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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 226870 times)

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astralnebula

Aspiring Game Developer
Re: Alttp - Horn of Balance
« Reply #1220 on: June 10, 2019, 08:15:44 pm »
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Your really an outstanding developer, I'm loving all of the work you've put into this so far.
I'm thinking of doing a run of this once it's complete, would be awesome.
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Just chugging away in my coding sessions, Hope to publish my first game soon.
Re: Alttp - Horn of Balance
« Reply #1221 on: June 10, 2019, 08:23:27 pm »
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Your really an outstanding developer, I'm loving all of the work you've put into this so far.
I'm thinking of doing a run of this once it's complete, would be awesome.

Thanks man. I really appreciate it.

---------

Progress report:
Code: [Select]
0.21.50 (3 juni 2019)
* Finished tiling the DW overworld room

0.21.51 (9 juni 2019)
* Replaced various overworld statue tiles with objects for dynamic depths
* Fixed issues of credits now being drawn in the center of the screen
* Edited credits trigger (=now a terrain in the final dungeon instead of after beating the first 3 dungeons)
* Tweaked the DW town content a little
* Tweaked overworld to fix a collision issue
* Handled the last depth challenges in the overworld central rooms
* Fixed issues while ledge jumping diagonally
* Finished tiling the LW overworld room
* Added masking for outside of witchhut
* Finally finished replacing all “and” and “or” statements with shortcircuit. (= minor perfomance improvement)
* Edited the last room of the sewers
* Fixed issue with a hookshot hitting a hitswitch

0.21.52 (10 juni 2019)
* Added hidden heart piece to LW town
* Torches can stay lit for far shorter (for more puzzle options)
* Added puzzle to enter the dw town dungeon
* Finished another lw cave + mudora puzzle
* Added some more screen transitions for staircases
* Tweaked stats of the blue tunic
* Added new poison resist tunic
* Made progress masking the overworlds
* Fixed endless world warping issue loop
* Edited collision masking of return warp to Darkworld
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Re: Alttp - Horn of Balance
« Reply #1222 on: June 23, 2019, 09:56:27 pm »
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Just a little update this weekend as I'm also following a software course that's claiming up a lot of my free time for a little while.

Progress log:
Code: [Select]
0.21.53 (15 juni 2019)
* Connected the old gauntlet dungeon to the new dark world
* Made coding improvements to the handling of torches
* Started recoding to use instance variables(rather then passing values via creation coding – which was a workaround from before the GML feature existed)
* Recoded deep and shallow water objects

0.21.54 (16 juni 2019)
* Tweaked overworld tiling
* Edited caves to fire/ice temples
* Added another heartpiece to DW world
* Added all (remaining) warp points between the light and dark world
* Tweaked overworld masking
* Fixed puzzle oversight in DW town
* Fixed collisions hookshot vs invisible ledges
* Rewrote ledge jump detection (so various items can fly over)
* Added new object shallow poisonous water
* Added new object deep water

0.21.55 (18 juni 2019)
* Tiled first half of cave to dungeon 1

0.21.56 (21 juni 2019)
* Finished tiling and masking of cave to dungeon 1
* Added a light puzzle(s) to cave to dungeon 1
* Seperated and removed part of the old overworld GML rooms
* Added extra room below breakable floor area
* Redid creation coding for fragile floor objects
* Added cave visuals for breakable floors
* Redid creation coding for some more terrain objects

0.21.57 (22 juni 2019)
* Finished cave to dungeon 1
* Added NPC to hint/explain dungeon 1 puzzle(s)
* Added NPC to block main warp to the darkworld (till LW dungeons beat)
* Implemented water to overworlds

0.21.58 (23 juni 2019)
* Made more progress tiling the temple entrances and caves
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Re: Alttp - Horn of Balance
« Reply #1223 on: June 28, 2019, 09:17:08 pm »
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I can't believe its been just shy of three years since i started following this project. Brings me an unexplainable joy to see it still being updated.
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Re: Alttp - Horn of Balance
« Reply #1224 on: June 29, 2019, 07:44:12 pm »
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I'm happy to hear that!

Also, while I'm posting and as an adress to everybody: I'll be adding a small number of NPC's to the demo. Anybody want a cameo of some sorts? Rather then using random names I'd like to see if I can have some fun with this.

-----

EDIT: And here is the progress report from las weekend

Code: [Select]
0.21.59 (29 juni 2019)
* Replaced creation coding of all metal floor and sandpit terrain objects
* Added new terrain object: desert special sandpit
* Tweaked friction values of all sandpit terrain types
* Tweaked some overworld and town rooms
* Fully completed cave up to the northern mountain

0.21.60 (30 juni 2019)
* Expanded breakable wall object creation coding
* Solved problem of breakable wall divided over two areas still needing to connect
* Added more breakable wall sprite variants + implemented them in the new overworlds
* Old GML constant image_single replaced with new GML constant image_index
« Last Edit: July 01, 2019, 07:48:27 pm by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1225 on: July 07, 2019, 06:51:54 pm »
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Hello all. The new demo is progressing little by little. It feels a little like "Two steps forward one step back" but at least my development list is now finally short enough that I'm somewhat comfortable sharing it. I'm doing that so you have an idea of what I'm working with and to provide a new progress indicator now that the overworlds have been finished.
Also check out some newly tiled dungeon entrances in the attachments.

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everthing is done and testing.

[IN PROGRESS]- Tile/mask/finish fire temple entrance
- Tile/mask/finish lightworld cave to the desert
- Tile/mask/finish darkworld cave to the swamp
[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
- Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[OPTIONAL] - Add character visuals for standing in waterfall
[IN PROGRESS] - Connect the mansion dungeon to the overworld
- Edit the lightworld shop with different items
- Add a new dark world shop
[OPTIONAL] - Add the magic granting devil
- Tile/mask/finish fairy cave
[OPTIONAL] - Add the fairy pond mechanic
- Check all area's introduction texts
- Check and edit all enemy placements
- Add all remaining heart pieces
- Evaluate and update all (secret) chest contents
- Tile/mask/finish witch hut
- Add witch hut potion shop
- Add ability to exchange the mushroom for powder
[OPTIONAL]- Add Link's starting house
[OPTIONAL]- Tile/mask/finish lightworld village house 1. Inn?
[OPTIONAL]- Tile/mask/finish lightworld village house 2. Random NPC house?
[OPTIONAL]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+ custom tiles)
- Add last chest to the dark world overworld
[OPTIONAL] - Add NPC to the dark world town outside area
- Make link's spritework dependent on the type of water interacting with (=normal/green/poisonous)
- Tweak masking of water flower objects
- Tweak collision scripting when jumping into deep water
- Edit overworlds to allow easier deep water exiting everywhere
[OPTIONAL]- Have Link only hold his sword out while running when actually started moving
- Fix collisions between link and enemy projectiles
- Fix error when in character movement script when detecting poisonous water

Progress made this weekend:
Code: [Select]
0.21.61 (5 juli 2019)
* Added new tree type
* Optimized tree creation coding
* Upgraded to new GML runtime file
* Added extra room to backdoor entrance to the desert palace
* Connected desert palace to the new overworld
* Recolored some overworld tiles
* Reimplemented image_single variables
* Fixed some of the issues with water body edges
* Fixed some tiling depth issues
* Fixed vulture depth issue vs overworld tiling
* Fixed visual oversight to newly added sandpit terrain
* Updated some of the overworld masking
* Worked to remove part of the old overworld GML room

0.21.62 (6 juli 2019)
* Finished tiling medu entrance area
* Added and connected placeholder medu dungeon
* Added additional overworld tiles
* Finished tiling tomb dungeon 1 entrance area
* Connected tomb 1 dungeon to the new overworld
* Fully phased out the old overworld rooms / coding
* Updated intro scene
* Fixed error when flying back from wall crash onto center of new sandpit terrain
* Added some hinttext to the overworld
* Made progress tiling the fire and ice temple entrances

0.21.63 (7 juli 2019)
* Finished ice temple entrance area
* Improved sprite for collectable crystals outside of menu's
* Game's goal switches to crystals after first entering the dark world
* Connected the fire and ice temples to the overworld
* Added 8th crystal to the game
* Added alle remain overworld breakable wall sprite variants + implemented them in the new overworlds
« Last Edit: July 07, 2019, 06:54:20 pm by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1226 on: July 14, 2019, 04:55:10 pm »
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Hello all. I got a little sick last friday so there is less progress then I'd like. Still, we are still moving along.

Progress report:
Code: [Select]
0.21.64 (13 juli 2019)
* Connected mansion dungeon to the new overworld
* Spend ages bughunting only to discover all found issues trace back to a recent GameMaker update that appearenly broke instance variable usage in creation coding. (Well, at least a fixed update was available by the time I discover I figured it out).
* Tweaked lightworld water edges some more.

0.21.65 (14 juli 2019)
* Fixed forum starting post images
* Fixed error when jumping into deepwater and landing in between water maskings
* Enemy sprites / projectiles no longer damage or interact with Link while under water
* Fixed incorrect water overlay sprite on Link when walking in shallow water in caves in the dark world
* Tweaked Ku spawn positioning
* Completed additional visuals for interaction with dark world and poisonous water

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everthing is done and testing.

[IN PROGRESS]- Tile/mask/finish fire temple entrance
- Tile/mask/finish lightworld cave to the desert
- Tile/mask/finish darkworld cave to the swamp
[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
- Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[OPTIONAL] - Add character visuals for standing in waterfall
[IN PROGRESS] - Connect the mansion dungeon to the overworld
- Edit the lightworld shop with different items
- Add a new dark world shop
[OPTIONAL] - Add the magic granting devil
- Tile/mask/finish fairy cave
[OPTIONAL] - Add the fairy pond mechanic
- Check all area's introduction texts
- Check and edit all enemy placements
- Add all remaining heart pieces
- Evaluate and update all (secret) chest contents
[NOW OPTIONAL]- Tile/mask/finish witch hut
[NOW OPTIONAL]- Add witch hut potion shop
- Add ability to exchange the mushroom for powder
[OPTIONAL]- Add Link's starting house
[OPTIONAL]- Tile/mask/finish lightworld village house 1. Inn?
[OPTIONAL]- Tile/mask/finish lightworld village house 2. Random NPC house?
[OPTIONAL]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+ custom tiles)
- Add last chest to the dark world overworld
[OPTIONAL] - Add NPC to the dark world town outside area
[DONE] - Make link's spritework dependent on the type of water interacting with (=normal/green/poisonous)
- Tweak masking of water flower objects
- Tweak collision scripting when jumping into deep water
- Edit overworlds to allow easier deep water exiting everywhere
[SCRAPPED]- Have Link only hold his sword out while running when actually started moving
[DONE] - Fix collisions between link and enemy projectiles
[DONE] - Fix error when in character movement script when detecting poisonous water
« Last Edit: July 14, 2019, 05:47:16 pm by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1227 on: July 21, 2019, 08:37:19 pm »
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And here is the latest progress report. I had hoped to do a lot more this weekend but I kinda felt drained after encountering another GameMaker issue for the second weekend in a row. Somehow the engine now thinks 176+0,6=176,600006103516 after the latest update (which leads to some visuals stuttering here and there). :-\

Progress report:
Code: [Select]
0.21.66 (19 juli 2019)
* Did some bugbashing and cleaning up in the hammer usage script
* Tweaked enemy placements
* Fixed error interacting with deep water diagonal edges
* Tweaked diving visuals depth
* Tweaked water rock and water flower collision scripting

0.21.67 (21 juli 2019)
* Added second entrance icon to mansion dungeon map
* Added extra type of deep water objects for use inside caves (= user darker shallow water visuals)
* Fixed issues with water objects in the bottom of the prison dungeon
* Tiled and completed shortcut cave to desert
* Tiled and completed shortcut cave to the final area
* Fixed little sound inconsistency when entering the intro cave

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everthing is done and testing.

[IN PROGRESS]- Tile/mask/finish fire temple entrance
- Tile/mask/finish lightworld cave to the desert
- Tile/mask/finish darkworld cave to the swamp
[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
- Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[OPTIONAL] - Add character visuals for standing in waterfall
[IN PROGRESS] - Connect the mansion dungeon to the overworld
- Edit the lightworld shop with different items
- Add a new dark world shop
[OPTIONAL] - Add the magic granting devil
- Tile/mask/finish fairy cave
[SCRAPPED] - Add the fairy pond mechanic
- Check all area's introduction texts
- Check and edit all enemy placements
- Add all remaining heart pieces
- Evaluate and update all (secret) chest contents
[OPTIONAL]- Tile/mask/finish witch hut
[OPTIONAL]- Add witch hut potion shop
- Add ability to exchange the mushroom for powder
[OPTIONAL]- Add Link's starting house
[OPTIONAL]- Tile/mask/finish lightworld village house 1. Inn?
[OPTIONAL]- Tile/mask/finish lightworld village house 2. Random NPC house?
[OPTIONAL]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+ custom tiles)
- Add last chest to the dark world overworld
[OPTIONAL] - Add NPC to the dark world town outside area
- Tweak masking of water flower objects
- Tweak collision scripting when jumping into deep water
- Edit overworlds to allow easier deep water exiting everywhere
[NEW]- Fix found issues with moving through deep water terrain
[NEW OPTIONAL]- Finish new enemies: chickens
« Last Edit: July 22, 2019, 05:34:20 am by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1228 on: July 28, 2019, 06:50:49 pm »
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This weekends progress:

Progress report:
Code: [Select]
0.21.68 (26 juli 2019)
* Added remaining heart pieces to the demo

0.21.69 (27 juli 2019)
* Added bomb/arrow capacity upgraded (as chest contents)
* Added two additional tunics (for mid and endgame)
* Evaluated and rearranged dungeon secret chests contents
* Added last DW chest left to add
* Update various chest contents opening texts
* Finished tiling and masking fire temple entrance
* Tweaked masking of rocks in the water
* Fixed issue with not being able to enter cave to desert via the water
* Masked some more rooms
* Fixed issue with conditional door conditions in 1st cave up the north mountains

0.21.70 (28 juli 2019)
* Fixed issue with not being able to enter cave to desert via the water
* Tweaked LW shop contents
* Added DW shop (shopkeeper to come later)

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everthing is done and testing.

- Tile/mask/finish fire temple entrance
[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
- Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[SCRAPPED] - Add character visuals for standing in waterfall
[IN PROGRESS] - Connect the mansion dungeon to the overworld
- Edit the lightworld shop with different items
- Add a new dark world shop
[OPTIONAL] - Add the magic granting devil
- Tile/mask/finish fairy cave
- Check all area's introduction texts
- Check and edit all enemy placements
- Add all remaining heart pieces
- Evaluate and update all (secret) chest contents
[OPTIONAL]- Tile/mask/finish witch hut
[OPTIONAL]- Add witch hut potion shop
- Add ability to exchange the mushroom for powder
[OPTIONAL]- Add Link's starting house
[OPTIONAL]- Tile/mask/finish lightworld village house 1. Inn?
[OPTIONAL]- Tile/mask/finish lightworld village house 2. Random NPC house?
[OPTIONAL]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+ custom tiles)
- Add last chest to the dark world overworld
[OPTIONAL] - Add NPC to the dark world town outside area
- Tweak collision scripting when jumping into deep water
- Edit overworlds to allow easier deep water exiting everywhere
- Fix found issues with moving through deep water terrain
[OPTIONAL]- Finish new enemies: chickens
[NEW] - Add DW shopkeeper
[NEW OPTIONAL] - Tweak masking for run wall collisions with breakable walls
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Re: Alttp - Horn of Balance
« Reply #1229 on: August 04, 2019, 08:41:29 pm »
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Weekly progress report:
Code: [Select]

0.21.71 (2 augustus 2019)
* Tweaked visuals bottles in chests
* Tiled witch hut
* Added LW potion shop contents (NPC's come later)
* Fixed HUD not updating after drinking potions

0.21.72 (3 augustus 2019)
* Fixed issue with particle objects not animating
* Started work on little devil summoning

0.21.73 (4 augustus 2019)
* Added a series of NPC's: Oni guy, witch, witch assistant, moss guy, little devil
* Finished DW shop
* Finished potion shop
* Implemented oni in the DW town
* Added witch to trade mushroom for powder
* Made progress with the little devil summoning scene

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everything is done and testing.

[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
- Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[IN PROGRESS] - Connect the mansion dungeon to the overworld
[ALMOST DONE] - Add the magic granting devil
- Tile/mask/finish fairy cave
- Check all area's introduction texts
- Check and edit all enemy placements
[OPTIONAL]- Tile/mask/finish witch hut
[OPTIONAL]- Add witch hut potion shop
- Add ability to exchange the mushroom for powder

[OPTIONAL]- Add Link's starting house
[OPTIONAL]- Tile/mask/finish lightworld village house 1. Inn?
[OPTIONAL]- Tile/mask/finish lightworld village house 2. Random NPC house?
[OPTIONAL]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+custom tiles)
[OPTIONAL] - Add NPC to the dark world town outside area
- Tweak collision scripting when jumping into deep water
- Edit overworlds to allow easier deep water exiting everywhere
- Fix found issues with moving through deep water terrain
[OPTIONAL]- Finish new enemies: chickens
- Add DW shopkeeper
[OPTIONAL] - Tweak masking for run wall collisions with breakable walls
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Re: Alttp - Horn of Balance
« Reply #1230 on: August 19, 2019, 11:34:43 am »
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Hello again.
Sorry about the lack of progress this month. I just got back from a 2 week vacation (which I never mention online till after for security reasons). Expect progress to continue next weekend.

Also, I think I need about 3 more weekends till the next demo now. Anybody still interested in doing playtesting and/or recording?
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Team Dekunutz
Re: Alttp - Horn of Balance
« Reply #1231 on: August 19, 2019, 05:59:40 pm »
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I'll be soon away, but after those Weekends i could stream/play it and link you the vod maybe clip some bugs from it
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Re: Alttp - Horn of Balance
« Reply #1232 on: August 20, 2019, 10:08:52 am »
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Thanks. I'd appreciate it.
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Re: Alttp - Horn of Balance
« Reply #1233 on: August 25, 2019, 09:43:34 pm »
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Progress report:
Code: [Select]
0.21.74 (17 augustus 2019)
* Fixed south and east wall collisions while swimming

0.21.75 (24 augustus 2019)
* Tweaked overworld tiling (and tilesets)
* Recoded obj_Deep_Water objects
* Added diagonal jumping out of deep water
* Added collision checking while jumping into deep water

0.21.76 (25 augustus 2019)
* Added visual indication for locked overworld doors
* Spend 8+ hours ironing out all known tiling/masking/coding issues with the overworld water edges that were accumulating over time. Nice milestone!
* Never mind: Found several new bugs in the GML software itself again that mess up some water interactions :(
* Fixed house doors so they only reset offscreen

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everything is done and testing.

[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
- Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[IN PROGRESS] - Connect the mansion dungeon to the overworld
[ALMOST DONE] - Add the magic granting devil
- Tile/mask/finish fairy cave
- Check all area's introduction texts
- Check and edit all enemy placements
[OPTIONAL]- Add Link's starting house
[SCRAPPED]- Tile/mask/finish lightworld village house 1. Inn?
[SCRAPPED]- Tile/mask/finish lightworld village house 2. Random NPC house?
[OPTIONAL]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+custom tiles)
- Tweak collision scripting when jumping into deep water
- Edit overworlds to allow easier deep water exiting everywhere
- Fix found issues with moving through deep water terrain
[OPTIONAL]- Finish new enemies: chickens
[OPTIONAL]- Tweak masking for run wall collisions with breakable walls
[NEW]- Think up some sollution for the latest GML bugs I found :(
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Re: Alttp - Horn of Balance
« Reply #1234 on: September 01, 2019, 07:46:28 pm »
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So, I'm sorry to say that I'll need another weekend for the next demo due to time/energy spend on two new Gamemaker Studio bugs:
1. the WITH(..) functions sometimes does not detect all instances in the room. I've recoded the most critical usages of the function but given that I use WITH(..) in 1600+ places in the project, that's just painfull.
2. When I save the project under a new title (like "public demo") some external files are not recognized in the new project. Even though they show up in the workspace and windows explorer, and can be opened from both locations. And (for as far as I was able to detect) this only occurs for some of the latest files.
...
And then I discovered I was not allowed to run with the runtime version I used before.
...
GameMaker updates breaking more then they solve again really bummed me out this weekend man.  :'(

Progress report:
Code: [Select]
0.21.77 (30 augustus 2019)
* The GML WITH(..) function is bugged. Switched back to the older INSTANCE_NUMBER(..) and INSTANCE_FIND(..) alternative where the results where definitely off.
* Fixed issues with swimming below the overworld bridges
* Tweaked ocotrok AI to only shoot out rocks while the character is not too far away
* Improved collision detection between wall crashing and breakable walls
* Tweaked dark world containers
* Finished overworld masking
* Finished all overworld diggrids
* Checked / edited all room hud texts
* Improved collisions when jumping into water
* Tweaked overworld tiling here and there
* Fixed sounds when jumping off a ledge into deep water

0.21.78 (31 augustus 2019)
* Lost another half day due to Gamemaker not recognizing (some) external files if you save the as a new version. :(
* Finished little devil summoning scene
* Fixed visual issue with enemy depth object
* Add 1/4th magic upgrade item to the gauntlet
* Added functional altars in front of mansion to place rings on
* Started mansion entrance scene

0.21.79 (1 september 2019)
* Made good progress on the mansion entrance scene

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everything is done and testing.

[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
[IN PROGRESS] - Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[IN PROGRESS] - Connect the mansion dungeon to the overworld
[ALMOST DONE] - Add the magic granting devil
- Tile/mask/finish fairy cave
- Check all area's introduction texts
- Check and edit all enemy placements
[OPTIONAL]- Add Link's starting house
[OPTIONAL]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+custom tiles)
[OPTIONAL]- Finish new enemies: chickens
[OPTIONAL]- Tweak masking for run wall collisions with breakable walls
- Think up some sollution for the latest GML bugs I found :(
[NEW] Handle GM:Studio2 issue with unrecognized external collision files


EDIT: Correction on last weeks update XD :
I am informed by YoYo Games that the main bug I found in their recent updates, is in fact not a bug but only a small new feature that nobody will be bothered by.
« Last Edit: September 02, 2019, 05:27:39 pm by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1235 on: September 08, 2019, 08:46:44 am »
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Looks like some nice progress has been made, as always, but it sounds like things have been pretty troublesome for you lately with GameMaker. Sorry to hear that.

The main reason I'm posting though is because waaaay back in the middle of May I said I was going to try to record a play through of the blue underwater prison dungeon. Sadly, that didn't happen. But now that I'm 'back', I was wanting to try for it again. However, now it sounds like you're close to releasing a new demo (?), so maybe I should wait a bit more for that. In any case, it's going on my to-do list this time. :P
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Re: Alttp - Horn of Balance
« Reply #1236 on: September 08, 2019, 09:32:53 am »
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Hi Micah. How's it going?

Gamemaker is a real pain in the butt right now. I had hoped to get a release done last weekend, but now I'm wondering if I can even make it by the end of the day. Most of the big Gamemaker problems I have circumvented, but there is one blocking issue left with a few included textfiles (=external collision grids) not getting reads somehow. Meaning Link can't move in some rooms, effectively locking the game.

I'd suggest first playing the current demo. It'll still be very much appreciated and more stable the upcoming demo.
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Re: Alttp - Horn of Balance
« Reply #1237 on: September 08, 2019, 07:38:32 pm »
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And here is the new demo:
https://www.mediafire.com/file/vzh0paloew8aqle/Zelda_0_21_83_public_demo.zip/file

WARNING: This is an early version for testing only! I have NOT yet been able to playtest (the whole thing) so expect plenty of bugs and so on. I'd advice saving every so often.

Also note that the water and masking in the final area (=see screenshot) is bugged. I did not have the time to finish this area fully yet. It is ALL the way at the end of the game though and you CAN walk into the dungeon to end the game.

Progress log:
Code: [Select]
Code: [Select]

0.21.80 (3 september 2019)
* Fixed character stuttering while on moving platforms

0.21.81 (7 september 2019)
* Added fairy cave
* Added 2 story starting home
* Tweaked DW House tileset
* Tweaked overworld masking

0.21.82 (8 september 2019)
* Fixed issue with some external files not getting detected
* Tweaked overworld deep water masking
* Game now actually starts in the starting home
* Finished mansion entrance scene
* Finished connecting the mansion to the oveworld
* Started work on the scene to access the final dungeon
« Last Edit: September 15, 2019, 06:39:01 am by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1238 on: September 08, 2019, 09:21:29 pm »
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i played for just a few minutes... and there are for now just a few minor issues:

- the shield to the "tutorial dungeon" in the north can neither be grabbed (like its indicated) nor read
- the item drop animations seem rather fast
- the "water dungeon" to the south has a rather big issue: link spawns into the second staircase so he just steps up and down the stairs endlessly
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Re: Alttp - Horn of Balance
« Reply #1239 on: September 09, 2019, 05:44:16 am »
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Thanks. I'll have a fixed version out by next weekend.

EDIT:
- Fixed the reported bugs on my end now. (Except the item sequences - that's as intended)
- Also fixed the water not showing by the waterfalls in that 2nd screenshot
- New bug found just now: the sword beam does not animate in all directions
   (I'll go fix that tomorrow) => Now also fixed
« Last Edit: September 09, 2019, 08:34:01 pm by Martijn dh »
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