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Messages - Martijn dh

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Zelda Projects / Re: Alttp - Horn of Balance
« on: June 12, 2020, 05:36:23 pm »
And here is the new demo. After this I'll likely only release a new demo if major bugs are found or the new dungeon has finished enough.

Demo version: 0.22.47
File Size: 22,68 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/3g4uscnlsdrz88h/Zelda_0_22_47_%28public_demo%29.zip/file

-You can find the new cape in the witch shop. (Or by starting a new file called Cape)
-The new bunny beam is found in the mansion dungeon (and the Helmasaurus area)

Latest progress
Code: [Select]
0.22.44 (5 juni 2020)
* Made progress on mining town dungeon

0.22.45 (6 juni 2020)
* Made progress on the early tiling of the mine area of the new dungeon
* Rabbit beam enemies can now spawn from under pots/bushes etc

0.22.46 (11 juni 2020)
* Rabbit beam enemies can now spawn from lowered on-off blocks
* Made more progress on tiling mining town dungeon
* Tweaked enemies in mansion dungeon

0.22.47 (12 juni 2020)
* Tweaked enemies in mansion dungeon
* Made more progress on tiling mining town dungeon

Zelda Projects / Re: Alttp - Horn of Balance
« on: June 09, 2020, 09:11:22 am »
Apologies, as I had to push that back again due to a shorter weekend than expected.
I'll prioritize the demo when I get time to work on it again.

Zelda Projects / Re: Alttp - Horn of Balance
« on: June 01, 2020, 07:31:13 pm »
And here is the report at the end of the weekend.
I'm fully beat right now so I'll implement the bunny beam enemies (see attachment) into actual dungeons next weekend.

Progress report:
Code: [Select]
0.22.41 (30 mei 2020)
* Started work on new dungeon: Mining town

0.22.42 (31 mei 2020)
* Made progress on mining town dungeon
* Added chest with cape in it into the game

0.22.43 (1 juni 2020)
* Finished adding new enemy: Rabbit beam
* Improved diggrid editor performance
* Tweaked witch boss fight some more

Zelda Projects / Re: Alttp - Horn of Balance
« on: May 30, 2020, 02:08:34 pm »
An early progress report this week. Due to some work/corona/house related stress I started working on something completely different to let of some steam: a new dungeon, the mining town.

You can find a VERY early draft in the attachment. Don't worry, I'm not on drugs! While it may look like abstract art, I always like starting this way (with paper graphs and sketches already made) because it's fast to start general outlines and the messiness gives me lots of unintended new idea's while I'm working on it. Also, I image it can be fun for onlookers to see things slowly start making sense over time.

The things I was working on (=the cape and rabbit beam) will be completed in a little bit (=next weekend hopefully) and then released for playtesting.

Graphics / Re: Bunny Cape
« on: May 20, 2020, 10:09:05 pm »
Tried out the sprites and gathered feedback. We ended up settling on a mixture between both approaches.

- Turns out the backview swaying worked a little less in motion. Also: highlighted bunny tail = cutest, appearantly ::). I did try out some hybrid images but with the same result. Maybe the frame count is just too low to do the swaying justice.
- For the side view people liked your sprites way better. We only made a few edits near the shoulders and added some light shading.
- For the front we went for 1 pixel for the shoulder and 2 for the swaying.

As for colors we ended with the bright red again because it popped most with the other tunic color schemes.

Graphics / Re: Pixel dump [10 years of pixel art]
« on: May 20, 2020, 03:34:36 pm »
I really like the detail on these. Very well done.
Was the entire game intended in this spriting style?

Graphics / Re: Bunny Cape
« on: May 11, 2020, 05:40:06 pm »
Those look quite good. Thanks.
I'll try them out with various tunic colors later this week.

Zelda Projects / Re: Alttp - Horn of Balance
« on: May 11, 2020, 05:37:29 pm »
Sorry, I forgot to post the progress report again.
The cape implementation is progressing quite nicely.

Progress report:
Code: [Select]
0.22.27 (11 maart 2020)
* Fixed issue where Link got stuck swimming outside of water
* Fixed shopping issue if you have 999 rupees
* Edited chest game chances
* Edited animation of smoothly transitioning into water more extensively
* Made progress on new boss:
smoothed out boss (dis)appearing visuals

0.22.28 (18 maart 2020)
* Fixed potion shop text error

0.22.29 (19 maart 2020)
* Added shortcut to newest boss: name your new character “boss2”

0.22.29 (25 maart 2020)
* Added boss entrance scenes

0.22.29 (26 maart 2020)
* Tweaked boss entrance scenes / texts / animations
* Created new variant on poisonous shallow water object
* Made progress on new boss:
added last 2 attacks
added vulnerabilities
tweaked stats
bugfixes, testing and tweaks

0.22.30 (1 mei 2020)
* Spend another full day working on a palette swapping shader – complete failed

0.22.31 (2 mei 2020)
* Spend half day working on another palette swapping shader – minor succes

0.22.32 (3 mei 2020)
* Expanded palette swapper shader for various uses and started implementation for character sprites.

0.22.33 (5 mei 2020)
* Finished implementation of Link character palette swapper (cutting about 1725 images and a ton of variables)
* Started implementation of Magician's Cape (= instead of original Magic Cape)

0.22.34 (9 mei 2020)
* Added bunny sprites, animations and triggering by cape

0.22.35 (10 mei 2020)
* Tweaked latest boss:
– added small delay to attack patterns
– only main boss can self heal
* Added shortcut to getting the cape: call a new file “cape” to have it from the start
* Slightly updated witch boss sprites
* Made progress implementing cape item


And here is last weeks progress

Code: [Select]
0.22.36 (16 mei 2020)
* Finished new item: Magician's Cape

0.22.37 (17 mei 2020)
* Worked on sprites for bunny Link (trying out improvements / gathering feedback)

0.22.38 (20 mei 2020)
* Worked some more on (implementation of) cape sprites

0.22.39 (22 mei 2020)
* Added ability for enemies to transform Link into a bunny
* Effects of cape are boosted if you stop moving

0.22.40 (23 mei 2020)
* Started work on new enemy: Rabbit beam

0.22.xx (27 mei 2020)
* Started first testing in the Gamemaker 2.3 beta: the game starts but it looks like there are a bunch of problems to solve to get it fully working again.

Graphics / Re: Bunny Cape
« on: May 10, 2020, 04:23:23 pm »
Thanks for the reply.

1. I do use a palette, but it's a PC project so # colors is not much of a consideration. That said, I'm only using the red (and white) because it's from the original attlp cape. Maybe some complement to pink would work better (like in the green - blue range)

2. Agreed.
The red version is actually also comprised of two colors, but I see that I really need to add a larger difference between the two.

3. I agree that it would look and feel better to add such extra animation, but it's just slightly above my skillrange. XD Maybe I could make it work for the side views, but I'd have no idea how to start with the back view. (Also, I'd like to keep that little bunny rear sticking out from under the cape).

Graphics / Bunny Cape
« on: May 09, 2020, 02:11:46 pm »
Just a little post to ask for feeback and/or improvements, since I'm not all that great at spriting.

I'm trying to create sprites for the alttp bunny while wearing the alttp cape of invisibility (to add a bunny transformation cape). Check the attachment for the results. I've been trying out a few things for the backside, but I feel like there is still room for improvement.

Zelda Projects / Re: Alttp - Horn of Balance
« on: May 08, 2020, 07:22:13 am »
Yes, there is a master plan in regards to the story.

Some parts (like the intro and scenes between the mansion and dark world) are thought out in more detail but I'm limited by my shitty spriting skills so making new NPC's is very time consuming. Also, Gamemaker wil soon release a 2.3 update which introduces Sequences which will MASSIVELY reduce scene creation times. (It does take a few months to properly convert to it though).

Zelda Projects / Re: Alttp - Horn of Balance
« on: May 07, 2020, 07:56:02 pm »
Currently still thinking about how to improve that last boss some more.
Also I FINALLY succeeded in making a true palette swapper shader for Link to cut down on future development times (but that's not something you'll notice as a player).
And I'm now starting work on the semi-last usable item: the Magician's Cape. As in: doing research and prototyping. It'll probably be several weekends of work before that's anywhere near finished, because I have to take a lot of Link's states and other interactions into consideration.

(Also I'm pondering about overhauling the menu structure to add overworld maps somewhere in may/juni)

I'll likely post an update by the end of the weekend if there is anything significant to show.

Zelda Projects / Re: Alttp - Horn of Balance
« on: April 30, 2020, 08:21:34 am »
Good to hear about the boss.

So for the other feedback is:
- add some more challenging to the placeholder dungeons without a boss
- add more story to make sense of it all
- add more hints to find the tougher dungeons

What dungeon haven't you found yet? Or can you screenshot your item menu? So I can add some hints for that one in a future demo.

Zelda Projects / Re: Alttp - Horn of Balance
« on: April 28, 2020, 12:20:09 pm »
If don't want to spoil anything for you, but if end up getting stuck then look ahead:

Dungeon list:
Show content
Number - Codename
B01 - Swamp
B02 - Graveyard
B03 - Ice cavern
B04 - Tower
B05 - Mining town
B06 - Woods
B07 - Medu
B08a - Fire temple
B08b - Ice temple

Small hint:
Show content
B08a and B08b have something in common.

Big hint:
Show content
B04, B07, B08a and B08b have something in common.

Happy hunting!

Zelda Projects / Re: Alttp - Horn of Balance (new boss beta)
« on: April 27, 2020, 08:56:54 pm »
And here is a download with the new boss in it. Call your new character "boss2" to warp directly to the boss area. (Naming your character boss1 for the Helmasaurus fight also still works). Just stay inside the buildings untill you get the crystals.

NOTE: I'm not fully happy with the new fight yet, so feedback is more than welcome.

Downloadlink: https://www.mediafire.com/file/97tgaj9kh6q0qnn/Zelda_0_22_29_%28Witch_boss_beta%29.zip/file

Zelda Projects / Re: Alttp - Horn of Balance
« on: April 27, 2020, 07:02:01 pm »
Yes, all crystals should be in there. I could give you hints if you want.

(Currently working on releasing a BETA of the new boss btw, hence the quick reply. It should be downloadable in about 3-4 hours or so).

Zelda Projects / Re: Alttp - Horn of Balance
« on: April 18, 2020, 08:59:00 am »
The shopping bug is now fixed on my end.

Zelda Projects / Re: Alttp - Horn of Balance
« on: April 14, 2020, 10:24:13 am »
Just to temper expectations: this new boss isn't in this one yet. It's coming, but I just had to other stuff this weekend. Being couped up in social isolation for (over a month I'm guessing) was starting to wear me down a little.

And no problem if you continue your feedback. I welcome it!

In regards to bossfights before the crystals: It's mostly a matter of time. Each new boss takes me a few months to build fully so I'd need to add repeating fights. I'll look into it after the latest boss is finished.

Zelda Projects / Re: Alttp - Horn of Balance [NEW BOSS playable]
« on: April 13, 2020, 10:20:26 pm »
And here is the fixed version

Demo version: 0.22.27
File Size: 19,74 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/krgpnhqxltzmeaa/Zelda_0_22_27_%28bugfix%29.zip/file

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.

Zelda Projects / Re: Alttp - Horn of Balance
« on: April 11, 2020, 02:16:45 pm »
Just a quick update:
Finally found and fixed both issues. Thank you for reporting them. It motivated me to not be lazy and just keep looking for the root causes.

The shop thing ended up happening because you reached 999 rupees. That must have been in there for over a decade now XD.

The chest game chances have been toned down. It's now statisticly a money sink instead of money maker.

The water thing I've partially patched. The game detects you wanting you transition into the water (because you touch the deep water, which is correct). The problem is that the game does not (yet) detect you walking over a corner of the water rectangle and thus returning back on land while in the transition animation. So I've added a check at the end of the animation that returns Link to his default state if not in deep water anymore.
EDIT: Nevermind. Also fixed the swimming in solid floor fully. (That earlier half-measure was bugging me).

I'll upload a new demo in about 3 days time after I finish some more things. If there are any other bugs to fix, let me know.

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