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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 260735 times)

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Re: Alttp - Horn of Balance [demo 15]
« Reply #820 on: September 24, 2013, 07:22:28 pm »
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...
-sliding on ice
-getting pushed by objects
...


Personally, I absolutely hated the ice movement in Attp. Didn't really feel natural to me and it felt really week in compaqrison to something like MC's ice movement. Is it possible, maybe, to revamp the ice movement to better match the latter?

As for getting pushed by objects, do you mean those blue bouncy balls, or are you referring to objects really pushing you as they move along?

Oh yeah, and I think you forgot being pulled by treadmills (this could be handled by the moving platform engine though).

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Re: Alttp - Horn of Balance [demo 15]
« Reply #821 on: September 25, 2013, 07:54:10 am »
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Personally, I absolutely hated the ice movement in Attp. Didn't really feel natural to me and it felt really week in comparison to something like MC's ice movement. Is it possible, maybe, to revamp the ice movement to better match the latter?

As for getting pushed by objects, do you mean those blue bouncy balls, or are you referring to objects really pushing you as they move along?

Oh yeah, and I think you forgot being pulled by treadmills (this could be handled by the moving platform engine though).

I've never played MC, but I'll include a new alpha below so you can review what I've cooked up so far.

By pushing objects I mean objects really pushing the player as they move themselves. I'm also contemplating wether or not I should allow Link to get crushed between objects (like between walls in a trap etc).

I'm not really sure what you mean by threadmills. Could you post a picture/screenshot/further description?


Progress made:

0.15.83 (24 september 2013)
+ Named all sound resources mp3_ or snd_
+ Optimized overworld tileset some more

0.15.84 (24 september 2013)
+ Added ice terrain / ice movement

0.15.85 (25 september 2013)
+ Tweaked ice movement


Alpha build:

Download link

Two new concepts are added:
- Moving platforms
- Icy floors

The issue GieVeNT found is still open
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Re: Alttp - Horn of Balance [demo 15]
« Reply #822 on: September 25, 2013, 11:28:00 am »
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Looks like some interesting progress again.
Though you might want to check the platforms.
When you walk at the bottem side of the pit, as near to it as you can without falling in, and stop moving at the moment a platform moves by, it will take you with it while you are not standing on it.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #823 on: September 25, 2013, 02:27:02 pm »
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Check the attachment for something new I was working on earlier today (lower right). The additions are not too intrusive I hope? I'm keen on getting some feedback / improvement suggestions.

@ Atom: I've adjusted the collisions between the character and moving platforms a little. Thanks for the feedback.
« Last Edit: September 25, 2013, 02:29:20 pm by Martijn dh »
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Re: Alttp - Horn of Balance [demo 15]
« Reply #824 on: September 25, 2013, 04:01:29 pm »
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Always a pleasure helping you finding the smaller things.

Not certain what to think about those new buttons though.
They don't fit in with the Hud that is for sure, they should have been larger for that.
But more then that I question the need for such buttons, you already have r and f as action buttons.
And having G for an attack button is a bit strange unless you also plan to do other functions with that button, the same goes for the menu button. I think it be enough to tell people the menu button once when they get the first item, I doubt it to be required for them to see a reminder all the time.
But it is your game, if you think they add value to it you should implement them.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #825 on: September 25, 2013, 04:46:48 pm »
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Well, I wanted to try out a dynamic action button like in OoT. The other buttons came later.
I'm still pondering on wether or not it should be kept, scrapped or adjusted.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #826 on: September 25, 2013, 04:54:02 pm »
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I've never played MC, but I'll include a new alpha below so you can review what I've cooked up so far.

Yeah, I just played it. There seems to be an issue with the ice movement when you change direction. Like if you move left on the ice then move up, for some reason you will be moving slightly diagonally. Also in Lttp, Link's animation speed increases when he is moving on ice and his speed comes to a complete halt upon entering the ice in normal movement.

Quote
I'm not really sure what you mean by threadmills. Could you post a picture/screenshot/further description?

Perhaps treadmills wasn't the best word, but I don't know of any other. I mean those animated floors, where you stand on it and get tugged in a direction. Like an assembly line in a factory.

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Re: Alttp - Horn of Balance [demo 15]
« Reply #827 on: September 28, 2013, 12:16:31 pm »
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Below is the latest progress report.
Both the feedback from shongshui and Atom has been adressed.
I tried to fix the issue GieVeNT found but was unable to recreate it.

Progress made:

0.15.86 (25 september 2013)
+ Tweaked collissions between character and moving platforms
+ Added command buttons to HUD

0.15.87 (26 september 2013)
+ Movementspeed is (partly) reset as you enter onto icy surfaces
+ Movementspeed on ice is slightly increased
+ Tweaked movement direction while on ice somewhat
+ Tweaked coding of textengine somewhat

0.15.88 (28 september 2013)
+ Removed latest HUD additions again
+ Further optimized tilesets dungeons
+ Added conveyer belts
+ Renamed most of the character movement scripts
+ Made it so you never respawn on conveyor belts

Alpha build:

Download link

Three changes made:
- Moving platforms have been tweaked
- Icy floors have been tweaked
- Conveyor belts have been added
« Last Edit: September 28, 2013, 12:18:08 pm by Martijn dh »
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Re: Alttp - Horn of Balance [demo 15]
« Reply #828 on: September 28, 2013, 10:31:01 pm »
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Oh, conveyor belts, thats the word! I suck at descriptions, but anyways, with regards to the update, the movement is much better now. The diagonal movement still exists though, but only when I am trying to move right from moving downwards. Are you using some sort of directional based movement for Link's movement? If so, that could be the problem.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #829 on: September 29, 2013, 05:24:23 am »
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Yes, I am using eight direction character movement, but all other movement sources (such as getting pushed back by enemies) can alter that to any random direction. I'm not sure how this will be a problem, but maybe I'm missing something. What were you talking about?

As for the ice. I can adjust it further but feel some sliding is required. If I go out in the winter and start running on ice then I too will keep sliding if I make a hard right/left. More so than in the game because gameplay shouldn't suffer.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #830 on: September 29, 2013, 02:08:43 pm »
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The issue with the sliding is because ,as far as I can remember, it was never used in a scrolling room.  What I mean is, in LttP the ice was used in single room areas.  I think it was used in a vertical scrolling room.  The camera only moved on one plane so it didn't jitter.

Also, I think Link's animation speed increases(the walking cycle anyway) when he gets on the ice.  It helps it look like he is slipping.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #831 on: September 29, 2013, 04:29:20 pm »
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Yes, I am using eight direction character movement, but all other movement sources (such as getting pushed back by enemies) can alter that to any random direction. I'm not sure how this will be a problem, but maybe I'm missing something. What were you talking about?

I was referring to a 360-directional movement, where 0, or 360 refers to right. Given the fact that the problem only occurs when I am moving down, then right, and not up then right, the problem could be that the direction isn't able to reset itself. I have no idea whether or not Lttp uses it, but I am pretty sure that games like MC use it.

Quote
As for the ice. I can adjust it further but feel some sliding is required. If I go out in the winter and start running on ice then I too will keep sliding if I make a hard right/left. More so than in the game because gameplay shouldn't suffer.

Go ahead. You shouldn't try to emulate the game perfectly. If you feel like there is potential for improvement, then by all means do it.
« Last Edit: September 29, 2013, 08:24:18 pm by shongshui »
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Re: Alttp - Horn of Balance [demo 15]
« Reply #832 on: October 06, 2013, 08:05:43 pm »
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Here's another progress report. Some more stuff has been added to the alpha for you to check out.

Progress made:

0.15.89 (29 september 2013)
+ Tweaked ice movement (illusion of faster walkcycle)
+ Tweaked ice movement directions some more
+ Fixed error with landmine object
+ Tweaked sandpit creation code
+ Attached terrain types to moving platform (like ice)
+ Allowed for movement on ice on top of moving platforms and endless pits.

0.15.90 (5 oktober 2013)
+ Improved the transition between standing on ice and conveyor belts
+ Tweaked metal floor
+ Fixed jumping from ledges (including diagonal and from greater height)
+ Altered stairs object to be more flexible
+ Tweaked change_depth terrain object

0.15.91 (6 oktober 2013)
+ Added new terrain: spiky floor
+ Renamed various terrain scripts


Alpha build:
Download link

Latest additions to the debug room:
- Staircases
- Metal floor
- Spiky floor
- Sandpits
- Landmines
- Ice attached to moving platforms
- Ledge jumping*
* The testing area in the upper left of the debug room is just a visual illusion to test ledge jumping extended distances.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #833 on: October 17, 2013, 06:32:12 pm »
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Did you say "Conveyor Belts?"
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Re: Alttp - Horn of Balance [demo 15]
« Reply #834 on: October 20, 2013, 08:27:20 am »
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So I just came under the sudden realisation that the NCFC IS going to be held this year. (I figured they quit or something). Guess that means that I have to step up my game considerably if I want to participate this year. In short: expect to see actual game releases again real soon.

If anybody wants to help me out: I'm looking for a writer (for soldier backstories) and one or multiple testers (for feedback on enemies and dungeon2's design).

EDIT:
And here is an overview of the latest progress. There's no new alpha download to save time, but I am including a screenshot in the attachment.

0.15.92 (19 oktober 2013)
+ Added idle animation for Link (waving)

0.15.93 (20 oktober 2013)
+ Added shield to iddle animation
+ Made sure idle animations are not interrupted by pause
+ No idle animations allowed during scened
+ Fixed issue with room transitions
+ Transition objects no longer use optional variables (for Studio)
+ Renamed transition scripts
+ Expanded debug area for transition testing
+ Fixed dungeon floor indicator in the HUD
+ Increased wait before idle animation starts
+ Tweaked dwindelstair animations (east and south)
+ Fixed issue with walking up straight stairs (east and west)
+ Fixed surface error when picking up quarter key
+ Tested various terrain objects (friction / swithing visibility / (jumping into) shallow water
+ Tweaked visuals broken fragile floors
+ Redesigned a room in dungeon 2
« Last Edit: October 20, 2013, 04:49:58 pm by Martijn dh »
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Re: Alttp - Horn of Balance [demo 15]
« Reply #835 on: October 21, 2013, 04:16:09 pm »
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Well, there is only so much time in a week, but if you need some help so you can participate at NCFC ( and I think registration will open up soon ) I guess I could miss an hour or 2 a week to help you out, without delaying the release of a demo of my fangame at NCFC.( and around the same time the beginning of alpha-testing of the completed version )

Just let me know what you need to be done and I will see what I can do.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #836 on: October 21, 2013, 08:30:45 pm »
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Thanks. I really appreciate the help.
I'll send over a demo soon to try out the new (bonus) gauntlet area to test for difficulty.
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Re: Alttp - Horn of Balance [demo 15]
« Reply #837 on: October 27, 2013, 07:41:48 pm »
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Here's this weekends progress:

0.15.94 (21 oktober 2013)
+ Tweaked design for one dungeon 2 room
+ Masked 2 dungeon 2 rooms

0.15.95 (26 oktober 2013)
+ Designed one more room for dungeon 2
+ Updated dungen map for the latest added rooms
+ Masked one more room
+ Fixed error when you slash a projectile shot by an octorok / slarok

0.15.96 (26 oktober 2013)
+ Altered Octorok / Slarok attack pattern (to reduce difficulty)
+ Adjusted volume of health alarm
+ Adjusted volume of magic refill sound
+ Expanded Goriya AI: they now also mirror your movement while you are charging your sword
+ Fixed error with showing the Gauntlet dungeon map

0.15.97 (27 oktober 2013)
+ Masked three more rooms in dungeon 2
+ Updated dungeon map for more rooms
+ Fully finished two more room for dungeon 2
+ Masked another two rooms for dungeon 2
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Re: Alttp - Horn of Balance [demo 15]
« Reply #838 on: November 03, 2013, 02:06:17 pm »
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Another progress report:

0.15.98 (31 oktober 2013)
+ Cane of Byrna now uses double magic power
+ Fixed error with using the shovel

0.15.99 (1 november 2013)
+ Designed two more rooms for dungeon 2 (only 3 remaining)
+ Masked three more rooms for dungeon 2
+ Finished contents for two more rooms for dungeon 2

0.15.100 (2 november 2013)
+ Designed another room for dungeon 2 (2 remaining)
+ Tweaked some older rooms in dungeon 2
+ Remasked dungeon 2 basement rooms
+ Improved shaking camera
+ Finished dungeon 2 secret wall mechanic
+ Implemented some more conditional doors to dungeon 2

0.15.101 (3 november 2013)
+ Adjusted subboss rooms (redesigned + remasked) somewhat
+ Expanded dungeon 2 tileset
+ Altered dungeon 2 chest contents somewhat
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Re: Alttp - Horn of Balance [demo 15]
« Reply #839 on: November 08, 2013, 09:39:32 am »
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Another short update.
Due to an upcoming vacation and the NCFC I will round up development in the next couple of days. So expect a public demo for testing soon.

Progress update:

0.15.102 (4 november 2013)
+ Added diggrid to 20 rooms in dungeon 2
+ Redesigned and masked boss room dungeon 2

0.15.103 (5 november 2013)
+ Fixed digging issues
+ Fixed missing ledge in dungeon 2 room
+ Fixed glitch: able to grab invisible ledge object
+ Fixed issue: not saving overworld chest status
+ Adjusted dungeon 2 enemy and container placements
+ Tweaked dungeon 2 kitchen scene

0.15.104 (6 november 2013)
+ Fixed issue: possible to get locked in subboss rooms
+ Designed, masked and finished last two rooms in dungeon 2
+ Finished dungeon 2 map and chest locations

0.15.105 (7 november 2013)
+ Finished contents/mechanics for another room in dungeon 2
+ Added secret sound when the vault in dungeon 2 is unlocked
+ Fixed various tiling issues dungeon 2
+ Added testertext in the debug room
+ Fixed issue: Choicing the repeat option in a textbox multible times messes up the text engine
+ Fixed issue: Murray does not always face the correct direction
+ Simplified the dungeon 1 cannonball puzzle further
+ Added scenes to the conclusion of the dungeon 2 subboss rooms

0.15.106 (8 november 2013)
+ Finished final dungeon 2 puzzle room
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