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What feature would you like to see in demo 21?

Weather effects
New overworld
An NPC filled town
Extra dungeon(s)
Extra boss(es)
Extra enemies
Streamlined / balanced desert dungeon
Streamlined / balanced green dungeon
Further improved performance
Overworld map
Something else (=read my post)

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Author Topic: Alttp - Horn of Balance  (Read 219205 times)

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Mamoruanime

@Mamoruanime
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #240 on: August 14, 2010, 05:32:15 pm »
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Train and switch in overworld:

<a href="http://www.youtube.com/watch?v=6Su1Zb6qFy0" target="_blank">http://www.youtube.com/watch?v=6Su1Zb6qFy0</a>

... Why are you spamming images and videos with little to no explanation? People would probably understand what you're trying to convey in your posts a bit more if you'd say why you're posting what you're posting :P
« Last Edit: August 14, 2010, 05:37:39 pm by Mamoruアニメ »
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50% Game Development,
50% Crappy Art,
100% Programancy.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #241 on: August 14, 2010, 06:06:43 pm »
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... Why are you spamming images and videos with little to no explanation? People would probably understand what you're trying to convey in your posts a bit more if you'd say why you're posting what you're posting :P

The video says it all.

Just look at the additional overworld objects in action.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #242 on: August 14, 2010, 06:15:10 pm »
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Your post content is not being made contextually relevant; by giving little explanation in your posts, you are either failing to give an explanation or there is no explanation to be given. Just because Martijn dh is working on a LTTP-style game doesn't mean it is sufficient to post anything LTTP-related. You need to explain what you are saying better or otherwise you will be put onto post moderation.

Essentially what you are doing is saying something and then leaving the burden of figuring out what has been said ambiguously to someone else.
« Last Edit: August 14, 2010, 06:18:35 pm by 4Sword »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #243 on: August 14, 2010, 08:50:58 pm »
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Gedosemo: Please don't spam up the place. Just create a new topic if you have some of your own work you wish to show off (since it is obvious that it's a video you yourself uploaded today). It's rude to do so in someone else's topic without cause.
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #244 on: August 15, 2010, 06:32:20 am »
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I don't mean to spam like being rude.
Nice progress on your project anyways.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #245 on: August 15, 2010, 07:52:17 pm »
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This (and last) weekend's progress:
+ Finished reconstructing the digging mechanic
+ Fixed glitch: player can no longer use items while holding something about their head
+ Fixed glitch: items now appear in the correct location after destroying pots
+ Redid animation falling to the next floor
+ Redid animation falling into an endless pit
+ Simplified the current respawn mechanic significantly
+ Fixed a whole bunch of other recent glitches
+ Redid walking on straight stairs
+ Redid walking on standalone stairs
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #246 on: August 22, 2010, 04:46:16 pm »
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Current weekend's progress:
+ Redid walking on dwindelstairs
+ Fixed issues with container shadows during getting hurt
+ Redid “screen push” room transitions
+ Fixed sound issues common stairs
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #247 on: August 28, 2010, 03:02:03 pm »
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I'd like some feedback on the warping effect. It's not meant to be exactly like in alttp but I'm not really happy with it yet. I just can't put my finger on it.
No use looking for the video btw (if you don't have the link) 'cause it's just uploaded for some quick feedback.

<a href="http://www.youtube.com/watch?v=HyGkBFkn20I" target="_blank">http://www.youtube.com/watch?v=HyGkBFkn20I</a>
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #248 on: August 28, 2010, 03:50:26 pm »
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If I have to give a personal oppinion then I would say the black fade effect / period half way the teleportation. I like it best when Link and the HUD would be visible from beginning to the end of the teleportation. But I don't know if that works or is even possible in Gamemaker.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #249 on: August 28, 2010, 03:55:24 pm »
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You mean the transition between fade in/out. I can try to work with that.
As for Link staying visible. It's easy to do, but you'd see him jump from location to location and that's nasty. The HUD always stays on top because it's position is nicely fixed.
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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dotyue

Team Dekunutz
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #250 on: August 28, 2010, 07:01:59 pm »
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that's just a thing of leveldesign

if your level1 and level2 for warping is simliar then you can put link into the same place... thats what they did in the original and if there is a wall he stucks into the "portal" and jumps right back
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~~Resources~~
~Minish Cap Style~

Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #251 on: August 28, 2010, 07:09:49 pm »
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that's just a thing of leveldesign

if your level1 and level2 for warping is simliar then you can put link into the same place... thats what they did in the original and if there is a wall he stucks into the "portal" and jumps right back

I've edited it so you can also warp to another room on the same floor. And warptile A does not have to be positioned at the same location as warptile B. It is not like in the original but it does make things a whole lot simpler to design. So it's a tradeoff. You'll get used to it. If you're talking about warping between worlds then I'll probably just copy the original. There is a more direct link between origin and target there.
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #252 on: August 29, 2010, 07:27:30 pm »
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Here is this weekend's progress:
+ Walking from room to room with the fade out/in effect has been fully redone
+ The sword beam is now enabled to fly over warp tiles
+ Warping has been fully redone (and now with a subtle fade-effect)
+ Removed all of the old transition objects and previous references
+ Warping does not reload the room if that is your target.
+ Removed the last of character’s old visual objects
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #253 on: August 31, 2010, 12:16:58 am »
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I tried to play the demo today but since my pc have a overheating problem, it shutdown before I could finish to play. Could you check the option "Freeze the game when the form loses focus" in your next demo?
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #254 on: August 31, 2010, 07:05:57 am »
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I apparently already decided to enable that function somewhere along the way, since it's on in my latest version. No problems there then.
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #255 on: September 03, 2010, 01:26:48 pm »
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We ARE looking to recruit. If you wish to help with spiting, level design, programming or testing then let me know. No help is needed with the story. Any comments on the game will obviously also be greatly appreciated

Do you need help? I can help you designing the levels or creating sprites for your game (enemies, objects or tiles map).
I wanted to create one zelda's fan game but as not to be programmed very much, finish annulling it.
It looks like to me a good engine (Link’s to the past engine), always I liked the engine of this game of snes. I see that you take it very seriously, with the reports of bugs of every demo.


If you are interested, put in contact with me and say to me the help that you need, my address is:       alejo_martinez88@hotmail.com


One example of my work:

http://www.subirimagenes.com/otros-ejem-5107368.html


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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #256 on: September 08, 2010, 06:48:58 pm »
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Sadly, my vacation is at an end again :'( So progress will drop a little in favor of work and studying. No worries though, progress has been good lately so there shouldn't be a problem to post a demo before the end of the month (it'll just be a matter of how much I can polish it before then).

Here is last week's progress:
+ There are now no more movement sounds or moving visuals if you are on special terrain (like grass) while getting hurt and pushing a directional button
+ Redid the death animation
+ Split up all of the character’s sprites to be able to use colorpallets
+ Added more tunics / changed the present tunics
+ The color of Link’s hands now changes depending on what gloves he is wearing
+ Added a pallet for being frozen and being turned to stone
+ Fixed up character head on the dungeon map (it now changes colors along with Link)
+ Redid the continue screen
+ Integrated the older terrain effects over Link’s feet into the new character structure.
+ Changed the sounds and visuals a little while pushing/pulling a movable object around in high grass.
+ Implemented constants for item recognition
+ Grouped together all the collectable items
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #257 on: September 12, 2010, 06:08:36 pm »
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Just added some small tweaks today:
+ Items after digging now move along a little arch instead of appearing just up and down . This change excludes the hearts.
+ Further tweaked the AI for the Pol’s Voice enemy
+ Added digging in shallow water
+ Further tweaked the implementation of sounds while walking through grass or water

Also: two post above this one is a reply from someone willing to help. I do respond to these kind of offers since I welcome help. Sadly though they hardly ever lead anywhere. Actually helping is often a bridge too far I suppose.
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #258 on: September 25, 2010, 06:04:43 pm »
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Just a quick post to get some feedback. Which of the following two rooms is better looking?

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dotyue

Team Dekunutz
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #259 on: September 25, 2010, 06:07:08 pm »
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neither... the first has some ruins feeling... but its to random and the statues which are not broken are too clean for the feeling

look at the ?skeleton temple? in the lost woods of the dark world
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~~Resources~~
~Minish Cap Style~

Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

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