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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 296266 times)

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Re: Alttp - Horn of Balance
« Reply #1380 on: October 26, 2020, 05:35:31 pm »
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So here is the latest progress report and my tasklist to consider the newest dungeon ready for release. With alpha meaning the dungeon can be fully completed and beta meaning all aspects should actually work as intended. (Don't be discouraged by the length of the list though; most alpha points are already being worked on at once).

Progress report:
Code: [Select]
0.22.99 (22 oktober 2020)
* Made more progress tiling the mining town dungeon

0.22.100 (23 oktober 2020)
* Made more progress tiling the mining town dungeon

0.22.101 (24 oktober 2020)
* Made lots of progress tiling the town room
* Slightly update tiling LW/DW overworlds
* Slightly expanded DW overworld tileset

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix conveyor belt depth issues
- Fix depth issues of cell depths
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Finish mine room upper right of entrance
- Finish tiling town area
- Add digging to the town
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests

Beta components:
- Add signposts texts
- Adjust gauntlet dungeon to prevent repeat treasures
- Fix issue with continuous boss music
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (various)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Tweak bomb throw (?) and/or allow bombs to be gently lowered
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
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Miles07

Knight of ERA
Re: Alttp - Horn of Balance
« Reply #1381 on: October 29, 2020, 10:22:04 pm »
  • Long live the Chaos!!
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Can't wait for that! Excited to test it out, chart it out.
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Re: Alttp - Horn of Balance
« Reply #1382 on: November 01, 2020, 10:22:14 pm »
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I'd like that as well. I'm interested to see how our charts will compare on this new dungeon.

-------

Progress report:
Code: [Select]
0.22.102 (30 oktober 2020)
* Fixed tiling town overworld room
* Fully masked town room
* Made progress tiling mine rooms
* Fixed various smaller things

0.22.103 (1 november 2020)
* Added diggrid to overworld room
* Expanded mine tileset more
* Expanded mine tileset
* Scrapped gauntlet dungeon adjustments
* Fixed several tiling depth issues
* Fixed helmasaurus boss music continuing after defeating boss on the first attempt
* Fixed last known depth issue with conveyors transporting through walls

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix conveyor belt depth issues
- Fix depth issues of cell depths
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Finish mine room upper right of entrance
- Finish tiling town area
- Add digging to the town
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests

Beta components:
- Add signposts texts
- Adjust gauntlet dungeon to prevent repeat treasures
- Fix issue with continuous boss music
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (various)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Tweak bomb throw (?) and/or allow bombs to be gently lowered
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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 #1383 on: November 08, 2020, 09:05:55 pm »
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Weekly update. I was on my way to make good progress but ran across a number of new bugs that needed my attention first, for gameplay purposes.

Progress report:
Code: [Select]
0.22.104 (2 november 2020)
* Made more progress tiling the mining town dungeon

0.22.105 (3 november 2020)
* Made more progress finishing another room

0.22.106 (8 november 2020)
* Tweaked mine entrance room
* Finished room upper right of mine entrance room
* Streamlined room logic coding around conveyor floors
* Made mine ore dispensers permanently available after activation
* Tweaked speed of thrown items after wall collisions
* Fixed error when jumping down a ledge with ore in hand
* Fixed effects when turning into a bunny while carrying ore
* Items and containers can now be pushed into the water by conveyor belts

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths
NEW - Finish town cell house
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Finish mine room upper right of entrance
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests

Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Tweak bomb throw (?) and/or allow bombs to be gently lowered
NEW - Fix bug: Containers / items can be affected by multiple conveyor belt at a time
NEW - Fix bug: Ore respawns at last known location if destroyed while carrying
« Last Edit: November 08, 2020, 09:08:11 pm by Martijn dh »
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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 #1384 on: November 13, 2020, 02:13:42 pm »
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Just a quicky update image, cause I had it lying around from last week and felt like it.
(I'm currently slightly further along than this).
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Re: Alttp - Horn of Balance
« Reply #1385 on: November 15, 2020, 07:31:10 pm »
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Progress report:
Code: [Select]
0.22.107 (13 november 2020)
* Fixed destroyed ore spawning at last known location
* Items and containers are now only affected by one conveyor belt at a time
* Tweaked mines fairy room

0.22.108 (14 november 2020)
* Fully tiled and finished cell house in the mining town
* Corrected some smaller tiling issues
* Tweaked fairy room a little further
* Tweaked the rolling pin enemy starting states
* Finished mine lower room B2

0.22.109 (15 november 2020)
* Added some shadows to the town houses
* Tiled and finished last house before the house (for now until more enemy types are added)
* Made more progress tiling the town “dual house”
* Finished adding secret chests

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths
- Finish town cell house
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests

Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
NEW - Finish town house upper left position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Fix bug: Containers / items can be affected by multiple conveyor belt at a time
Fix bug: Ore respawns at last known location if destroyed while carrying

NEW - Fix bug: Rounding issue in fairy/enemy movements scripts
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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 #1386 on: November 22, 2020, 08:44:17 pm »
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Apology's about this next demo taking so long to produce. I had some extra days off to clear most (if not all) of the Alpha items this week but personal things ended up asking more of my attention than intented (=nothing bad, just grown up responsibilities you know).

Progress report:
Code: [Select]
0.22.110 (16 november 2020)
* Added remaining locked and conditional doors to the mining town houses
* Made progress tiling the “dual house” in the mining town
* Tiled and finished house in the top left of the mining town
* Made progress tiling the other remaining mining town houses
* Tweaked mining town dungeon map

0.22.111 (17 november 2020)
* Tweaked mining town tiling further
* Finished mine generator room (except for enemies)
* Made progress on the library side of the dual house

0.22.112 (22 november 2020)
* Made progress on finishing the ”dual house” room
* Expanded the functionality of destructable curtains

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish mine "generator" room
- Finish mine room before boss
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors

Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Finish town house upper left position
MOVED - Finish town house house center position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
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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.

pxl_moon (dotyue)

Team Dekunutz
Re: Alttp - Horn of Balance
« Reply #1387 on: November 24, 2020, 08:01:30 pm »
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Don't Worry, life happens and you have the best fangame in the scene right now... hope to see the next demo soon, i'm always lurking around for your updates here and it's looking good so far :D
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Re: Alttp - Horn of Balance
« Reply #1388 on: November 25, 2020, 12:14:28 am »
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Ye. Take what time you need.
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Re: Alttp - Horn of Balance
« Reply #1389 on: November 25, 2020, 12:33:02 pm »
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Thank you both. It's good to receive feedback every now and then :)
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