second one. If you feel like helping me out then please report any instance the fps drops below 60 fps so I now what area or actions I should try to improve further. Bugreports or other kinds of feedback are (as always) also always welcome!

New download
Demo version: 0.19.40
File Size: 19,24 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: http://www.mediafire.com/file/oljka3zb73puydo/Horn%20of%20Balance%20version%200.19.40%20Performance%20Test.zip

14
Zelda Projects / Re: Alttp - Horn of Balance [UPDATE ON DEMO 19 RELEASED]
« on: February 18, 2018, 11:08:02 pm »
A started I planned to release an improved demo today so people could help test performance, but a small glitch in the boomerang's bouncing behaviour bothered me so much (because I couldn't find the cause) that I ultimatly ended up spending the better part of the day just rebuidling the entire bouncing mechanic from scratch (also improving performance for that script by about 60% so it's not all bad). It's all about that polish.

Expect the improved demo by the end of next weekend. Sorry about the delay for those looking forward to it.

Weekly progress:
Code: [Select]
0.19.32 (12 februari 2018)
* Greatly reduced the use of (inefficient) view functions (that got in due to the Gamemaker migration)
* Increased efficiency some more collision scripts
* Tree drawing made more efficient

0.19.33 (13 februari 2018)
* Replace more of the inefficient view functions from the gamemaker migration
* Made more trees more efficient

0.19.34 (17 februari 2018)
* Various more coding improvements to boost performance
* Fixed tiling issue in the sewers
* Fixed issue in blob AI; now correctly only chases you if close enough
* Fixed collision magic powder vs anti-faerie

0.19.35 (18 februari 2018)
* Improved red boomerang wall bouncing performance and fixed bug where it would rarely bounce backwards
* Fixed boomerang being able to destroy walls (in specific situations)

15
Zelda Projects / Re: Alttp - Horn of Balance
« on: February 11, 2018, 07:00:42 pm »
The plan was to more or less finish raised water in the prison this weekend, but life and new ideas came up. Also I'm noticing the game drop below 60 fps quit frequently now (probably because my pc is slowly dying) so I'm really getting into code optimization again. For those that want to help out: I'll be releasing a new demo next weekend for feedback on framerates on other machines.

EDIT: The next demo won't contain actual new content; just some tweaks and engine optimizations as the new prison dungeon hasn't been connected to the overworld yet. Just mentioning it as to not dissappoint anybody.

Code: [Select]
0.19.29 (2 februari 2018)
* Tweaked water animation from the water spewers

0.19.30 (4 februari 2018)
* Improved collisions for jumping out of water
* Tweaked specific ledge jump objects
* Added more water level raising scenes

0.19.31 (11 februari 2018)
* Improved efficiency of darkness engine (for 6,7% overall performance improvement while stationairy in debug room)
* Further improved prison dungeon tiling
* Increased game performance in debug room by another 5% recoding various misc. Mechanics
* Improved Anti-Faerie AI performance by about 30%
* Further optimized performance for trees and enemy general AI if outside of the screen
* Fixed boomerang not being able to fly over small outside holes in the ground
* Improved performance snapdragon movement script

16
Zelda Projects / Re: Alttp - Horn of Balance [UPDATE ON DEMO 19 RELEASED]
« on: January 28, 2018, 06:26:23 pm »
Hi all, here is another progress report.

So I've finally settled on a method for "raising water levels". Check the screenshot for an inbetween frame of what I'm talking about. Next I'll be adding some sound before implementing such watereffects all across the dungeon.

Next, I was playing around with some of the coding when I noticed opportunities to massively improve performance, so please enjoy those results in the next demo.

Finally, the German (and Russian) translations didn't pan out. It's fully dead, but I did write down the required reordening of ingame texts while waiting. Who know. Maybe I'll revisit the idea when the game is fully done.

Update report:
Code: [Select]
0.19.24 (19 januari 2018)
* Improved collisions while swimming in deep water
* Redid setup for getting out of deep water via jump
* Interaction ledge jumping and landing in deep water added
* Tweaked jumping in the deep water from broken ladders

0.19.25 (20 januari 2018)
* Cleaned up the coding a little regarding water object creation
* Added water animated water flow from the wall

0.19.26 (26 januari 2018)
* Loving the studio profiling options: The engine has been tweaked all over to achieve a whooping combined performance increase of 41% (while in the debug room)

0.19.27 (27 januari 2018)
* Improved performance of room transition coding quit a lot
* Performance in debug room improved by another 7.5%
* Performances boosted by another 17,5% if room doesn't contain darkness mechanics

0.19.28 (28 januari 2018)
* Added raising waterlevel (single body of water for now

17
Zelda Projects / Re: Alttp - Horn of Balance
« on: January 15, 2018, 07:01:29 pm »
Weekly progress report:
Code: [Select]
0.19.22 (13 januari 2018)
* Can now dive to collect items
* No more errors if you walk towards jumpable ledges from an invalid direction

0.19.23 (14 januari 2018)
* Added visuals for transparent deep water
* Fixed small bug in deep water generation scripting
* Fixed small saving bug

18
Zelda Projects / Re: Alttp - Horn of Balance
« on: January 07, 2018, 06:20:11 pm »
Weekly progress report:
Code: [Select]
0.19.20 (6 januari 2018)
* Fixed a long running visual glitch where, if you stop pushing and directly time to try to the sides, you may be shown pushing nothing
* Started work on (water level) push switches (post screenshot)

0.19.21 (7 januari 2018)
* Finished (water level) push switches
* Tweaked puzzles in water prison
* Started working on dynamic water levels triggered by push switched

19
Zelda Projects / Re: Alttp - Horn of Balance [UPDATE ON DEMO 19 RELEASED]
« on: January 03, 2018, 06:59:56 pm »
Good to hear. Thanks for the feedback.

20
Zelda Projects / Re: Alttp - Horn of Balance [UPDATE ON DEMO 19 RELEASED]
« on: January 01, 2018, 09:54:05 pm »
LATEST PROGRESS:
Code: [Select]
0.19.10 (2 december 2017)
* Improved shadow scripting performance
* Reorganised textfiles some more
* Made more progress on next dungeon (=water prison)
* Fixed a few tiling issues in debug areas

0.19.11 (3 december 2017) PUBLIC SMALL RELEASE
* Made more progress on next dungeon (=water prison)
* Reorganised textfiles some more

------------------------------------------

0.19.12 (9 december 2017)
* Made more progress on next dungeon (=underwater prison)

0.19.13 (10-22 december 2017)
* Made much more progress on underwater prison dungeon (tiling + design mostly done for now)
* Made some more progress designing temp overworld replacement(s)

0.19.14 (23 december 2017)
* Added visual representation for context sensitive action button and attack button to HUD (needs more work to finish)
* Expanded options menu to allow the disablement of added buttons to HUD

0.19.15 (24 december 2017)
* Fixed oversight in option menu expansions

0.19.16 (27 december 2017)
* Improved performance action button usage slightly
* Finetuned action text added to HUD (also now distinguishes between read/talk/check)
* Made more progress working on underwater prison

0.19.17 (29 december 2017)
* Made more progress working on underwater prison

0.19.18 (30 december 2017)
* Made more progress working on underwater prison

0.19.19 (1 januari 2018)
* Made lots of progress on underwater prison (various more rooms masked + various doors/switches/chests placed)
* Game now allows the player to collect multiple bundles of bombs from chests without repeat intro text
* HUD now also detects “open” action possibility

Pages: [1] 2 3 ... 57

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.051 seconds with 20 queries.