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Pages: [1] 2 3 ... 10
 1 
 on: Today at 11:29:31 am 
Started by Martijn dh - Last post by Martijn dh
Guys can you help me? i downloaded the demo but the Resolution of the window is so small i can't see anything. Is there a way to fix that?

On the file select screen you can navigate to the options. You'll see the option to adjust your screen size. (If you have trouble finding it let me know).

 2 
 on: Today at 10:39:40 am 
Started by Martijn dh - Last post by gzas
Guys can you help me? i downloaded the demo but the Resolution of the window is so small i can't see anything. Is there a way to fix that?

 3 
 on: January 23, 2021, 09:03:02 pm 
Started by Martijn dh - Last post by Martijn dh
And here is the weekly progress report. The one gamebreaking issue Miles07 found has been solved. There are now (for the most part) only floating point error / collision issues left to solve after the last recording session. As it stands right now I'll likely wait a few more weekends to get those sorted as well before releasing the new demo.

Progress report:
Code: [Select]
0.22.139 (18 januari 2021)
* Switched around some chests in the mining town
* Improved sewers dungeon map
* Fixed being to use powder with only the mushroom collected

0.22.140 (19 januari 2021)
* Finished adding new hostage visuals
* Significantly lowered item spawn chances from bushes, grass, digging and pots with random items
* Fixed Leevers detecting you during screen transitions
* Fixed graphical glitch with waterfall near last water switch in underwater prison during east transition

0.22.141 (21 januari 2021)
* Randomized mansion magical maze
* Tweaked mansion garden tiling (+diggrid) a little

0.22.142 (22 januari 2021)
* Added mining town dungeon intro scene

0.22.143 (23 januari 2021)
* Dropped room in mining town mine (+ moved a locked door)
* Redesigned a mine room to allow all hostages to their target location
* Added new enemy: Arrow trap

Stuff left to do:
Quote
Beta components:
DONE - Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
DROPPED - Add interaction (some?) enemies with conveyor belts
DROPPED - Add (some?) enemies falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemy (humanoids)
DONE - Add new enemy (wall shooters)
DONE - Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
DROPPED - Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon

Other reported points left to adress (after the beta):
- Fairies get stuck in terrain (floating point error issue)
DONE - Can't bring one of the hostages to the target location
- Various smaller issues

NEW ENEMY:
- Arrow trap

 4 
 on: January 17, 2021, 09:42:28 pm 
Started by Martijn dh - Last post by Martijn dh
Weekly update: Lots of tweaks have been made after Miles07's streaming session. Expect more tweaks as I continue going over the footage.

Progress report:
Code: [Select]
0.22.136 (9 januari 2021)
* Sprited custom sprites for hostages

0.22.137 (15 januari 2021)
* Implemented custom hostage sprites

0.22.138 (16 januari 2021)
* Fixed basement entrance in soldier tombs not triggering if last trigger torch was on the same floor (+fixed related misalligned statue in final dungeon room)
* Fixed a few typo's in dialogue
* Added some missing shallow water objects in mining town
* Fixed a few tiling issues in mining town dungeon
* Fixed misalligned room transition for first house encountered in mining town
* Altered breakable walls in mining town mine B3 – lower right area
* Fixed chest index in mining town mine B2 lower right room
* Shortened hookshot-able gap and adjusted masking in mining town mine B2 room
* Fixed enemy arrows changing colors when blocked
* Adjusted flying tile enemies to properly respawn after subboss in dungeon 1
* Added and used extra tiles for showing when conveyor transport items to the room above/below
* Fixed slowdown during some staircase transitions
* Adjusted type of rocks separating the two halfs of the desert dungeon
* Light blue rocks can no longer be blown up by bombs
* Almost finished implementing new hostage visuals

Stuff left to do:
Quote
Beta components:
ALMOST DONE - Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
MIGHT DROP - Add interaction (some?) enemies with conveyor belts
MIGHT DROP - Add (some?) enemies falling into water / endless pits
DROPPED - Add interaction NPC's with conveyor belts
DROPPED - Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon

Other reported points left to adress:
- Fairies get stuck in terrain (floating point error issue)
NEW - Can't bring one of the hostages to the target location
NEW - Various minor issues

 5 
 on: January 10, 2021, 09:54:51 pm 
Started by Martijn dh - Last post by Mariotag
So, Link finally gets to rescue hostages?
Nice!

 6 
 on: January 10, 2021, 09:42:18 pm 
Started by Martijn dh - Last post by Martijn dh
Not too much progress this week as I got a little ill, but I did make progress on the new custom hostage sprites. (5 of the 6 hostages will be these children - the 6th will remain the maid looking NPC).

 7 
 on: January 08, 2021, 01:56:00 pm 
Started by Martijn dh - Last post by Martijn dh
Thank you. Makes me want to double my efforts next weekend. XD

 8 
 on: January 08, 2021, 06:58:55 am 
Started by Martijn dh - Last post by RetroRespecter
It's been too long since you popped out one of these bad boys.

 9 
 on: January 06, 2021, 05:00:38 am 
Started by CrimsonRays - Last post by CrimsonRays
Ralf's Adventure: Aztec Mystery goes live NOW!
Snag it on Steam or Itchio and #TakeUpTheBat!


 10 
 on: January 03, 2021, 11:12:47 am 
Started by Martijn dh - Last post by Martijn dh
Download
Demo version: 0.22.134
File Size: 19,89 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/xnz35aancfviokn/Zelda+0+22+134+alpha.zip/file

Progress report:
Code: [Select]
0.22.129 (28 december 2020)
* Tweaked depth of (normal and locked) overworld house doors
* Fixed error when getting too agressively up close in subboss 1's face
* Added extra failsafe to dungeon 1 basement opening

0.22.130 (29 december 2020)
* Added more failsaves display correct torch states near to dungeon 1 basement opening
* Made progress finishing the mining town dual house

0.22.131 (30 december 2020)
* Extended functionality of cuttable curtains

0.22.132 (31 december 2020)
* Finished mining town dual house
* Streamlined code for connected breakable walls that have different indexes

0.22.133 (1 januari 2021)
* Edited tiling depths concerning water/diving areas to fix depth issue in darkworld poisoned swamp area

0.22.134 (2 januari 2021)
* Edited room transitions while NPC is following you
* Tweaked NPC follow scripting

0.22.135 (3 januari 2021)
* Tweaked mine tiling issue when NPC's are following you
* Further tweaked NPC follow scripting

Stuff left to do:
Quote
Beta components:
- Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon

Reported issues left to adress:
- Fairies get stuck in terrain (floating point error issue)

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