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Messages - Martijn dh

Pages: 1 ... 65 66 [67]
Well, that didn't work. Fine. Ive posted my progress as demo 0.8 in the startingpost.

Please be so kind as to leave a comment after playing. I'd appreciate user input. Also be sure to mention any and all glitches, should you come across any. Thanks in advance.

It may not show for everybody, but A LOT has been improved. The entire dungeon has been redone to smooth out room-to-room transitions. Right now about 25% of dungeon is finished. Obviously (most) of the transitions have also been redone. I'm still working on some transitions in between floors like the dwindelstairs, of which you'll see the result in the next demo. Finally I made it so that everything present in the game has a depth_scale in order to create the illusion of multiple depths (like in the original). These three things have been a lot of work and if you can't see that....thank you. I'll take it as a compliment that everything looks just right. XD

Other things I've added in this demo:
-Made some changes to movement on the stairs
-Perfected the interaction of your sword/shield vs flying tiles etc.
-Added bubbles/balls/cannonballs/something??
-Added rupees, hearts etc to collect from containers (=pots)
-You can now jump from ledges.

Oh, and before I forget. No flying tiles (can be accessed) in this demo. Sorry, but I'm still working on the rooms you need to get to them. I'll make sure you can play with them again next time.


There are plenty of downloads, but no replies. Too bad. I could really use some player feedback.

Anyway. This weekend I redid the 360 sword swing, worked some more on movement through grass/water and added the ability to poke walls with your sword (see screenshot).

Also I've been trying to improve the dungeon. Check out the screenshot below. How does new situation (lower half) stand against the old situation (upper half)?

LTTP & FSA / [Solved] Looking for some more Alttp (style) sprites
« on: April 13, 2009, 09:17:52 am »
The request have been updated. If you can help please do, because I can really use the help I can get in the spriting department. Most sprites are easy enough to find, it's the specific once that are really scarce.

1) The effect of Link running through shallow water (Custom).
When running normally you see small dust clouds behind link to enforce the idea of running. I'm looking for the equivalent of that while he's in the water. I've looked everywhere and couldn't even find a usefull screenshot.

I could also use a custom equivalent of that while running in the grass, but that isn't as much of a priority as the other requests I'm making.

2) Full sword swing animations.
From facing left/right in the startposition and from facing up.

3) Dungeon carpet (custom sprite needed).
Down below is an example room to give you an instant idea of how and where I want to use it. In the middle of the room there are different colored tiles around the large chest. This is the quick fix I'm using right now but it looks absolutely awful in other rooms, so that isn't going to work.

I'm working with blocks in multiples of 8x8. The example shows a rectangular "carpet". I also want to use other shapes, so I'll need inside and outside bends.

Hopefully a helpful screenshot:

Recruitment / [Reqruiting] Looking for tester(s)
« on: April 11, 2009, 11:17:47 am »
As the title mentions, I'm looking for one or more testers. Depending on your preference it could just be for this one demo or as a more periodic thing. Your choice. I'm looking for constructive feedback on gameplay, glitches, performance and level design.

Below are links to the project (with screenshots etc.) and the download. Be advised though that the demo is not yet finished, which is also why I'm reluctant about posting the download link in the WIP topic.

The current file holds 6 inside rooms. This is not the extent of what I've done, but further rooms are not yet (fully) completed. You know, masking walls adding doors/ stairs etc. In the comming weeks I'll expand on the number of rooms and features so people wanting to test more than just the demo below should make a mentioning in a reply or through a PB/Email.

Some final mentioning.
-The black sqaure immediately inside serves as a test for falling down to another area.
-The character's full sword swing animation will be adjusted in the futher regardless.

WIP topic:

Download (8,48 mb):

I'm looking for one or two testers who can give me some good constructive feedback. I'm interested in comments on glitches (if you can find any), dungeon design and framerate performance. Anybody willing?

Currently I've got a demo with four rooms (that you can access). You can check the first post for an added list of things I've done since the last demo. Obviously these include the thing I am looking to get tested. PB me or post a reply and I'll send you a link and more info.

First of all some news on my progress. I found a new job, am starting another education and am looking for an new apartment. Needless to say I'm a little preoccupied with these things and free time is scarce. Expect a new demo no sooner then the end of the next month. I'm still working on it, but only after the rest has been done.

Now that that's out of the way. I have a question about your preference as a player. Should the contents of pots (and other container) be predetermined or should they (sometimes) be selected randomly? And with random I mean considering the items Link has already collected. So no arrows without a bow etc. Obviously special occasions like a boss fight requires predetermined contents. I hate to get an arrow when the boss demands bombs etc.

Think about it for a second. Predetermining means predictability but strategic placing. Random can be used to only get needed items, which may come of as unrealistic.

Coding / Re: Need some outside tests
« on: March 31, 2009, 08:00:15 am »
I noticed just 3 things.
-You can still do a spiderman against the walls
-When standing next to the right wall while facing left (by doing a backwards jump) I can face right unless I first move left.
-If I stand next to the right wall (while first just walking towards it, facing right and not moving) I can't jump.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 09:46:30 pm »
Jup. Shouldn't take too much time to work these in as well. Thanks again.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 09:12:30 pm »
And they're implemented.
I guess the credits will have to wait till next time then. I'm sure I'll need plenty of help before my project is finished.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:46:24 pm »
Okay. That's good to know.

I was already updating my program. Guess I'll just remove you for the credits again if you insist.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:31:02 pm »
Wow. That's really fast. Now I actually feel dumb for not requesting it earlier.
Thanks. I'll be sure to give credit.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:17:06 pm »
*in pursuit*
That would be awesome. I've been looking for months now, so what's a little more waiting :)

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:01:09 pm »
I've just updated my last post with the link and timeindication. It one of those small things that really makes a difference when you add them up.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 07:50:05 pm »
There is.

Check at 4:52

It's just 2 or 3 sprites, but it makes a lot of difference. Maybe someone with ripping skills can get them? I've tried to recreate them but that also requires some good skills and spriting also isn't my speciality.

LTTP & FSA / [SOLVED] In need of specific Alttp sprites
« on: March 27, 2009, 07:44:28 pm »
And with that all the sprites I've requested have been posted. Talk about quick.

Good of you to show the message. I'm assuming this is an error that occurs every time a flying tile hits a wall. That would mean the demo was incomplete and it has already been fixed for the next demo. If I am wrong in my assumption, please let me know.

Thanks for your comments.

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!

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).

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.

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?

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.

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



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

Creator notes:
- This demo included 2 overworlds, 5 true dungeons and many more smaller locations.
- Shortcuts exist to access late game additions without playing through the whole game again. Calling a new file "boss1", "boss2" or "cape" will start you out at (or with) that specific content.
- While still far from complete, you can reach the credits screen.

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 in v22 compared to v21:
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- Added two new bosses
- Added new item: Magician's Cape (= which is not like in the original)
- Added new enemy: Bunny Beam
- Expanded dungeon B05 into a mini-dungeon
- Various coding improvements, tweaks and bugfixes


<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...


- 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
- Bunny Beam (NEW IN DEMO 22)
- Cucco / Undead Cucco (WILL BE NEW IN DEMO 21 22 23)
- Arrow trap (WILL BE NEW IN DEMO 23)
- Boulder trap (WILL BE NEW IN DEMO 23)
- Hokkubokku (WILL BE NEW IN DEMO 23)


Dungeon A1: Subboss 
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Dungeon A1: Boss 
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Dungeon A2: Boss 
Show content

Dungeon A3: Boss 
Show content

Dungeon B4: Boss 
Show content
Dungeon B5: Boss 
Show content


- Boomerang
- Book of Mudora
- Bug-Catching Net
- Lanterns
- Magic Mirror
- Firerod
- Icerod
- Rod of Medu
- Cane of Byrna
- Cane of Somaria
- Bombs
- Magician's Cape (NEW IN DEMO 22)
- Bombos Medallion
- Ether Medallion
- Quake Medallion
- Hookshot
- Bow and Arrows
- Shovels
- Bottles
- Pegasus Boots
- Gloves
- Magic Hammer
- Magic Powder


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



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



(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
Miles07 - 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: 123, Size 10 MB - <2010-11>
Demo 0.11.00 - Downloads Mediafire: 163, Size 10 MB - <2011-06>
Demo 0.12.02 - Downloads Mediafire: 1529, Size 11 MB - <2011-10>
Demo 0.13.00 - Downloads Mediafire: 160, Size 15 MB - <2012-08>
Demo 0.14.01 - Downloads Mediafire: 1178, Size 19 MB - <2012-11>
Demo 0.15.00 - Downloads Mediafire: 305, Size 18 MB - <2013-01>
Demo 0.16.01 - Downloads Mediafire: 469, Size 18 MB - <2013-11>
Demo 0.17.08 - Downloads Mediafire: 864, Size 20 MB - <2014-07>
Demo 0.18.09 - Downloads Mediafire: 116, Size 21 MB - <2017-01>
Demo 0.19.40 - Downloads Mediafire: 148, Size 19 MB - <2017-10>
Demo 0.20.18 - Downloads Mediafire: 495, Downloads Dropbox: unknown, Size 19 MB - <2018-08>
Demo 0.21.100 - Downloads Mediafire: 141, Downloads Dropbox: unknown, Size 19 MB - <2019-10>
Demo 0.22.74 - Downloads Mediafire: ongoing, Size 20 MB - <2020-06>

Updates in older versions
Demo 21
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
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
==> From demo 22 onwards the game will contain a golden rupee. (It's missable and extremely hard to get but still)

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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