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Author Topic: Goals for next release  (Read 13430 times)

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Re: Goals for next release
« Reply #20 on: August 17, 2015, 04:12:44 pm »
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That should totally be in the game.
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Re: Goals for next release
« Reply #21 on: August 26, 2015, 12:48:20 pm »
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Working on the 1.5 release list.  Any suggestions?
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i love big weenies and i cannot lie
Re: Goals for next release
« Reply #22 on: August 27, 2015, 04:57:36 pm »
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Thief stuff? Likes walking on narrow ledges, ropes, hiding in a barrel?
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Re: Goals for next release
« Reply #23 on: August 27, 2015, 05:22:13 pm »
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Yes those definitely can come in now!
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i love big weenies and i cannot lie
Re: Goals for next release
« Reply #24 on: September 01, 2015, 02:02:46 pm »
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I fixed the camera, it centers on the player now.  Working on full screen support now!
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Re: Goals for next release
« Reply #25 on: September 30, 2015, 01:08:55 am »
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Added some nice optimizations and map features!  Dropped the update time from 5ms to 1.5ms and increased the frame rate on a VM from 10fps to 19fps.  This doesn't show any difference on a native modern machine, but it should help anyone who had performance issues on the demo.  The camera has also been modified to work consistently across platforms and to keep it from lagging behind.

As for mapping, components can now be added with the map tool!

Aand finally, I added a layer swapper to move actors from different layers in the map.  This is really useful in the castle town where there are three different levels of depth.  The transition is pretty much seamless.  Anyone who has git set up and the dev environment (or whoever played demo) can see the changes in action by pulling the development branch and running that.
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Re: Goals for next release
« Reply #26 on: October 04, 2015, 12:53:00 am »
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In case anyone's curious, I just upgraded my laptop to Windows 10 and KoT runs flawlessly on it
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Re: Goals for next release
« Reply #27 on: October 12, 2015, 01:19:09 pm »
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Barrel hiding is almost done, just need to let the player actually get out of it
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Re: Goals for next release
« Reply #28 on: October 20, 2015, 02:07:03 am »
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so barrel hiding is done, but I found an interesting bug.  For some reason, each toss of the barrel makes it fly faster lol.  No idea why yet, but oh well.  It's in the development branch if anyone wants to check it out.

EDIT: aaaand fixed, because Ash can find bugs on my own code faster then I can xD
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Re: Goals for next release
« Reply #29 on: November 23, 2015, 02:19:26 pm »
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I added in a new feature last night: Camera limits!  This allows you to place a rectangular boundary in a map to limit the camera movement.  If the player spawns inside one of these, the camera will not be able to scroll passed the boundary of the limit.  Very useful for indoor maps.
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Re: Goals for next release
« Reply #30 on: November 23, 2015, 02:37:22 pm »
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Sweet! Is it a two way thing, like if you spawn outside the box, you can't scroll into it? What happens if it's possible to walk out of the box, or should that never be allowed to happen? Once they're set, are they permanent, or could you do something to expand on the area of a map you're able to view?
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Re: Goals for next release
« Reply #31 on: November 23, 2015, 02:53:36 pm »
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You can scroll into them from the outside, the limit isn't set unless you spawn inside of it.  This allows for multiple in the same map and also allows none to be set if you don't spawn inside any.  From the perspective of what the engine allows, yes you can walk outside of the limit you spawned in and the camera will not scroll with the player.  However, this is something that should be prevented using map design.  As for permanence, right now they are permanent.  I could think about a way to make them expand, but that's not really their intent (at least I don't think I've ever seen a Zelda game do this, please correct me if I'm wrong xD).  They would be used to keep the camera from scrolling passed the boundaries of the map to the point where there are no tiles, or for an indoor map.  Since all the house interiors in the castle town are in the same map file, this keeps the player from seeing the adjacent house when walking to the wall.
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Miles07

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Re: Goals for next release
« Reply #32 on: November 23, 2015, 05:11:01 pm »
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I could think about a way to make them expand, but that's not really their intent (at least I don't think I've ever seen a Zelda game do this, please correct me if I'm wrong xD).
Four Swords Adventures, I do believe.
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Re: Goals for next release
« Reply #33 on: November 23, 2015, 06:47:04 pm »
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Hmm, could you describe how it worked?
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Re: Goals for next release
« Reply #34 on: November 24, 2015, 02:59:42 am »
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That particular question was actually based off something Miles mentioned- solving a puzzle would allow you to get to part of the map you couldnt previously see/know was there. It's a pretty specific situation and not something Im really worried about,just thought I'd ask : )
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Re: Goals for next release
« Reply #35 on: November 24, 2015, 02:17:50 pm »
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Gotcha!  In that case, I'm gonna keep it as a super-low priority kind-of-maybe feature
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Re: Goals for next release
« Reply #36 on: November 25, 2015, 11:30:47 pm »
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Gonna make a bit of an announcement now that several castle town areas are complete.  There will be a playable demo of the castle town soon!  At least with respect to where you can go.  There are no NPCs coded yet, but many, if not all of the houses and buildings that have been tiled will be included.  Look forward to it!
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Re: Goals for next release
« Reply #37 on: December 06, 2015, 05:44:22 pm »
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Wow! Hopefully, we'll see all those ideas that we of the Zelda Fan Game Central Community come to fruition.
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Re: Goals for next release
« Reply #38 on: February 13, 2016, 04:30:12 pm »
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1.6 goals announced.
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dotyue

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Re: Goals for next release
« Reply #39 on: February 13, 2016, 06:47:13 pm »
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shouldn't be the tiling/layer/spawn/etc. bugs be fixed first before adding a shitload more bugged maps? maybe just one map at a time since i don't think you can spot every error after one testrun
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