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Messages - Martijn dh

Pages: 1 2 [3] 4 5 ... 59
Zelda Projects / Re: [Screens] The Legend of Zelda: Triforce Saga
« on: May 17, 2018, 05:31:59 pm »
Those gifs are impressive. Nicely done.

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

Audio / Zelda chords explained
« on: May 04, 2018, 07:47:53 pm »
Not my area of expertise, but maybe interesting for some of you:

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

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

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

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

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)

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

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

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

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

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.

Zelda Projects / Re: Alttp - Horn of Balance [UPDATE ON DEMO 19 RELEASED]
« on: January 01, 2018, 09:54:05 pm »
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

Zelda Projects / Re: Alttp - Horn of Balance [UPDATE ON DEMO 19 RELEASED]
« on: December 24, 2017, 10:02:40 am »
Weekly Bi weekly Tri weekly update:
Progress has been relatively slow, but still ongoing. So there are basically three things going on with development right now:

1. A german student has offered to translate the game into German and possibly Russian. While the full game is still 2 years (fingers crossed XD) from completion I agreed to this because it helps him as a translator and because the engine shouldn't be any worse off. The way I'm picturing it is that I could release all ingame texts in a seperate file later-on so people can translate it into other languages as well if they feel like it.

2. I got bored with the stuff I was working on in november and started work on a new dungeon: the underwater prison. Ultimately it will be placed somewhere between the soldier tombs and desert palace in terms of difficulty. (With the mansion being the 4th difficult). So far the tiling is mostly done, with the masking coming next. The dungeon is planned to introduce the following new mechanics: following NPC's and switches to raise/lower the water level. Given all that I hope to be able to release the results (along with the new overworld) in march.

3. I've expanded the HUD to display the context of the action button (like in OoT and beyond). Check the attached screenshot. It shouldn't be too obtrusive and can be disable through the option menu otherwise. I feel it's implementation can be improved further so if anybody is willing to help playtest it let me know for a new demo.

Zelda Projects / Re: Alttp - Horn of Balance [DEMO 0.19 OUT]
« on: December 03, 2017, 06:51:00 pm »
Sorry for the small delay, but here is an updated demo

New download
Demo version: 0.19.11
File Size: 19,07 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: https://www.mediafire.com/file/bd389qbhjqgby6l/Horn%20of%20Balance%20version%200.19.11%20Public.zip

- From the start of the game move right for a small intro cave, down for the new mansion dungeon and upwards for the older (harder) content
- Beat both nothern dungeons to reach the game's credits

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.

What's new?
* Lots of bugfixes and balancing changes

Zelda Projects / Re: Alttp - Horn of Balance
« on: November 19, 2017, 10:44:13 pm »
So I've finally handled all the feedback I gather from the NCFC. It's too late for today, soI'll likely release a patched download next weekend. Also, I started on an additional (tutorial) bossfight: Supreme Overlord Murray.

Progress report:
Code: [Select]
0.19.07 (17 november 2017)
* Edited Goriya to be weak to bombs
* Bombs now push back enemies further/longer
* Edited hint about library in Heimgartner Mansion (+added sign to better indicate where that is and is not)
* Tweaked enemy placement in Mansion slightly
* Made it slightly easier to keep distance with soldier grunts
* Fixed shield not working
* Reworked puzzles in intro cave
* Tweaked texture usage some more for another slight performance boost

0.19.08 (18 november 2017)
* Started work on boss for the intro cave

0.19.09 (19 november 2017)
* Fixes some missed visual glitches basement desert palace
* Reorganised common variables enemy AI's
* Made it impossible to enter the gauntlet area before getting the desert treasure
* Fixed lock in bedroom scene in desert palace. (Finally was able to replicate it by getting uneven x coordinates)

Nice original boss fights.

Thank you for that! Did you just watch the videos or did you beat them yourself?

Just the video, so I can't really tell how intuitive the solutions are for the player. I'm assuming the rooms in the dungeons teach you (for example) about the effects of pillars.

Zelda Projects / Re: [NEW DEMO OUT] Alttp - Horn of Balance
« on: November 02, 2017, 07:09:50 pm »
Just a little update about my future plans. Knowing myself I'll likely deviate pretty soon, but it's good to have something to strife for. Let me know if anybody has additional suggestions/feedback.

Release 20 (januari 1st)
- Fixes to demo 19 based on feedback from NCFC and youtube. (Also any feedback you guys post here)
- Replace current overworld with a new (temporary) lightworld / darkworld
- Rebuild diggrid mechanic, hopefully resulting in better performance

Release 21 (march 1st)
- Tweak / finish mansion level
- Adding additional bosses
- Add magic mirror warping between LW/DW
- Start on new dungeon: water prison

Some day:
- Finish water prison dungeon
- Add forest dungeon
- Simplify dungeon 1: Royal tombs
- Simplify dungeon 2: Desert Palace
- Add weather effects
- Combine all ingame menu's into one (OoT style)
- Add context sensitive action button indicator (OoT style)


Weekly update:
So I've been looking over the NCFC livestreams closely and I've made a list of things to fix. Expect an updated demo when I'm done (or post here if you want an earlier copy to help do more testing.

Progress report
Code: [Select]
0.19.01 (31 oktober 2017)
* Fixed several tiling errors noticed in NCFC lifestreams
* Fixed not increasing max arrows if collecting the silver bow&arrows before the normal bow&arrows
* Fixed being able to swim without flippers (if first walking through shallow water)
* Fixed visuals Desert Palace F3 secret wall (can't reproduce any kind of soft lock though)
* Fixed small visual glitch for mansion garden map

0.19.02 (1 november 2017)
* Fixed depth issue entrance room dungeon 1
* Fixed sound desert bookcase entrance moving still set to 30 fps

0.19.03 (2 november 2017)
* Fixed depth issue with transition secret bookcase entrance desert palace
* Removed fps and room index in caption (=small performance increase / not really used all that much anyway)

0.19.04 (3 november 2017)
* Optimized/cut more resources (so less texture groups are used / performance should improve slightly)
* Fixed some compiler tile layer warnings
* Started work on overworld 2.0

0.19.05 (4 november 2017)
* Digging effects are now drawn to tilelayers instead of large surfaces (improving performance when moving to/from large rooms; also gives better performance)
* Additional scripting to deactive most enemies outside of current view (=big performance boost)
* Reorganised some more resources
* Fixed darkness issue encountered in debug area's

0.19.06 (5 november 2017)
* Improved (chasing) spiked block enemy AI / speed

Nice original boss fights.

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