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Messages - Martijn dh

Pages: 1 [2] 3 4 ... 66
21
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.

22
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: July 06, 2020, 06:01:39 pm »
Show content
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.


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?
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

23
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:

Show content
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?

24
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

----
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.

25
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.

26
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.

27
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.

28
Zelda Projects / Re: Alttp - Horn of Balance
« on: June 21, 2020, 06:29:04 pm »
The last 4 issues I'm leaving be for now. [1],[2],[7] I'll consider after the next demo. [9] I couldn't reproduce. So here is the new demo.

Download
Demo version: 0.22.55
File Size: 19,69 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/0tpy8yq0x2libmp/Zelda_0_22_55_%28public_demo%29.zip/file

Latest progress
Code: [Select]
0.22.50 (15 juni 2020)
* Character idle counter now gets reset when the shield blocks projectiles
* Changed “health bar”: You only have full hearts when undamaged and your remaining last heart is worth slightly more than the rest.

0.22.51 (16 juni 2020)
* Fixed loading errors after saving when first entering in the gauntlet mini-dungeon
* Fixed running sequences stopping when using arrow keys while in the item menu or textboxes
* Adjusted text for buying the red tunic
* Fixed hookshot going on endlessly when colliding with something off screen twice
* Fixed depth of stairs to the desert palace kitchen
* Fixed masking issue in desert south entrance to west basement
* Tweaked text for host of dark world chest game
* Fixed text when getting single rupee from chest
* Fixed being able to rebuy red tunic

0.22.52 (17 juni 2020)
* Fixed statue text in dungeon 1 boss room
* Fixed main staircase masking in mansion dungeon

0.22.53 (18 juni 2020)
* Improved conditional wall conditions on tight side of mansion F2
* Fixed mansion order slightly so you can't potentially lock yourself out of keys

0.22.54 (19 juni 2020)
* Add secret sound when cutting curtains to reveal a doorway
* Adjusted bomb masking
* Added short invincibility timer to hitswitches
* Altered collisions between thrown containers and staircases
* Added some failsafes to the lights in the true entrance room of the soldier tombs
* Fixed chest in central jail in the prison dungeon
* Adjusted text when collecting bomb/arrow carry capacity before getting the bombs/bow.
* Fixed walking sounds during screen transitions when only starting walking on metal grates.
* Fixed florine reappearing at her last location in the underground prison dungeon

0.22.55 (20 juni 2020)
* Made more progress on tiling mining town dungeon

29
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 19, 2020, 01:25:01 pm »
I haven't been able to reproduce issue 12, but I added some extra failsafes so it *should* be solved now.

8 5 4 more to go:
Show content
1. Overworld, 1 screen south of Home Sweet Home. The octoroks are apparently loaded into memory upon entering the "room", which means they'll start shooting around. This produces some UX issues like hearing a bush get destroyed or a rock hitting a wall, even off-screen.
2. Jumping off a ledge while the sword is extended, returns the sword to sheath. If you want to mimic ALTTP, this isn't how ALLTP behaves.
7. Would be nice to have, but not required: some timer or meter or gauge to show how much diving time Link has before he has to come up for air.
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.

30
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 19, 2020, 07:01:48 am »
Okay, I'll find some way to standardize those abilities.

One for "lighting a torch on fire". (Lantern, Toadstool?, Magic Powder, Fire Rod, Bombos, Cane of Somaria)
One for "busting down a wall". (Bombs, Pegasus Boots)
One for "hitting something from a distance". (Boomerang, Bow, Bombs, L.2 Sword, Cane of Somaria, Fire Rod, Hookshot)

Any missing?

Well, not to make it more complex, but there are cases where you can only lite all torches with the cane or bombos. And where you can only hit something from a distance with half the items.

Hmm. Well, maybe it's better to just wait and see if it becomes a problem like this. With the rate I'm going it'll be a while before more dungeons get finished.

31
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 19, 2020, 06:31:21 am »
Is there any additional information missing or that needs special emphasis on these charts, to help you out?

The only thing would be to make the charts a little more compact.
You're showing the powder and lamp as separate paths for lighting a torch. Maybe those can be combined into a single route. Later charts will really balloon otherwise, as you get to the firerod, bombos medallion and cane of somaria. Same applies (to a lesser extent) for the boots and bombs.

32
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 18, 2020, 08:20:35 pm »
Also, starting the Boss Key chart album for the dungeon designs. Let me know if something doesn't seem right, and I'll take a look at it.

https://imgur.com/a/G8nC4L4

Those must have taken you a while to make.

I didn't even realise I messed up with the mansion keys there, so they've already been proven to be usefull. Thanks.
I'll also keep these on hand for when I eventually have to simplify the early areas for an actual difficulty curve.

===

And the buglist is slowly nearing single digits now. 11 more to go:
Show content
1. Overworld, 1 screen south of Home Sweet Home. The octoroks are apparently loaded into memory upon entering the "room", which means they'll start shooting around. This produces some UX issues like hearing a bush get destroyed or a rock hitting a wall, even off-screen.
2. Jumping off a ledge while the sword is extended, returns the sword to sheath. If you want to mimic ALTTP, this isn't how ALLTP behaves.
3. Regarding Bomb and Arrow capacity upgrades, should the messages be different if the player hasn't collected the Bombs or Bow (or even Arrow) items yet?
4. Underwater Prison, two chests have the same "opened" flag. The chest in Florine's cell, and the one to the east of the first big room (the chest in the lower pit where you have to push the columns to reveal stairs). Both have triple bombs in them, but opening one will open the other and make it impossible to mark completed. The other will show up as an unopened chest on the map + compass.
5. Underwater Prison, after you use Florine to hit the two switches simultaneously, and after she escapes, after you defeat Moldorm and reenter that room from the doorway that that third button opens, Florine appears there again, standing on the upper button.
6. Underwater Prison (and possibly others), going through a door while walking on a grate will still have the sfx of walking on a grate as Link transitions through the doorway into the next room.
7. Would be nice to have, but not required: some timer or meter or gauge to show how much diving time Link has before he has to come up for air.
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.
11. Soldier Tombs, floor B1, the pit room to the west. There's one section with Medusas and a single staircase. I tried throwing a bomb across a gap to kill one of the Medusas, and the bomb clipped through the staircase and stayed on the same Z-axis level as Link. Arrows collide correctly with the staircase, Bombs do not.
12. Soldier Tombs, I lit all four torches, then backtracked to the dungeon entrance to enter the hidden staircase. Only three of the torches were lit, and the staircase was covered. I saved and quit, reentered the dungeon, and all four torches were lit, and the staircase was uncovered. Only happens occasionally. Maybe it's dependent on torch order?
23. Heimgartner Manor, 2F, east hall: Hitting a crystal switch with a L.2 Sword and fully healed, will cause two hits to register instead of one, like how ALTTP does it.

33
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 17, 2020, 08:24:44 pm »
Oke, I'll remove it from the list for now then.

Also issue 13 and 22 now also solved.
Show content
1. Overworld, 1 screen south of Home Sweet Home. The octoroks are apparently loaded into memory upon entering the "room", which means they'll start shooting around. This produces some UX issues like hearing a bush get destroyed or a rock hitting a wall, even off-screen.
2. Jumping off a ledge while the sword is extended, returns the sword to sheath. If you want to mimic ALTTP, this isn't how ALLTP behaves.
3. Regarding Bomb and Arrow capacity upgrades, should the messages be different if the player hasn't collected the Bombs or Bow (or even Arrow) items yet?
4. Underwater Prison, two chests have the same "opened" flag. The chest in Florine's cell, and the one to the east of the first big room (the chest in the lower pit where you have to push the columns to reveal stairs). Both have triple bombs in them, but opening one will open the other and make it impossible to mark completed. The other will show up as an unopened chest on the map + compass.
5. Underwater Prison, after you use Florine to hit the two switches simultaneously, and after she escapes, after you defeat Moldorm and reenter that room from the doorway that that third button opens, Florine appears there again, standing on the upper button.
6. Underwater Prison (and possibly others), going through a door while walking on a grate will still have the sfx of walking on a grate as Link transitions through the doorway into the next room.
7. Would be nice to have, but not required: some timer or meter or gauge to show how much diving time Link has before he has to come up for air.
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.
11. Soldier Tombs, floor B1, the pit room to the west. There's one section with Medusas and a single staircase. I tried throwing a bomb across a gap to kill one of the Medusas, and the bomb clipped through the staircase and stayed on the same Z-axis level as Link. Arrows collide correctly with the staircase, Bombs do not.
12. Soldier Tombs, I lit all four torches, then backtracked to the dungeon entrance to enter the hidden staircase. Only three of the torches were lit, and the staircase was covered. I saved and quit, reentered the dungeon, and all four torches were lit, and the staircase was uncovered. Only happens occasionally. Maybe it's dependent on torch order?
20. Heimgartner Manor: entering the Main Library from the courtyard will have Link clip-transition through a locked door. Might be in conflict with behavior of how Link otherwise enters a building from "outside".
21. Heimgartner Manor: same as above, just with the locked door leading to / the open door leading from the Main Library to the entrance hall. Link clips through the locked door.
23. Heimgartner Manor, 2F, east hall: Hitting a crystal switch with a L.2 Sword and fully healed, will cause two hits to register instead of one, like how ALTTP does it.
26. Heimgartner Manor, 2F, east hall: Unable to traverse the top portion of the room. I can get the key with a good boomerang shot, though.

34
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 17, 2020, 07:09:26 pm »
19. Toadstool has disappeared from the bombable cave in the Overworld. Event flag issue?

I can't seem to replicate this issue. The coding also looks fine as far as I can tell: The mushroom only spawns if you do not own it, or the upgraded magic powder, yet.

Are you able to reproduce the issue on your end?

35
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 16, 2020, 07:15:05 pm »
Fixed issues 15, 16, 17, 24, 25 and 28 today. (+10, 27)
Here's what's left:
Show content
1. Overworld, 1 screen south of Home Sweet Home. The octoroks are apparently loaded into memory upon entering the "room", which means they'll start shooting around. This produces some UX issues like hearing a bush get destroyed or a rock hitting a wall, even off-screen.
2. Jumping off a ledge while the sword is extended, returns the sword to sheath. If you want to mimic ALTTP, this isn't how ALLTP behaves.
3. Regarding Bomb and Arrow capacity upgrades, should the messages be different if the player hasn't collected the Bombs or Bow (or even Arrow) items yet?
4. Underwater Prison, two chests have the same "opened" flag. The chest in Florine's cell, and the one to the east of the first big room (the chest in the lower pit where you have to push the columns to reveal stairs). Both have triple bombs in them, but opening one will open the other and make it impossible to mark completed. The other will show up as an unopened chest on the map + compass.
5. Underwater Prison, after you use Florine to hit the two switches simultaneously, and after she escapes, after you defeat Moldorm and reenter that room from the doorway that that third button opens, Florine appears there again, standing on the upper button.
6. Underwater Prison (and possibly others), going through a door while walking on a grate will still have the sfx of walking on a grate as Link transitions through the doorway into the next room.
7. Would be nice to have, but not required: some timer or meter or gauge to show how much diving time Link has before he has to come up for air.
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.
11. Soldier Tombs, floor B1, the pit room to the west. There's one section with Medusas and a single staircase. I tried throwing a bomb across a gap to kill one of the Medusas, and the bomb clipped through the staircase and stayed on the same Z-axis level as Link. Arrows collide correctly with the staircase, Bombs do not.
12. Soldier Tombs, I lit all four torches, then backtracked to the dungeon entrance to enter the hidden staircase. Only three of the torches were lit, and the staircase was covered. I saved and quit, reentered the dungeon, and all four torches were lit, and the staircase was uncovered. Only happens occasionally. Maybe it's dependent on torch order?
13. Soldier Tombs. In the boss battle room, one of the statues near the entrance says [End]. Intentional?
19. Toadstool has disappeared from the bombable cave in the Overworld. Event flag issue?
20. Heimgartner Manor: entering the Main Library from the courtyard will have Link clip-transition through a locked door. Might be in conflict with behavior of how Link otherwise enters a building from "outside".
21. Heimgartner Manor: same as above, just with the locked door leading to / the open door leading from the Main Library to the entrance hall. Link clips through the locked door.
22. Heimgartner Manor: 2F, heading towards the stairs down to the first floor. If I walk on the bottom section of the stairs object, I can actually clip through the stairway, so now I'm walking on air. Walking back along the same lower portion of the stair sprite transitions me back to solid ground. Link does not fall to the floor below.
23. Heimgartner Manor, 2F, east hall: Hitting a crystal switch with a L.2 Sword and fully healed, will cause two hits to register instead of one, like how ALTTP does it.
26. Heimgartner Manor, 2F, east hall: Unable to traverse the top portion of the room. I can get the key with a good boomerang shot, though.

36
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 15, 2020, 05:37:46 pm »
Thanks for the extensive list. I'll see what I can do.

EDIT:
I gave them numbers to help progress updates.
-Numbers 14 and 18 have now been handled.
-In regards to number 7: You noticed the decreased movement before having to come up for air?
-Number 8 is the only one I'm going to leave as is (for now). Mainly because I don't like enemies freezing and solving it another way is a major time investment. If there are cases where you HAVE to take damage then I prefer to look at the leveldesign first.

Show content
1 Overworld, 1 screen south of Home Sweet Home. The octoroks are apparently loaded into memory upon entering the "room", which means they'll start shooting around. This produces some UX issues like hearing a bush get destroyed or a rock hitting a wall, even off-screen.
2 Jumping off a ledge while the sword is extended, returns the sword to sheath. If you want to mimic ALTTP, this isn't how ALLTP behaves.
3 Regarding Bomb and Arrow capacity upgrades, should the messages be different if the player hasn't collected the Bombs or Bow (or even Arrow) items yet?
4 Underwater Prison, two chests have the same "opened" flag. The chest in Florine's cell, and the one to the east of the first big room (the chest in the lower pit where you have to push the columns to reveal stairs). Both have triple bombs in them, but opening one will open the other and make it impossible to mark completed. The other will show up as an unopened chest on the map + compass.
5 Underwater Prison, after you use Florina to hit the two switches simultaneously, and after she escapes, after you defeat Moldorm and reenter that room from the doorway that that third button opens, Florina appears there again, standing on the upper button.
6 Underwater Prison (and possibly others), going through a door while walking on a grate will still have the sfx of walking on a grate as Link transitions through the doorway into the next room.
7 Would be nice to have, but not required: some timer or meter or gauge to show how much diving time Link has before he has to come up for air.
8 Going up or down stairs in ALTTP pauses all enemies and other entities. In here, the enemies keep going. Sometimes that causes unavoidable collisions and health loss just because of RNG.
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.
10 At Switch's Shop, you can keep buying the Red Tunic even if you are already wearing it. Finding the Blue Tunic permanently makes the Red Tunic disappear.
11 Soldier Tombs, floor B1, the pit room to the west. There's one section with Medusas and a single staircase. I tried throwing a bomb across a gap to kill one of the Medusas, and the bomb clipped through the staircase and stayed on the same Z-axis level as Link. Arrows collide correctly with the staircase, Bombs do not.
12 Soldier Tombs, I lit all four torches, then backtracked to the dungeon entrance to enter the hidden staircase. Only three of the torches were lit, and the staircase was covered. I saved and quit, reentered the dungeon, and all four torches were lit, and the staircase was uncovered. Only happens occasionally. Maybe it's dependent on torch order?
13 Soldier Tombs. In the boss battle room, one of the statues near the entrance says [End]. Intentional?
14 When Link starts his idle animations, he puts his shield away. This can be problematic against flying tile rooms like those in Soldier Tombs. How bout if Link's shield gets hit, it resets his idle timer?
15 After picking up the Boots, initiate a run. Then hit the Inventory menu button. If you unpause, Link will continue running. If you swap out any of the equipped items, though, Link will stop running once the menu is closed.
16 Desert Palace central plaza, can't reenter kitchen.
17 Desert Palace, room west-southwest of central plaza. There's a locked door that gains access to a button, but you can walk over the barrier to press the button, so the locked door is pointless. Unintentional missing collision?
18 With regards to the L.2 Sword, it's hard to tell whether I'm at full health if an enemy can damage me and I receive (I assume) 1/4th heart damage. It doesn't register as "less than full health" on the health gauge, but I still can't use my sword beam unless I for sure pick up another heart. Maybe have health be "rounded down" instead of rounded up?
19 Toadstool has disappeared from the bombable cave in the Overworld. Event flag issue?

37
Zelda Projects / Re: Alttp - Horn of Balance
« on: June 14, 2020, 08:32:44 pm »
And here is the updated demo (+updated dungeon progress):

Download
Demo version: 0.22.49
File Size: 19,66 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/rn9wg2q2a15dple/Zelda_0_22_49_%28public_demo%29.zip/file

Progress report:
Code: [Select]
0.22.48 (13 juni 2020)
* Fixed instances where you can get stuck in walls while hookshot moving towards poles
* Fixed bug in hammer collisions against poles
* Fixed collission checking when running into sloped walls
* Restructured boss enemy initialisation variables
* Fixed thug in the overworld moving before exploring the mansion dungeon

0.22.49 (14 juni 2020)
* Expanded conveyor belt functionality
* Made more progress on tiling mining town dungeon

38
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 13, 2020, 09:11:29 pm »
Found the problem. The thug moves when you get the lv2 sword. Originally it was found at the end of the mansion, but that changed in demo 21 and I forgot to update the thug dependancy.

I'll change it to trigger from the mansion treasure instead (meaning you can skip halve the mansion - for now) and solve it properly once I've switched to Gamemaker 2.3.

39
Zelda Projects / Re: Alttp - Horn of Balance [DEMO 22 out]
« on: June 13, 2020, 09:03:49 am »
The manor is mandatory? I'm not sure to what extent, as it seems I can enter the Dark World without placing the rings in their pedestals. Unless you mean a different mansion?

Whoops.

Did you start by calling your character "boss1" or "boss2"?
If not, can you recap your item/dungeon order?

When I have time next week, I'll probably start working on a Boss Keys chart for this demo version.

Great. I'll look forward to it.

========

EDIT: Fixed the hookshot issue. I'll upload an updated demo by the end of the weekend, so I can fix some other things as well.
Just to be sure: the saving issue is related to the hookshot issue I assume? Or were those two stand alone occurances?

40
Zelda Projects / Re: Alttp - Horn of Balance
« on: June 13, 2020, 08:49:57 am »
Thanks for playing. I'll see if I can recreate the problem.

============

The overworld is intented to be fairly open-ended. So you can (for example) beat the first 3 dungeons in "almost" any order. The mansion is mandatory, but after that you can again follow various routes in the darkworld. I feel Zelda games are best when they feel like an adventure rather than paint-by-numbers. It provides replayability and I'm guessing (most) players feel good when discovering options "the dev did not intend". Like extra secrets. Achievements also feel more like achievements when you here where a lot of different options.

I'll probably clearly hint at this freedom in a future demo.
Still, feel free to post examples when in doubt. I do make mistakes sometimes. XD

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