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 1 
 on: January 17, 2019, 08:57:43 am 
Started by UserEfan - Last post by UserEfan
Can't exactly remember. Not really a huge time sink. Easy to lay down the foundations of each area as I went along and add detail. Hardest part was trying to make the world cohesive and not splice together, much like the Link to the past map does. You can see some areas suffer as a result of trying to compress it to fit the 160x128 view size on the Gameboy and the 14x14 world size. Most notably Kakariko didn't really flow properly sectioning each individual building separately with hedges and made it hard to navigate the space; hence why I opted to make it open similar to the village in Link's Awakening.

 2 
 on: January 15, 2019, 07:12:42 pm 
Started by Martijn dh - Last post by Martijn dh
No, this one will also be a placeholder till the final update once every single dungeon is done. Basically development made it far enough where the old quick fix overworld wasn't going to work for that much longer. There wasn't really any greater design behind it yet, in that one.

The new world keeps things like dungeon orders, roadblocks, (moderate) sequence breaking and other plans in mind. The tiling process might seem random but it's mainly a creative process to add cosmetics and theming to the functional plans.

Also I'll be working a light and dark version of this overworld at the same time. And I'm also connecting to every eventually planned eventual dungeons (a.k.a. "better to plan big now and cut stuff later on in development"). For the next update each new dungeon will just be 3 standard square rooms with some area enemies, a dungeon treasure and possibly the area gimmick. That way players can already try out the macro design of the overworld. And it allows me to also work on end and mid game area's / bosses / etc in the future.

All in all I consider this a milestone as I never figured I'd actually reach this point.

 3 
 on: January 14, 2019, 09:24:51 pm 
Started by Martijn dh - Last post by RetroRespecter
Is that going to be the final overworld in The Legend of Zelda: Horn of Balance?

 4 
 on: January 13, 2019, 09:45:22 pm 
Started by Martijn dh - Last post by Martijn dh
Just a quicky update this week, as I've only been working on the tiling this weekend.
Check the attachment image for the current state.

 5 
 on: January 13, 2019, 09:38:53 pm 
Started by UserEfan - Last post by Martijn dh
Nice work. How long did it take you?

 6 
 on: January 12, 2019, 04:05:57 am 
Started by UserEfan - Last post by UserEfan
Hi Everybody. Just uploading this for anyone interested. Just a past time I had started after learning Link's Awakening originally started development as a port of Link's awakening for the Gameboy.

My intentions was to fully flesh out the map using Game Maker as a tile editor while using the same map size of Oracle of Ages/Seasons, then to look into the possibility of editing a rom tile data of either of those games to play on an actual Gameboy. Have since lost interest in pursuing it further but would like to see someone utilise it in one of their own projects!

 7 
 on: January 06, 2019, 07:10:33 pm 
Started by Martijn dh - Last post by Martijn dh
Back again.
Finished upgrading to the latest gamemaker version, tinkered around with optimization idea's and I'm now starting back up the overworld tiling. 'Cause this tiling often takes a lot of time I'll periodically share the overall progress (see attachment) for those of you that like seeing something gradually coming together. (As you can see I like to start design pretty abstract like the middle section before implementing it further like the top parts).

Progress:
Code: [Select]
0.21.11 (3-4 november 2018)
* Made more tiling progress on the new overworlds
* Added DW high grass object
* Cutting grass now can be any colors needed
* Added visuals for when character walks through DW grass
* Now able to walk around in the DW overworld

0.21.12 (5 november 2018)
* Added extra dark world bush

0.21.13 (15 december 2018)
* Upgraded GM version (Now the 45 fps cap is finally fixed)
* Game performance improved via various coding updates

0.21.14 (16 december 2018)
* Fixed some minor issues related to GM upgrade

0.21.15 (21 december 2018)
* Improved tree draw event performance

0.21.16 (23 december 2018)
* Further improved tree draw events performance
* Fixed font spacing issue due to GM upgrade
* Made small coding progress on new overworlds

0.21.17 (26 december 2018)
* Made some small progress on the new overworlds

0.21.18 (5 januari 2019)
* Made minor overworld tiling progress

0.21.19 (6 januari 2019)
* Made more overworld tiling progress

 8 
 on: January 04, 2019, 02:34:06 pm 
Started by 4Sword - Last post by Theforeshadower
Updated this a bit.

 9 
 on: January 03, 2019, 10:53:10 pm 
Started by Monster World RPG - Last post by Monster World RPG
Curious, this isn't a complete game, right?
But it isn't a demo either?
What should I expect?

Hi,
this is a complete fulll game, for free to download.
You could expect a minimum of 15 to 30 hours of playing for a complete story from beginning to end and extras.
Debuged a million time both my developers and by the people who played the first official full release one year ago.

 10 
 on: December 27, 2018, 04:37:52 am 
Started by Monster World RPG - Last post by Mariotag
Curious, this isn't a complete game, right?
But it isn't a demo either?
What should I expect?

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