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Messages - Martijn dh

Pages: 1 ... 60 61 [62]
1221
Niek: Yes, I stumbled across that function some time ago.
Except during transitions only the instances in the current room are active. I thought about limiting this to the view but that has downsides. An enemy who is (just) outside of the view should still be able to act. For instance a guard shouldn't stop running after you if you don't see him. The guards movement is determined by it's interaction with the walls etc, so in the end all the instances in the room are vital.
Currently the entire dungeon room is 2560x3840 (divided in areas of 320x320 or multiples of that). The gamespeed is 30 f/s. So far this only drops during the transitions (slightly), while playing movies/music and after starting the game several times. Maybe there is still something to be won in the handling of graphics/sound/data, but that's just thinking out loud. First I want to check how the game acts normally.

Kremling: Thanks!

1222
Xfixium:
Excellent response. I'm glad you liked it.
The function you found isn't really part of the game. I use that for testing.
The problems with the transitions are probably because every room in the game is an actual separate room in gamemaker. So you have the illusion that all rooms are connected and the bare minimum of objects/background is active at one time. It seemed fine, but clearly isn't so I'm now recreating the entire dungeon in a single room. So far the gamespeed isn't suffering (on my computer at least).

Niek:
In the demo I'll send you you'll see I'm already making a lot of use of depths. Still, thank you for your willingness to help. I can see if the timing of the sounds can be improved, but other than that there's little I can do.

1223
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.

Please don't get hung up on the numbers. It's my second attempt at a first game so in the beginning a lot of stuff has been redone as I learned more. Also, when I finish the first dungeon I'll consider that version 1, since that's my immediate goal for now. That may not be accurate for the whole, but that's something for later.

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?

1224
Correct. The file selection screen, name selection screen and options screen have been done in a single room with one background. That way the view can move smoothly between them without interruption.

Maybe I should have mentioned this before, but this won't be a remake. Just (much like the other games on this forum) heavily based on an existing Zelda game. For instance I'm going to be working with subbosses. And I'll definitely get creative with the dungeon theme/mechanics and dungeon items.

1225
Zelda Projects / Alttp - Horn of Balance [DEMO 21 released]
« on: March 21, 2009, 12:14:36 pm »
A legend of Zelda - Horn of Balance


  Index 



  Demo 

Latest 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

Creator notes:
- The demo included 2 overworlds, 4 main dungeons and much more smaller locations
- From the start the game has been designed as a tech demo and enemy+feature showcase. It's slightly above that level now, but not yet to the level that I would call the game perfect or anything. While individual area's have their own difficulty curves the overall game's curve and flow will still have to be streamlined in a future release.

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




  Story 

<a href="http://www.youtube.com/watch?v=R52YwD-rvmo" target="_blank">http://www.youtube.com/watch?v=R52YwD-rvmo</a>

The tale starts off with Link as he is living with his uncle deep in the vast western forest of Hyrule. His uncle, a well-known blacksmith, took him in as his apprentice a long time ago. They spent weeks crafting a beautiful ceremonial blade. Elegant and perfectly balanced, it was truly their best work to date.

It was announced that princess Zelda would soon be of age and wed, so a festival was at hand in her honor. They packed all their belongings and set out for the city with the intent of presenting their blade as a gift.

Upon arriving at the borders of the city of Hyrule, Link and his uncle encountered soldiers everywhere. By decree of the king anyone coming to the festival looking the least bit suspicious was to be arrested. Carrying his blade, Link's uncle was apprehended. Link, being left behind, followed the soldiers into the city.

Link started asking around if there was a way to help his uncle out, but found that no one was willing to help. Everybody was reluctant to even speak with him. It was as if they were all scared of being arrested themselves.

Several soldiers passed, escorting princess Zelda. Link recognized her and attempted to get her attention. The guards took note and stopped him from getting closer, but the princess stepped in and quietly spoke to Link: "I do not know you, but you should not ask my help. I am but a mere prisoner, waiting for her arranged marriage..."

Little options were left to Link. Something had to be done...



  Enemies 

- Popo
- Ropa
- Anti-Faerie
- Pol's Voice
- Yellow Slime
- Wall Cannon
- Turtle
- Stall
- Gibo
- Medusa block
- Spiked block
- Trickbox
- Deadrock
- Beamos
- Armos
- Vulture
- Rope / Stalrope
- Leever
- Buzz Blob / Cukeman
- Hardhat Beetle
- Sandman
- Wizzrobe / Undead wizzrobe
- Cannonball
- Flying Tile
- Zol
- Eyegore
- Stalfos
- Deibadora
- Bari
- Goriya
- Large spiked block
- Octorok / Slarok
- Spiked roll
- Tektite
- Soldiers
- Guruguru bar
- Lanmola
- Sanmola
- Spark
- Wall lasers
- Winder
- Snapdragon
- River Zora / Ku
- Sandcrab
- Kodongo
- Wallmaster
- Stalfos head
- Mini Moldorm
- Cucco / Undead Cucco (WILL BE NEW IN DEMO 21 22)



  Bosses 

Dungeon 1: Subboss 
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Dungeon 1: Boss 
Show content

Dungeon 2: Boss 
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Dungeon 3: Boss 
Show content




  Items 

- Boomerang
- Book of Mudora
- Bug-Catching Net
- Lanterns
- Magic Mirror
- Firerod
- Icerod
- Rod of Medu
- Cane of Byrna
- Cane of Somaria
- Bombs
- Bombos Medallion
- Ether Medallion
- Quake Medallion
- Hookshot
- Bow and Arrows
- Shovels
- Bottles
- Pegasus Boots
- Gloves
- Magic Hammer
- Magic Powder



  Locations 

Overworld: text coming soon
Starting cave: text coming soon
Waterworkd: text coming soon
Tombs: text coming soon
Underwater Prison: text coming soon
Desert Palace: text coming soon
Heimgartner Manor: text coming soon
Gauntlet: text coming soon



  Screenshots 





  Videos 

<a href="http://www.youtube.com/watch?v=Q6bQuObwECI" target="_blank">http://www.youtube.com/watch?v=Q6bQuObwECI</a>



  Creators 

Creator
Martijndh

(Previous) contributions
FrozenFire - Sprites: subboss 1 / Tester / Video recording / Music
BlazeBigBang - Sprites: additional character animations
Dervilacus - Sprites: additional character animations
Theforeshadower - Video recording
NotAlphaMan - Research / Tester
King Tetiro - Sprites: Murray
Gonken - Sprites: Molgera boss
DeathTailsz - Tester
Sahittam - Tester
Atom - Tester
Wobmiar - Tester

* The project has been going on since 2008 Q4 and I lost the teamlisting 2013 Q2-ish so it's possible that I've missed somebody. Let me know if that is the case so I can give due credit!



  Demo history 

Code: [Select]
Demo 0.10.08 - Downloads Mediafire: 119, Size 10 MB - <2010-11>
Demo 0.11.00 - Downloads Mediafire: 154, Size 10 MB - <2011-06>
Demo 0.12.02 - Downloads Mediafire: 1514, Size 11 MB - <2011-10>
Demo 0.13.00 - Downloads Mediafire: 151, Size 15 MB - <2012-08>
Demo 0.14.01 - Downloads Mediafire: 1081, Size 19 MB - <2012-11>
Demo 0.15.00 - Downloads Mediafire: 290, Size 18 MB - <2013-01>
Demo 0.16.01 - Downloads Mediafire: 442, Size 18 MB - <2013-11>
Demo 0.17.08 - Downloads Mediafire: 837, Size 20 MB - <2014-07>
Demo 0.18.09 - Downloads Mediafire: 109, Size 21 MB - <2017-01>
Demo 0.19.40 - Downloads Mediafire: 141, Size 19 MB - <2017-10>
Demo 0.20.18 - Downloads Mediafire: 454, Downloads Dropbox: unknown, Size 19 MB - <2018-08>

Updates in older versions
Demo 20
Show content
* Added new dungeon: Underwater Prison
* Added ability for (some) NPC's to follow you
* Added ability to dive for items and/or under bridges
* Added the raising and lowering of water levels
* Added room transitions for when swimming
* Added cracked blocks
* Added cell doors

* Added context sensitive actions display to HUD (which can be disabled)
* Polished several aspects of the last dungeon: Heimgartner Mansion
* Slightly polished starting cave
* Tweaked various enemy stats

* Made a ton of (major) changes for a massive performance boost
* Fixed various mechanics that had broken over time
* Far more playtesting then with the last release

* Lots of smaller tweaks, performance increases and bugfixes



  Received suggestions 

While most suggestions make their way into the game this is a listing of the ones that I'm still pondering on or have decided against implementing.

Put "timer" on bushes and grass to limit rupee farming ability
Great idea and will be looked into when game is nearing completion. For now I view the demo as a semi-sandbox so I'm okay with rupee farming.

Fire from the Firerod (and Lamp) should be able to burn bushes
Pushed back for a later demo due to time restraints

Implement purple rupees (50),  silver rupees (100), golden rupees (300) and rupoors (-10)
Takes time so will have to be planned

If you have any other suggestions then feel free to post them in this topic or contact me directly.



  Known issues 

Some keyboards are unable to register the following key combination: Left+Up+G
If this situation applies for you and it bothers you then you can alter the controls in the option screen (found on the starting screen).

If you've found more issues then please report them in this topic or contact me about it directly.

Click here to view on the site.

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