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Messages - Martijn dh

Pages: 1 2 [3] 4 5 ... 57
Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: August 12, 2017, 08:34:47 pm »
Thanks man. Really appreciate it.

On a side note:
Progress has been slow last month due to being on a long vacation but I'll start it up again shortly.

Updates / Re: NCFC 2017 dates announced
« on: August 09, 2017, 03:23:09 pm »

Updates / Re: NCFC 2017 dates announced
« on: August 08, 2017, 02:19:49 pm »
Yeah, Diminish was kind enough to move it.

Updates / NCFC 2017 dates announced
« on: August 06, 2017, 06:45:00 pm »
Somehow I'm not able to create a new topic in the updates section so I'm placing it here.

The dates for NCFC 2017 have been announced (=october 30th). You can read the post here:

Is anybody else planning to enter?

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: July 10, 2017, 08:24:47 pm »
I was looking for some more statue variation. Thanks. Looks good.
Any chance you'd be interested in making some more custom sprites for the game?

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: July 09, 2017, 06:48:24 pm »
I'm still alive. XD
Sorry for the month of absence. I needed some time away from the project, but I'm back again. (Check the attachements for new screenshots). And if anybody want to help testing the new dungeon and mechanics I'm working on feel free to reply or send me a PM. The NCFC will probably be happening in a couple of months so any and all help to get the next release done before then is greatly appreciated!

Progress made:
Code: [Select]
0.18.44 (16-25 juni 2017)
* Made lots more progress retiling using new tilesets
* Expanded red boomerang to be able to collect multible items at once

0.18.45 (1-9 juli 2017)
* Made A LOT of progress on the mansion level
* Made more progress retiling using new tilesets
* Added unlockable cell doors
* Added keyblocks (like in Link's Awakening)
* Expanded on the breakable wall objects
* Entirely rewrote magic maze mechanics to fix some issues
* Red boomerang better grabs items
* Red boomerang can now pass over deep waters
* Connected Mansion 2nd and 3rd floors to lobby

Entertainment / Re: The Youtube Topic 2.0
« on: July 02, 2017, 08:43:31 am »
A video talking about some of our fangames:
<a href="http://www.youtube.com/watch?v=HkCSD-1PCgo" target="_blank">http://www.youtube.com/watch?v=HkCSD-1PCgo</a>

Mod Edit: Fixed youtube link

Graphics / Re: SpritingBrad´s sprites
« on: June 18, 2017, 05:09:27 pm »
It's sprites likes these that make me wish I choose for the MC instead of Lttp style for my game. These look great and very flexible!

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: June 11, 2017, 07:49:48 pm »
Yes! Finally finished the swimming mechanics as seen on the attached image. (I might still tweak it a little based on feedback, but for now it's done). Time to pick a new challenge to tackle next week.

PS: I've also added a simpler cave right of the starting area for the player to find the flippers. The Moldorm cave has been shifted to the lower right of the map.

Code: [Select]
0.18.40 (2-4 juni 2017)
* Made decent progress on the tilesets for the overworlds (now about half way finished)
* Fixed depth issue with shadows during death

0.18.41 (5 juni 2017)
* Added triangles to deep water surfaces
* Made it so you can moothly swim from one deep water area to an (adjacent) other one

0.18.42 (9-10 juni 2017)
* Made progress on the overworld tileset
* Expanded ligth world visuals
* Expanded the overworld with a makeshift swimming area
* Mechanics now account for running directly into deep water
* Changed projectiles being blocked by deep water
* Made it so you also get proper hurt recovery time while  swimming
* Edited swimming speed / gamefeel a little more
* Fixed various other smaller bugs with swimming mechanics
* Fixed visuals Ku/River Zora
* Made it so Ku/River Zora will now damage swimming players on contact

0.18.43 (11 juni 2017)
* Finished documenting all variables used in software
* In dungeon 1 and 2 you can now activate shortcuts to/from the dungeon entrance. (Mainly added because the bosses are already hard enough).
* Made more progress retiling using new tilesets

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: June 05, 2017, 01:37:00 pm »
@Theforeshadower: Still working on the swimming mechanics. It turns out adding it to my existing collision system is a bit of a headscratcher, but I'll get it done eventually.
See the screenshot for the current situation.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: May 28, 2017, 08:27:26 pm »
And here is the latest progress report:
Good progress was made on the swimming mechanics, but it's not yet finished.

Sorry Theforeshadower, but it needs a little bit more polish before I can send it out. Specificaly: I kinda didn't realise water in the overworld used slanted edges :o, whereas my water mechanics (so far) only take rectangles into consideration. If that makes sense. I feel kinda silly for missing it.
I could send what I already have, but the water looks very much out of place in the overworld without custom tiles. So it's not ready it yet to bother your streamfollowers with I think. I'll toss it over as soons as it's also fixed.

For all: I DID add a diving mechanic. This also wasn't in the original appearantly (Not sure what was up with my memory this week), but I really like the results so I'm keeping it in. As it uses the action button diving will replace the faster swimming motion from the original.

Code: [Select]
0.18.39 (21-28 mei 2017)
* Made more progress on swimming mechanics
* Made more progress retiling using new tilesets
* Added diving mechanics
* Made it so you're forced to come up for air eventually

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: May 15, 2017, 04:56:36 pm »
Will do. Thanks in advance.

Zelda Projects / Re: [DEMO 0.18] Alttp - Horn of Balance
« on: May 14, 2017, 08:29:57 pm »
And here is this weeks progress. I made some good progress on adding the swimming mechanics. I'll likely take a break next weekend and continue the week after. Would anybody be interested in playtesting it once it's done? If so post a reply or send me a message.

Code: [Select]
0.18.36 (12 mei 2017)
* Added new single scripting for adding one-off items to dungeons
* Made a little progress on implementing Mansion Dungeon
* Made more progress on retiling with new tilesets
* Reorganised external files more logically
* Fixed a few minor masking issues
* Finished tilesets for all the (new) dungeons

0.18.37 (13 mei 2017)
* Fixed issues after new Gamemaker update (Those unasked updates really annoy me sometimes)
* Fixed glitch with collectable heartpieces+keys
* Added collectable flippers in cave
* Silver arrows now shoot faster
* Further expanded water/swimming mechanics
* Added error sound when trying to use bottle when already fully healthy
* Fixed issue with effects starswitches
* Made more progress on retiling with new tilesets

0.18.38 (14 mei 2017)
* Made more progress with the swimming mechanics
* Made more progress on retiling with new tilesets

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: May 08, 2017, 08:07:51 am »
And here is last week's progress:
Code: [Select]
0.18.34 Studio (29-30 april 2017)
* Added various generic helper functions for checking room conditions (like if all enemies are dead). Mainly done to save time and complexity in the future.
* Made pressure plates simpler/faster to implement
* Finished version 1.0 of intro cave
* Made lots of progress on the mansion dungeon
* Edited the way visuals are determined for locked and conditional doors
* Cut large blue chests that do not require a the master key
* Magicly appearing staircases now handled differently (cutting some duplicate sprite resources)

0.18.35 (1-7 mei 2017)
* Made more progress on retiling with new tilesets
* Made more older functions obselete
* Added drowning in deep water
* Fixed visual issue map menu

Graphics / Re: SpritingBrad´s sprites
« on: April 29, 2017, 01:54:15 pm »
That looks awesome!

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: April 28, 2017, 10:42:43 am »
Just a little update to show the project is still alive.
I hit a little snag earlier this month with the new inherentance options of GM Studio 2, which caused all the new tileset usage to get scrambled (see screenshot). But I'm almost done fixing it and truly finishing the conversion to the version of GM. Aside from that I'm working on adding a small intro cave to the game and making progress on the next dungeon (=A lofty mansion complete with garden and underground cells). The plans for these rough designs for these new area's are done, though it will take several months to fully add all intented functionality (which I'll add in phases).

Progress made:
Code: [Select]
0.18.25 Studio (27 maart 2017)
* Implemented JSDoc for all script arguments

0.18.26 Studio (29 maart 2017)
* Made further progress on tilesets
* Did more experimentation on layers

0.18.27 Studio (2 april 2017)
* All objects are now (first) created on a single layer

0.18.28 Studio (8 april 2017)
* Populated layer_Shadows for all rooms
* Started implementing newly optimized tilesets

0.18.29 Studio (9 april 2017)
* Made a lot more progress on the new tilesets and implementation
* Fixed glitch where enemies can move over some types of terrain
* Replace almost all usages of obselete function: instance_create

0.18.31 Studio (15-26 april 2017)
* Cleaned up (faulty) coding behind dynamic depths enemies/character/various objects
* Removed last remaining usages of obselete function: instance_create
* Implemented enum() for floor numbers
* Made further progress on new tileset (implementation)

0.18.32 Studio (27 april 2017)
* Added cave on adventure (=new intro cave)
* Made more progress on mansion dungeon
* Chest types now handled via enum values
* Lots of smaller room changes
* Fixed depth issue HUD
* Made more progress on retiling with new tilesets

0.18.33 Studio (28 april 2017)
* Made more progress on intro cave and mansion dungeon
* Made more progress on retiling with new tilesets

Graphics / Re: Gunple Gunman's Proof - LTTP Alternative Graphics
« on: March 31, 2017, 07:23:59 am »
A few of these tilesets seem pretty nice, the broken down house and the green stone dungeon with the statues expecially. I may use a few of these for dungeon tiles in my game. As i tile if anyone is interested i can post them.

Yes please! I'm also interested in using them.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: March 26, 2017, 07:12:02 pm »
Still alive XD
Between the new Zelda and the new Gamemaker Studio actual gameplay development has pretty much stopped right now. (Loving both distractions by the way!). I expect I'll need about another month for the conversion to Gamemaker Studio 2. After that I'll finishing up with the new swimming mechanics, connect the new magic maze and tweak the Moldorm bossfight. Once all of that is done I'll see about releasing a new demo for testing.

Code: [Select]
0.18.14 Studio (4 maart 2017)
* Made progress designing new dungeons

0.18.15 Studio (5 maart 2017)
* Made progress designing new dungeons
* Started work on magic maze mechanics

0.18.16 Studio (7 maart 2017)
* Finished added magic maze mechanics

0.18.17 Studio (8 maart 2017)
* Further tuned magic maze mechanics

0.18.18 Studio (17 maart 2017)
* Did some trailruns for conversion to Gamemaker Studio 2

0.18.19 Studio (18 maart 2017)
* Fixed visuals during credits screen for larger screen sizes
* Game longer does trickery with foregrounds for less code in GMS2
* Changed various naming conventions and subscribt for cleaner code in GMS2

0.18.20 Studio (19 maart 2017)
* Switched to GMS2
* Edited code regarding camera usage (and blend mode usage)

0.18.21 Studio (20 maart 2017)
* Started implemented room inherentance tree
* Started defining generic room layers

0.18.22 Studio (24 maart 2017)
* Finished implementing room inherentance tree
* Reorganized the game's macro's

0.18.23 Studio (25 maart 2017)
* Made lots of  progress setting up 3th generation tilesets to take more advantage of GMS2 functions
* Moved various development logs into Gamemaker

0.18.24 Studio (26 maart 2017)
* New dev layers visibility off during default play
* Completely went over all the layers of the titlescreen, gameselect and credits (also cutting now obselete resources)
* Map menu now uses proper gms2 functions for getting room backgrounds
* Fixed shock animation
* Started documenting naming conventions in GMStudio
* Further improved new tilesets

Graphics / Re: Gunple Gunman's Proof - LTTP Alternative Graphics
« on: March 23, 2017, 05:13:33 pm »
Interesting link.
The maps look dull and empty but they at least made some nice looking custom sprites. Thanks for sharing.

Discussion / Re: Lines of Code
« on: March 18, 2017, 06:59:05 pm »
Interesting download. Thanks!

Here are the stats for Horn of Balance (8+ years).
To be fair: I use A LOT of comments for in engine descriptions. Also, I spend way too much time going over old code and simplifying it.

   Lines: 24763
   Empty lines: 1878
   Characters: 854459

   Lines: 114
   Empty lines: 15
   Characters: 2581

   Lines: 514
   Empty lines: 12
   Characters: 20644

   Lines: 73149
   Empty lines: 10111
   Characters: 1941392

   Lines: 98540
   Empty lines: 12016
   Lines (excluding empty lines): 86524
   Empty lines ratio (empty lines/lines): 0.12
   Characters: 2819076
   Characters per line: 28.61
   Characters per line (excluding empty lines): 32.58

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