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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 227048 times)

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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #680 on: September 22, 2012, 03:42:23 pm »
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In the attachment is another visual of the progress I am currently making.
This map will replace the one screen outside area from before. It's all just temporary till after the second or third dungeon is finished.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #681 on: September 22, 2012, 03:49:45 pm »
  • Yeah, I don't even...
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Ahh, that's kind of like a more expaned beta zone.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #682 on: September 22, 2012, 04:55:08 pm »
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Yes, that is correct. The small area was getting a little crowded while testing. And I figured players might appreciate it. You're dissappointed?

I'm currently working on outside screen transitions in order to split the area up. That should help keep the framerate low for user with weaker computers.

EDIT:
And ere is an another overview of the latest progress:

0.13.14 (14 september)
+ Added new enemy: Green rookie soldier (+ intergrated it's coding with that of the archer's)
+ Tweaked stats Goriya enemies
+ Changed colors skeleton archer

0.13.15 (21 september)
+ Expanded outside area (visuals only for now)
+ Worked on updating the website for the new NCFC
+ Worked on several new rooms for dungeon 2 + updated the map accordingly

0.13.16 (22 september)
+ Fixed depth issues when burning enemies
+ Recoded parts of the transition objects to make them more uniform
+ Altered running and walking animations (when not holding a container)
+ Finished masking the outside area
+ Added outside screentransitions
+ Altered walking / running animations during transitions

0.13.17 (23 september)
+ You no longer stop when releasing the run button. Instead you need to press a different directional button. (which is in line with the original game).
+ Fixed issues with vulture following you into a new area
+ Tweaked the default walking animation
« Last Edit: September 23, 2012, 09:59:13 pm by Martijn dh »
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #683 on: September 25, 2012, 07:23:44 pm »
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The new website and map look GREAT!! I really like your new outside dungeon map!  XD
Incredible work, my friend.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #684 on: September 30, 2012, 09:29:30 pm »
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Weekly progress:
Plenty of small improvements. Next week I'll attempt to actually add some more new things again.

0.13.17 (23 september)
+ You no longer stop when releasing the run button. Instead you need to press a different directional button. (which is in line with the original game).
+ Fixed issues with vulture following you into a new area
+ Tweaked the default walking animation

0.13.18 (24 september)
+ Fixed issues with disabling objects outside of the current room after using the item menu
+ Edited the digging grid for some rooms in the desert dungeon
+ Can't dig underneath cactus
+ Pulling power of sandpits has been decreased slightly. You can now escape through walking straight (with effort)
+ Fixed Goriya fireball shooting if it's standing with it's back to a wall and facing south

0.13.19 (25 september)
+ Adjusted the coding/animation for trying to dig in grass areas

0.13.20 (29 september)
+ Expanded the digging mechanic to be able to dig in up to 10 different surfaces on a single map where it was previously just a single type (desert sand / grass land / etc)
+ High grass now respawns simular to containers and enemies
+ Worked some more on the game's website
+ Finished the new outside area
+ Fixed issues with holding your weapon while getting shocked
+ Switched over to constants to keep track of Link Special Status

0.13.21 (30 september)
+ Altered grass masking
+ Altered hammer collisions + interaction with water
+ Improved sprites for broken walllights
+ Improved performance by combining high grass terrain objects
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #685 on: October 06, 2012, 10:50:45 am »
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It's been a while, but here is a new video finally.
<a href="http://www.youtube.com/watch?v=om3hiv1fI18" target="_blank">http://www.youtube.com/watch?v=om3hiv1fI18</a>
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #686 on: October 06, 2012, 03:10:04 pm »
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Awesome! :) I love that you can stun enemies by getting dirt in their face from using the shovel!! Thats a great little touch!
Does this update - "+ You no longer stop when releasing the run button. Instead you need to press a different directional button. (which is in line with the original game)." fix the glitch of causing Link to automatically keep walking forward when entering a room? I had that glitch happen quite few times.
Oh, and I havent forgot about helping with some of your requests. I will definitely get round to doing some as soon as I can.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #687 on: October 06, 2012, 09:16:53 pm »
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It's good of you to remind me of that issue. It might be fixed for running animations, but I'll have to check. I've already tried to fix the entire thing properly a couple of times now, but it's tricky not to do more damage then good. Maybe I'll try again soon.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #688 on: October 07, 2012, 12:27:07 am »
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Murray the skull

Monkey Island?
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #689 on: October 07, 2012, 07:00:24 am »
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Yes. Somebody got the reference XD
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #690 on: October 08, 2012, 08:12:01 am »
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Yes. Somebody got the reference XD
Haha nicely done :)
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #691 on: October 08, 2012, 09:35:50 pm »
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There is actually a second reference made with this character, through his appearance and the way he laughs. I thought anybody would get the monkey island reference so who knows if somebody finds the second one.
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #692 on: October 19, 2012, 01:31:07 pm »
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Sorry for the absense of updates last weekend. XCOM came out XD
Basically I'm finished for the upcoming NCFC event contentwise and I'm looking for people to help me test and tweak the game. Anybody interested?
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #693 on: October 19, 2012, 11:23:26 pm »
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After a long period of absence, glad to see this game is still in production! Haven't tried out the lastest demo yet, but will try it out as soon s i have access to Windows. I would like to help test out the demo for the NCFC!

[dutch]Altijd bereid om een Nederlander te helpen he;)[/dutch]
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #694 on: October 20, 2012, 11:22:36 am »
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Thank you. Your help would be most appreciated. Let me know when you're ready and I'll set up a testdemo.

Come to think of it. I haven't updated the dutch gamemaker forum in ages. Might as well get on that as well this weekend.

EDIT: Btw. Does anybody remember who made the contribution in the attachement? I always intented to use it in dungeon two (which I'm currently working on), but it's been so long that I forgot who made it.
« Last Edit: October 20, 2012, 03:54:16 pm by Martijn dh »
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #695 on: October 21, 2012, 04:19:58 pm »
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Another update:

0.13.22 (6 oktober)
+ Improved efficiency of interaction between enemies and terrain objects
+ Finished new enemies: Soldier / Stalfos archers
+ Made it easier to fall into pits
+ Tweaked the jumping Stalfos to land smoother

0.13.23 (7 oktober)
+ Started work on new enemy: Soldier Grunt Blue
+ Started work on new enemy: Soldier Grunt Red
+ Tweaked Buri masking
+ Improved Archer detection

0.13.24 (16 oktober)
+ Started work on new enemy: Stalrope

0.13.25 (20 oktober)
+ Recoded system for colors/pallets enemies and containers (the old one was getting bloated)
+ Altered interaction between shovel and poles
+ (Finally) managed to fix issues concerning continued walking after missed button releases
+ Tweaked overworld content slightly
+ Designed more rooms for the second dungeon

0.13.26 (21 oktober)
+ Designed and masked 4 more rooms for the second dungeon
+ Started work on new enemy: Spiked blocks


The attachment shows one of the four new rooms for dungeon2. (Will not be playable in the NCFC demo yet though)
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Re: [Demo 13] The Legend of Zelda: Horn of Balan...
« Reply #696 on: November 04, 2012, 09:24:04 am »
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In an attempt to learn from last years NCFC I have decided to release the demo one week early so people can playtest beforehand. Please let me know what you think. As always: any and all feedback is welcome.

Download link (demo 14):
http://www.mediafire.com/?4w4d2c4a8zxk0bk

Things altered in comparison to demo 13:
+ Added new item: Magic hammer
+ Added poles (to crush with the hammer)
+ Added new enemy: Blue Buri
+ Added new enemy: Red Buri + Tiny Buri
+ Added new enemy: Turtle
+ Added new enemy: Green Goriya
+ Added new enemy: Red Goriya
+ Added new enemy: Soldier archer
+ Added new enemy: Stalfos archer
+ Added new enemy: Green rookie soldier
+ Added new enemy: Stalrope
+ Altered the outside area and dungeon 2
+ The attack button (instead of the action button) now doubles as the cancel button
+ The enter button no longer has a pre-set functionality
+ The F1 functionality has been disable and the text has been relocated to a readme file
+ Turning a cukeman to ice and then hitting it with a hammer turns it to a buzz blob
+ Improved enemy and character movement scripts (incl better movement along corners)
+ Recoded the transition objects and added outside transitions
+ Altered running and walking animations (when not holding a container and during transitions)
+ You no longer stop when releasing the run button. Instead you need to press a different directional button.
+ Tweaked the use of the shovel in various ways
+ Expanded the digging mechanic to be able to dig in up to 10 different surfaces on a single map where it was previously just a single type (desert sand / grass land / etc)
+ Improved game performance
+ Tweaked pull from pits dirt holes
+ Recoded system for colors/pallets enemies and containers
+ (Finally) managed to fix issues concerning continued walking after missed button releases
+ A large number of smaller things
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Re: [NCFC demo] The Legend of Zelda: Horn of Bal...
« Reply #697 on: November 10, 2012, 01:41:05 pm »
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Just a little update. Here is the website voor the NCFC event:
http://martijndh.woelmuis.nl/index.htm

Did anybody find any issues in the current demo that needed fixing? I still have about 1 day to adress whatever is found.
« Last Edit: November 10, 2012, 01:49:06 pm by Martijn dh »
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thestig

Re: [NCFC demo] The Legend of Zelda: Horn of Bal...
« Reply #698 on: November 10, 2012, 02:47:36 pm »
Such nice progress through unquestioned dedication. I surely do hope you get the recognition you deserve, Martijn.

Anyhow I'll check out the new demo to confirm freezing on my end later today. For now, I must go shave this god damn beard off.
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Kienamaru

The Idea Man
Re: [NCFC demo] The Legend of Zelda: Horn of Bal...
« Reply #699 on: November 11, 2012, 02:39:34 am »
  • I can think of many things for anything.
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does this demo play on any computer or do I need to install some sort of game player? Asking because I'll be getting it once I go over my friend's place. I know itll be too late for the event but I can still see if I find anything good or bad with the game so far..
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