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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 229407 times)

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Re: Alttp - Horn of Balance
« Reply #1240 on: September 15, 2019, 06:37:27 am »
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Here is the updated demo:
https://www.mediafire.com/file/wpir7agyjg94g2t/Zelda_0_21_84_public_demo.zip/file

WARNING: Still an untested (potentially buggy) version

Progress log:
Code: [Select]
0.21.83 (9 september 2019)
* Fixed doorway positioning in underwater dungeon
* Added text to intro cave entrance signpost
* Fixed first bodies of water not displaying in underwater prison
* Fixed sword beams not animating in all directions

0.21.84 (14 september 2019)
* Fixed swimming issue in the final dungeon area
* Fixed chickens (and other enemies) ignoring ledges while walking about

Stuff left before the true demo:
[IN PROGRESS] - Add scene to enter the final dark world dungeon
- Check and edit all enemy placements
[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
- Fix fairies getting stuck on friction terrain
- Fix water near final area not working
[NOW IN PROGRESS]- Playtest entire game

====

EDIT: I'll likely release another demo in the next 12 hours because of some more bugs I found while playtesting.

Example: The sewers dungeon can't be explored yet because one of the torches you need to open the first door has the incorrect starting state. Get this. Appearently (since updating) the GM room creation code is triggered AFTER the creation code of SOME objects but not others. So in the sewer area 12 torch objects exist and of those 7 get created before the correct area data is set, while 4 are created after. Like wtf?! You can't make this stuf up XD
« Last Edit: September 15, 2019, 10:13:40 am by Martijn dh »
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pxl_moon (dotyue)

Team Dekunutz
Re: Alttp - Horn of Balance
« Reply #1241 on: September 15, 2019, 12:21:07 pm »
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oh =( that's sad... i looked forward to testing it since i replay LttP before the LA3D Release and it would have been fitting to put it after that  XD
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Re: Alttp - Horn of Balance
« Reply #1242 on: September 15, 2019, 12:48:28 pm »
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What would be your cut-off time (=time after this post)?
I'm working at the problem already, but maybe I use a quick workaround in the meantime? (I really look forward to seeing the recordings so its no problem at all XD).

EDIT: Solved the creation coding problem. Let me know when you want the demo for recording (if you're still open to that anyway) and I'll see that as my deadline for the day.
« Last Edit: September 15, 2019, 01:26:22 pm by Martijn dh »
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pxl_moon (dotyue)

Team Dekunutz
Re: Alttp - Horn of Balance
« Reply #1243 on: September 15, 2019, 01:40:37 pm »
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What would be your cut-off time (=time after this post)?
I'm working at the problem already, but maybe I use a quick workaround in the meantime? (I really look forward to seeing the recordings so its no problem at all XD).

EDIT: Solved the creation coding problem. Let me know when you want the demo for recording (if you're still open to that anyway) and I'll see that as my deadline for the day.

I will pm you on Discord for easier communication  ;)

but i will continue my LttP playthrough in about 1 1/2 hour (maybe a bit earlier) and still have 2 Dungeon, a few Items, Ganon and the four Swords Dungeon... so you have enough time and i'll write when i reach the end.

From your earlier post it sounded like you'll release the demo exactly when i have to go to bed  XD
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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
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: Alttp - Horn of Balance
« Reply #1244 on: September 15, 2019, 05:21:13 pm »
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And here is yet another version:
https://www.mediafire.com/file/m76muxm0dkqlavf/Zelda_0_21_85_public_demo.zip/file

I solved all the latest issues but I sadly also found some new ones:
- You will not be able dive beneath bridges and such in the underwater dungeon (in the left direction)
- You will not be able to exit deep water in some of the exits in the underwater dungeon (in the left direction)

Progress report for the weekend:
Code: [Select]
0.21.85 (15 september 2019)
* Tweaked Murray intro text slighlty
* Fixed issue with the first closed door in the sewers area
* Closed door to fortuneteller house (for now)
* Fixed an unneeded door close sound upon repeat passing through the cave to dungeon 1
* Fixed error when entering B1 of dungeon 1
* Fixed some missing water visuals in underwater prison dungeon
* Fixed deep water object depths
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
Re: Alttp - Horn of Balance
« Reply #1245 on: October 06, 2019, 08:51:24 pm »
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Another update report.
Sorry about the absence the last couple of weeks. I needed to take a break to clear my head for a little bit giving some personal stuff going on. That being said: testing has continued and resulted in a bunch of bugfixes. There is still plenty of testing left to do, so I'm releasing another testdemo for anybody that wants to help. Just play the demo as far as possible while trying to break the game ;)

Here is the updated demo:
https://www.mediafire.com/file/5ipdie9mudt1mtu/Zelda_0_21_91_public_demo.zip/file

WARNING: Still not fully playtested and probably buggy at points (specifically in regards to the green dungeon and mansion dungeon)

Progress log:
Code: [Select]
0.21.86 (15 september 2019)
* Fixed being unable to dive to under bridges etc in a left direction
* Edited diving and water depths

0.21.87 (16 september 2019)
* Fixed staircase to the lowest level of the underwater prison
* Fixed Moldorm eye directions

0.21.88 (27 september 2019)
* Tweaked / fixed a serie of smaller issues found during twitch stream testing

0.21.89 (28 september 2019)
* Partially fixed water collission issue near LW tower
* Added overworld signpost for more directions
* Fixed some NPC's disappearing after walking away 2 rooms

0.21.90 (5 oktober 2019)
* Fixed swimming issue: exiting water diagonally sometimes resulted in trying to swim in the floor
* Fixed jumping out of deep water in the east direction when their is in incomplete stair present
* Fixed swimming collision with walls (for smoother transition into jumping out of the water)
* Fixed random issue: getting stuck in the first d1 bird statue
* Fixed outside scene after finishing dungeon 1
* Fixed tomb 1 entrance opening / staying open
* Fixed error when collecting keys collected by thrown containers
* Fixed spiked block and rolling pins being killable

0.21.91 (6 oktober 2019)
* Fixed visual water tiling issue in bottom floor of the underwater prison
* Fixed error when collecting updated dungeon secret chest contents
* Tweaked d3 basement tiling
* Fixed enemies damaging hero during scenes
* Fixed south wall collisions in the secret cave to the desert area
* Fixed visuals while pushing something after first grabbing and destroying a create
* Fixed stairs down to midboss 1 in the desert dungeon
* Fixed more staircases in the desert dungeon
* Lessened sanmola and lanmola hp values
* Fixed desert dungeon shallow water visibility
* Fixed glitch where throwning a container against another in a very specific way causes it get destroyed endlessly
* Fixed error when letting a bomb explode while carrying it
* Fixed getting stuck in the wall when ledge jumping when partly moving over a doorway
* Made updates to several collision grids
* Fixed d1 fairy room tiling depth issue
* Fixed staircase issue in d1 also
* Fixed detached attacks being able to attack the same enemy multiple times
* Fixed magic shield depleting during menu's

Stuff left before the true demo:
[IN PROGRESS] - Add scene to enter the final dark world dungeon
- Check and edit all enemy placements
[SCRAPPED]- 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
- Fix fairies getting stuck on friction terrain
[NEW]- Fix fairies getting stuck on some action objects
[NEW]- Fix Stalfos briefly getting stuck in stairs
[STILL IN PROGRESS - TWO DUNGEONS LEFT]- Playtest entire game
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pxl_moon (dotyue)

Team Dekunutz
Re: Alttp - Horn of Balance
« Reply #1246 on: October 06, 2019, 10:04:36 pm »
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D:

that are a hell lot of fixes...
will test it when i've got the time... ;)
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~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: Alttp - Horn of Balance
« Reply #1247 on: October 14, 2019, 08:32:59 pm »
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Yeah, between your testing and mine there is still plenty of fixes left to do. I had inteded to spend extra time on it to make the NCFC event, but now that it looks like event+site are dead maybe I'll take a little breather the coming days.

Progress log:
Code: [Select]
0.21.92 (11 oktober 2019)
* Fixed exit scene placeholder forest dungeon
* Removed duplicate sword upgrade in placeholder forest dungeon
* Fixed tiling issue dungeon 1
* Fixed tiling depth issue in dungeon 1 cannonball rooms
* Fixed depth for the warp shortcut to the dungeon 1 boss
* Tweaked wall running crash collisions
* Fixed error at start boss dungeon 1 intro scene

0.21.93 (12 oktober 2019)
* Tweaked timing in mansion entrance scene
* Fixed mansion dungeon maze collision grids
* Also fixed the straight staircases in the mansion
* Fixed tiling issues in the mansion garden
* Fixed mansion boss music continuing after the fight
* Switched mansion secret chests contents
* Fixed missing blocking door on mansion op level
* Added missing final treasure to dw dungeon 1, 2 and 5
* Fixed bari enemy turning to stone after boomerang hit
* Lessened octorok hp value
* Added a backup mirror to the dw in case to enter without having collected it yet
* Fixed sprite on textbox if collecting quarter heart 5+
* Fixed error when collecting a heart piece with the boomerang
* Edited overworlds so one of the heart pieces can only be collected with the upgraded gloves (as originally intended)

0.21.94 (13 oktober 2019)
* Added failsafe for when collecting the golden shovel before the regular one
* Tweaked cave to DW final dungeon
* Fixed water exiting near final dungeon entrance
* Tweaked DW placeholder town dungeon entrance requirements
* Fixed error when collecting DW dungeon 3 treasure
* Fixed menu display of collected crystals
* Fixed DW tiling issue near tower dark world
* Fixed endlessly spawning chest in the dark world tower
* Fixed tiling issue entrance DW placeholder forest dungeon
* Fixed scene end of DW placeholder forest dungeon
* Fixed tiling issue on LW death mountain
* Fixed invincible container on death mountain
* Fixed medalion not spawning on death mountain
* Fixed error when using hammer on a container on the first frame after warping to a the LW/DW (during the warp sequence)
* Fixed invisible character components (like item masks) becoming visible for a few frames during warp animations – in very specific circumstances
* Added missing golden glove item to the game
* Fixed some tiling issues in the dw version of the starting area
* Fixed dw forest tree spawning a full heart instead of a heart piece as intended
* Fixed text engine visuals when collecting a piece of heart
* Added missing visual on the file select screen for the 8th collected crystal

Stuff left before the true demo:
[IN PROGRESS] - Add scene to enter the final dark world dungeon
[NOW OPTIONAL]- Check and edit all enemy placements
[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
- Fix fairies getting stuck on friction terrain
- Fix fairies getting stuck on some action objects
- Fix Stalfos briefly getting stuck in stairs
- Playtest entire game
[NEW] Fix latest liferstream glitchs found
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
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