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Which dungeon setting sounds best to add next?

LW: Mystic Forest - Cross a magic forest maze into several small ruins
DW: Swamp Piramide - Solve the game's water puzzle dungeon using elevators
DW: Cathedral - Recruit defeated knights from the graveyards to fight the boss together
DW: Ice Caverns - Handle icy floors and being hunted by the boss across the dungeon
DW: Dual Towers - Climb one tower as training for the harder dark world version
DW: Mining Town - Rescue villagers, then fight the true evil inside lava filled mines
DW: Dark Woods - Explore a dead forest with deep interconnected ruins
DW: Fortress of Medu - Slowly drive back the darkness one room at a time
DW: Fire temple - Find the fire dragon with puzzles across multiple worlds
DW: Ice temple - Find the ice dragon with puzzles across multiple worlds

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Author Topic: Alttp - Horn of Balance [DEMO 21 released]  (Read 252261 times)

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Re: Alttp - Horn of Balance [demo 15]
« Reply #780 on: May 27, 2013, 11:13:03 am »
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Well, I survived. Who would have thought :)
Also, I made some more progress on the gauntlet area (additional room to house the latest enemies) and overworld (a staircase hidden underneath rocks + the accompanying transitions). Sadly I don't have the progresslog on me this week so details/screenshots will have to wait till next weekend.

----------------

EDIT:
And here is the latest progress report. I was living in a hotelroom with far too expensive internet access this past week so I mainly focused on design for a change.

0.15.45 (26 mei 2013)
+ Added transition effects: fade out from floor starcase into default entrance (and visa versa)
+ Added staircase underneath pile of stones
+ Finished secret mini-cave
+ Fixed sprite of heart piece collected from chests

0.15.46 (27 mei 2013)
+ Tweaked gauntlet dungeon tiling slightly
+ Added additional entrance room to gauntlet dungeon
+ Fixed properties of (previous) gauntlet entrance room
+ Added entrance scene to gauntlet dungeon

0.15.47 (27 mei 2013)
+ Designed more rooms for dungeon2: staircase room and library room
+ Tweaked 4 roomdesigns in dungeon

0.15.48 (28 mei 2013)
+ Optimized overworld tileset some more
+ Removed a room from dungeon2 for later use in dungeon3. It was a bit too grandious for all the way in the back of the dungeon.
+ Redid large parts of dungeon2's grand design
+ Designed sleeping quarters for dungeon2
+ Redesigned one of the rooms at the start of dungeon2
+ Tweaked some more dungeon2 room designs

0.15.49 (29 mei 2013)
+ Optimized overworld tileset some more
+ Redesigned 3 more dungeon2 rooms
+ Designed another new room for dungeon2

0.15.50 (30 mei 2013)
+ Optimized the overworld tileset some more
+ Altered the dungeon2 basement setup
+ Changed the textmessages left in dungeon2
+ Designed 2 more rooms for dungeon2

0.15.51 (1 juni 2013)
+ Optimized the overworld tileset some more
+ Designed an additional dungeon2 room
« Last Edit: June 01, 2013, 09:59:12 am by Martijn dh »
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Re: Alttp - Horn of Balance [demo 15]
« Reply #781 on: June 02, 2013, 03:45:45 am »
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OK, I am now concerned. Do you even have time to rest from all this?
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Re: Alttp - Horn of Balance [demo 15]
« Reply #782 on: June 02, 2013, 07:14:37 am »
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Well, this is kinda like resting for me. Coming back to the hotel after a LONG day of programming courses just fantasysing about what my game could be like (and then building it) is relaxing. Also gaming and sleeping in helped :) I'm not the type of person who likes to go out and hang around in bars and such so there wasn't all that much else to do anyway. Plus, the change of scenery did me good in the creative sense.

Thanks for the concern though. It is appreciated.


BTW: I noticed it's been 4 months since I last uploaded any kind of progress video on youtube. I personally prefer to spend my time on building rather then advertising. I don't suppose anybody else would be willing to record a new gameplay video or trailer for me? Using my latest personal version of course.
« Last Edit: June 02, 2013, 08:28:16 am by Martijn dh »
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Re: Alttp - Horn of Balance [demo 15]
« Reply #783 on: June 02, 2013, 10:10:28 pm »
  • The devil in the mirror.
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Oooooohhh, secret mini-cave, now I'm curious  XD

Design is a good ting to focus on, you need to program around what you design =P

I would help you record if my computer didn't seem to hate everything GM related -_-
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Re: Alttp - Horn of Balance [demo 15]
« Reply #784 on: June 03, 2013, 01:29:13 am »
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Matijn dh, you don't need to advertise your game. I can tell that this will replicate The Legend of Zelda: A Link to the Past most accurately.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #785 on: June 25, 2013, 11:55:49 pm »
  • It's just Max.
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It's been forever since I've ventured out of the KoT forum (it's scary out here! D: ), but it's super impressive to look at Horn of Balance again after so long! You're doing a fantastic job, martijn, it's really mind blowing, and your game is turning out great. Keep up the good work, and especialy the enthusiasm, the most impressive part about all this is that you've kept at this for so long. It's awesome!
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Re: Alttp - Horn of Balance [demo 15]
« Reply #786 on: June 26, 2013, 05:37:03 pm »
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Thanks. I have been a little dormant this month, but that's due to life. The game is still on my mind though and I'll continue working on it in the near future. I'm especially interested in implementing/showing of the boss for dungeon 2. The sprites look awesome and the concept (if it ends up like I'm envisioning it) is quit unique.
So, again, thank you and expect more awesomeness in the future XD.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #787 on: July 06, 2013, 08:25:41 am »
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It's been a few days since my last post again. Progress is slow but I wanted to post something to show that there is movement. Check the attached image for the latest new enemy I'm working on (which is clearly still a work in progress). Also here is an overview of the latest progress.

0.15.52 (2 juni 2013)
+ Fixed issue with non appearing heart piece text
+ Fixed some graphical issues dungeon2
+ Added puzzle to get the master key in dungeon2
+ Finished starting area dungeon2 completely

0.15.53 (3 juni 2013)
+ Tweaked wall cannon shooting sound (it's now a little weaker if far off)
+ Started work on new enemy: Lanmola

0.15.54 (23 juni 2013)
+ Tweaked object properties torch objects
+ Fixed error when picking up / throwing frozen enemies
+ Worked some more on new enemy: Lanmola

0.15.55 (30 juni 2013)
+ Worked some more on new enemy: Lanmola


Maybe it's good if I explain a little bit why things are progressing slower then before. For those that are interested I mean. At my work I'm part of a kind of talent program with my personal goal being that I grow towards an official coordinating function. I'm most definitely a loner in a lot aspects in my life so the natural result of this is me being faced with weighty selfreflecting and such. (And it's still even in the early stages of the program). You can imaging I come home drained after work when such sessions have taken place and don't feel like tinkering in software for a while after.

On the other hand: I also want to say that I care a lot about this project and that I will continue it. Like I mentioned in the last post I am really looking forward to implementing boss 2 (because the sprites and concept are awesome). Also I'm assuming the NCFC will be back again this year and I also really want dungeon 2 to be presentable to redeem last years results. You know.. ego and stuff.. XD It'll all continue. Just maybe with a little bit more leisure if I feel that's best.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #788 on: July 29, 2013, 01:00:45 pm »
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Hello again. The latest enemies are now almost done (check the screenshot). There are only a few more issues to tweak, which I'll hopefully get around to next weekend.

0.15.56 (6 juli 2013)
+ Worked some more on new enemies / (sub)bosses: Lanmola, Sanmola

0.15.57 (7 juli 2013)
+ Worked some more on enemies / (sub)bosses: Lanmola, Sanmola

0.15.58 (13 juli 2013)
+ Worked some more on new enemies / (sub)bosses: Lanmola, Sanmola
   - Now includes appear / dissappear (sand)animation
   - Enemies can now hurt and be hurt
   - Sanmola responds to damage like a boss

0.15.59 (21 juli 2013)
+ Fixed glitch in boss 1 collision scripting
+ Worked some more on new enemies / (sub)bosses: Lanmola, Sanmola
   - Added default death for Lanmola and boss death for Lanmola

0.15.60 (29 juli 2013)
+ Worked some more on new enemies / (sub)bosses: Lanmola, Sanmola
   - Quake medallion kills it instantly while underground
   - Ether medallion doesn't hurt while underground
+ Enemies can now be linked to multiple shadow sprites
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Re: Alttp - Horn of Balance [demo 15]
« Reply #789 on: July 29, 2013, 02:14:27 pm »
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Quote
   - Sanmola responds to damage like a boss

Responding like a boss being, taking it like a man?

Haha, twisting your updates into weird american similes aside, your game is getting more and more fantastic all the time. So impressive! Keep it up, amigo!

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Re: Alttp - Horn of Balance [demo 15]
« Reply #790 on: July 29, 2013, 07:35:42 pm »
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Nice, more progress. I always enjoy reading these new updates of yours.
Though there is something strange about that Lamola shadow, the heads shadow seems to be slightly misplaced.
At the side, I have to admit that I failed to make the tail function myself and replaced this boss with something else. So if that shadow thingy is the only minor problem it has, then I can only say: well done.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #791 on: July 30, 2013, 04:43:50 pm »
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Once again, thank you both for the kind words.

The snakes are still in progress. The body finally flows through the air somewhat acceptable, but the shadows are still set at a fixed distance from underneath the tailpieces. I still have to fix it so their y position is based on the corresponding tailpiece height. Also, there are some depth issues to sort out for specific situations.

After that.. well I guess it would be smart to have them tested for glitches and difficulty. With them having pretty complex AI and all. Anybody interested in helping me out?
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Re: Alttp - Horn of Balance [demo 15]
« Reply #792 on: July 31, 2013, 05:22:13 am »
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Hmm, it seems like the game's dungeons are turning out to be very similar in design to the original Lttp. Do you have any ideas in terms of new dungeons, bosses, items planned?


I have to agree with atom here. The sprites for the lanmola look a little off. In the original, the parts of the body appeared to be more closely linked together. In addition, the boss had a sort of 3D-ish feeling to it while this one seems a bit flat, but it may be more helpful to look at a video instead of a single image.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #793 on: July 31, 2013, 10:05:50 pm »
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Dungeon sprites are the same as in the original, but the designs are fully original. This deliberate, but I'm considering deviating for dungeon 3 to make that a water dungeon.... The boss for dungeon 2 will be fully original as well (both in sprites and AI). There are no new items planned aside from the rod of medu. There are some ideas in my head (like the bunny cape), but it way too far off the mention them.

I'll see what I can do about the head's placement. The 3d-like effect I believe I've already mimiced quite well, but it doesn't really show on a single picture.

Thanks for the feedback.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #794 on: August 01, 2013, 03:42:10 am »
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You're welcome  XD.

I guess I will have to see it in action then. The movement of the Lanmola seems very intriguing to me, especially since I've recently gone from trying to emulate the movement patterns of another snake-like boss (Gleerok from MC). I am not entirely sure yet, but my guess is that the boss follows some sort of sinusoidal movement pattern, at least for the sprites, since its shadows seem relatively stable enough.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #795 on: August 04, 2013, 03:45:22 pm »
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So I'm currently attempting to switch over to Gamemaker Studio (because of the *MASSIVE* performance increased and shorter/no start up time for the resulting exe). There are a ton of issues and annoyences already discovered in Studio though so it's probably be a while before I can fully release a (test)demo running via Studio to show the results. Also I had planned to use the convertion to also upgrade the game to 3x scaled graphics and 60 fps in the same go (using the newly available processing power), but I've abandoned that idea for now due to extra developmenttime needed. Maybe next year. I WILL be adding an edit mode to the game though since all the game's features need to be retested anyway. If anybody fells like helping out with all that testing be sure to let me know. XD I would be most gratefull.

This weekend's progress.

0.15.61 (2 augustus 2013)
Getting ready for convertion to Gamemaker Studio Standard
+ Removed "obselete" functions:
   - variable_global_exists
+ Adressed:
   - resources getting distorted during import (due to naming issue) and subsequent issues
   - switch can no longer handle variable case values
Default progress:
+ Altered background music for the caves and bonusdungeon

0.15.62 (3 augustus 2013)
Getting ready for convertion to Gamemaker Studio Standard
+ Removed "obselete" functions:
   - variable_local_exists (some)
+ Adressed:
   - sounds in studio are better stored ingame
Default progress:
+ Fixed issue with resolution setting on option screen
+ Tweaked Goriya AI (now detecting Link better to shoot fireballs)

0.15.63 (4 augustus 2013) *Compile errors*
+ Imported file into Gamemaker Studio (All further changes will be made in studio)

0.15.64 (4 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Backgroundmusic in studio is better stored ingame
+ The old system for background music has been removed
+ All sound_ functions have been converted over to audio_ functions
Default progress:
+ Renamed all sound resources to snd_ or mp3_
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Re: Alttp - Horn of Balance [demo 15]
« Reply #796 on: August 04, 2013, 03:52:28 pm »
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I must admit, gamemaker's recent progress/changes really do intrigue me. Good luck with the rest of the switch over :D
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Re: Alttp - Horn of Balance [demo 15]
« Reply #797 on: August 11, 2013, 08:11:18 pm »
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This weekend's progress:

0.15.65 (10 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Adressed:
   - surface dimension can no longer be 0 by 0 (some)
   - altered font seperation space
+ Got the titlescreen / intro fully working like old
Default progress:
+ Renamed obj_Partical into obj_Particle
+ Fix surface errors (due to ctrl+alt+del) in the text engine

0.15.66 (11 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Adressed:
   - surface dimension can no longer be 0 by 0 (some more)
   - altered font seperation space (for more fonts)
   - Fixed font issues (with spaces) on starting screen
Default progress:
+ Set up debug overview textfile
+ Renamed a few rooms and objects to make more sense
+ Edited text engine to be able to include (heart pieces) sprites
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Re: Alttp - Horn of Balance [demo 15]
« Reply #798 on: August 11, 2013, 10:08:21 pm »
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Looks like you're getting the hang of Gamemaker Studio.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #799 on: August 18, 2013, 07:03:57 pm »
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Weekly update. I'm running into the most bizar glitches right now (and straight out crashes due to studio) but it's coming together ever so slowly. Finally got the main game running again if I turn some features off. XD The idea is to upload alphas in the near future in case people want to help me with debugging. The first one will probably (only) have a working startingscreens, textengine en creditscene.

No screenshot this week. I'll still have to see about being able to create those in studio.

0.15.67 (17 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Adressed:
   - switch doesn't seem to be able to handle variables that might be string or integers
   - surface dimension can no longer be 0 by 0 (some more)
+ Got the game select screen working like old
+ Added a fourth option for the screensize
Default progress:
+ Renamed a number of scripts
+ Added constants for most of the settings of the textengine

0.15.68 (18 augustus 2013) *Compile errors*
Addressed issues due to conversion to Gamemaker Studio Standard
+ Adressed:
   - surface dimension can no longer be 0 by 0
+ Got the creditsscreen working like old
+ Moved more object actions to scripts
Default progress:
+ Renamed master control object
+ Renamed character control object
+ Renamed area control objects
+ Introduced a debug object
+ Added debug commands:
   - End game
   - Restart game
   - Start / stop / status background music
   - Start creditscene
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