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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  (Read 291730 times)

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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #200 on: April 23, 2010, 08:29:15 pm »
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Thanks. Then I should make that an independant object (= controled seperatly from the character's control object).

Who knows what happens when Link's body collides with an enemy while doing his full sword swing?
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #201 on: April 23, 2010, 10:02:19 pm »
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I believe it cancels the sword swing and he goes into his hurt state.
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  • Pyxosoft
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #202 on: April 24, 2010, 07:08:36 am »
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Okay, thanks.

Also: here is the new gameplay video as made by FrozenFire. I've also put on the first post.

<a href="http://www.youtube.com/watch?v=o9zNPr7te28" target="_blank">http://www.youtube.com/watch?v=o9zNPr7te28</a>
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #203 on: May 02, 2010, 05:32:07 pm »
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Weekly update:
I WAS finishing Link's animations for the firerod/icerod when I noticed a small glitch in some collisions. It seems rotating and mirroring sprites does not go together with the standard collision event. So...guess all the rotations and mirroring need to be taken out again. Ooh well. There was no mentioning of this issue in the help or on the gmwiki so I figured it wasn't a problem. Right now I'm more then halfway done. Just about a half day worth of work left. After that it's back to working on the rods.

Btw. Here is an old screenshot I came across on the development forum. This room is available in the current demo but you have to use your key on the door in the upper left corner of the dungeon. You can also pass this room in case you where wondering. Is there anybody who figured that all out already?
« Last Edit: May 03, 2010, 04:19:48 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #204 on: May 03, 2010, 05:52:30 am »
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Nope I did not figure that one out already. But you do seem to love canonballs in this dungeon  :P
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #205 on: May 03, 2010, 07:33:58 am »
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That's the last (couple) rooms. I swear. XD

Edit: The thing is that cannonballs can cross multiple rooms. It gives you more of a feeling that the dungeon is more then just a bunch of random rooms thrown together. Like the moat as well. That's at least what I've been going for with this. Plus, I wanted to add in a puzzle. Just to try it out.
« Last Edit: May 03, 2010, 04:22:55 pm by Martijn dh »
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Xiphirx

wat
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #206 on: May 04, 2010, 01:38:37 am »
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This engine looks really solid D:
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #207 on: May 04, 2010, 04:42:47 am »
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Thanks. And that is also why it is taking so long for a new demo to come out. I'm not adding all THAT much. I just want to make sure the engine stays solid.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #208 on: May 09, 2010, 06:43:36 pm »
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Weekly update:
Redid the sword charging using the new character structure and I just started on the sword swinging. I'm making it so the character actually keeps the sword in hand, so that's a little of a hazzle. But then again, I don't plan on redoing it a third so I might as well.
Also spend some time trying to recreate the icerod's magic, but... well... I'll try my again next week. XD
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #209 on: May 23, 2010, 02:55:16 pm »
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Weekly update:
Well, I skipped last week due to more pressing matters, but I'm aiming for weekly.
I finished redoing the character's regular sword attacks, making several small tweaks to his positioning and sword handling. I believe them to be improvements but I'll leave that up to my testers. FrozenFire: there is a new demo up on the other forum if you want to check it out some time.
I'm still working on the full sword swing. It's presentable, but I'm not fully happy with it yet, so I'll be coming back to it at a later date.
And finally the dashing with sword in hand has been redone. I'm currently finishing up the details like the dust below his feet, the running sounds, ordening the coding and removing obsolete resources.

All in all nice progress, but none of it presentable. Maybe I'll work on the fire and/or icerod next. NotAlphaMan got me the needed sprites so it's possible. I'll have to see what I feel like tackling first. Since it's also quite gradifying to remove newly obsolete resources, knowing you've build something more solid.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #210 on: May 29, 2010, 02:10:20 pm »
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Weekly update:
This weekend I'll be working on the pick-up mechanism some more. It needs to be recoded like all of Link's other actions, but I'm also going to expand it so more/any items can be picked up and carried.



Here are the items that I found that you could pick up, I feel you should have been able to pick up and a crate I don't remember where I found. These will be the things I plan on adding as throwable items. Did I miss anything essential or interesting?

Also, I am looking for a sprite for the crates as they shatter upon impact. Using the leaves from the bushes or rocks from the vases just doesn't fit. I don't believe alttp has any suitable sprites I can use. Is there perhaps a MC or FSA sprite that might fit? I'll cross that bridge when I get there, but if anybody could help me out right now then I'd appreciate it. XD
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Mamoruanime

@Mamoruanime
Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #211 on: May 29, 2010, 02:41:49 pm »
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picking up chests allows for an interesting puzzle element you could add :P

The requirement to carry a chest to a certain location in order for it to be opened... Could be somewhat like that damned temple in lttp where you have to have that one !@#$% follow you around to the end :P
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #212 on: May 29, 2010, 02:56:16 pm »
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picking up chests allows for an interesting puzzle element you could add :P

The requirement to carry a chest to a certain location in order for it to be opened... Could be somewhat like that damned temple in lttp where you have to have that one !@#$% follow you around to the end :P
only thing is having him follow you round didn't render you unable to attack, you'd have to account for that too. Could be interesting though.
Mind you any kind of escort mission whether it be a person or carrying a chest are tedious and generally frustrating, I've never enjoyed a single escort mission in any game.
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #213 on: May 29, 2010, 03:05:27 pm »
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That is indeed an interesting concept. I was personally thinking you'd be able to pick up a chest after it's empty. For fun (just because  XD) or to reveal something underneath.

Being able to pick up a chest while the content is still in it is quit interesting. Though I'd probably use a different colored chest for playability. Instead of an regular escort you'd be able to attack with the object. (Somehow that makes me think a chest with Navi trapped in it >:D). Maybe you need to bring it somewhere but I can also imagine you'd need to break the chest by throwing it against something. Like a specific type of enemy maybe.
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pxl_moon (dotyue)

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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #214 on: May 29, 2010, 03:42:43 pm »
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Did I miss anything essential or interesting?

picking up fallen enemies
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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #215 on: May 30, 2010, 09:10:20 pm »
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Did I miss anything essential or interesting?

picking up fallen enemies

Interesting. What are you thinking? Some special enemies maybe?

I will make it that enemies can be frozen or turned to stone. One or both of these can be picked up and thrown. So that's another thing.
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pxl_moon (dotyue)

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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #216 on: May 31, 2010, 03:55:51 am »
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Did I miss anything essential or interesting?

picking up fallen enemies

Interesting. What are you thinking? Some special enemies maybe?

I will make it that enemies can be frozen or turned to stone. One or both of these can be picked up and thrown. So that's another thing.

i think there was such a thing in lttp too but i mean something like in fsa here (5:52) http://www.youtube.com/watch?v=LJZZ0khYCVs

couldn't find the one of lttp but it was an enemy type of the lost village too i think
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~~Resources~~
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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
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Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #217 on: June 06, 2010, 05:30:39 pm »
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Weekly update:
Spend some time on the finer details this weekend. Mainly because I need to spend more and more time studying and this makes it easier to switch in and out.

*Landing in water after crashing into a wall (etc) now produces a splash of water near Link's feet. Finally found a sprite I could use. The same will need to be programmed for jumping from a ledge or falling from the floor above, but that is for another day.

*Crashing up against a wall has now been tweaked to be different based on the container you are carrying. Heavier containers shorten the distance flying backwards.

*Redid the animation/sprites for grabbing, pushing and pulling objects. This one is by far the most timeconsuming of the bunch.

*Ooh, and I've now well passed the 100th unique body sprite for Link (and still counting)

Dotyue: I liked the youtube video. I'll see if I can add picking up stunned enemies and trees.
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pxl_moon (dotyue)

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Re: [Demo] Tech demo - Horn of Balance (working ...
« Reply #218 on: June 06, 2010, 06:34:47 pm »
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Dotyue: I liked the youtube video. I'll see if I can add picking up stunned enemies and trees.

well, trees were fsa only... i only showed the vid because of the enemies...

but its your decision if you want to have an original lttp engine or not ;)
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~~Resources~~
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~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 #219 on: June 06, 2010, 08:50:21 pm »
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Here's one more for the road:
Just finished redoing the delay before you pick up an container. Previously the delay variable would diminish every time you pulled on the object. So it would be possible to pick something up with only a series of small pulls instead off one normal pull. That's no more. You now either pick it up in one go or not at all. I now also take the three weight classes into consideration. The lightest class is picked up almost instantly. The second class has a subtle delay to it before it is picked up. The last class has a very noticable delay.

Dotyue: I don't believe you could pick up enemies in altp either. Except for the chickens maybe and frozen enemies. No matter though. I'll see if I can build it in. Can't say that I'll use it, but at least I will know that I have the option to do so with this engine. Much like with the trees.
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