Jump to content


Photo

Alttp - Horn Of Balance (since Q4 2008)


  • Please log in to reply
108 replies to this topic

#41 Bad_Dog_Games

Bad_Dog_Games

    GMC Member

  • New Member
  • 69 posts

Posted 10 September 2009 - 08:43 AM

Off Topic:

More people should take a look at what "Version x.x" really means.
When 1.0 means a kind of "done", it can't really be 1.6.

Yes people should take a look at what it means, Don't go around flaming people on matters you yourself don't even understand.

Revision control (also known as version control, source control or (source) code management (SCM)) is the management of changes to documents, programs, and other information stored as computer files. It is most commonly used in software development, where a team of people may be changing the same files. Changes are usually identified by a number or letter code, termed the "revision number", "revision level", or simply "revision". For example, an initial set of files is "revision 1". When the first change is made, the resulting set is "revision 2", and so on. Revisions can be compared, restored, and with some types of files, merged.

And if your tired of Zelda clones / remakes, then stop playing and commenting on them, nobody asked you to come to his topic.

ON TOPIC

Save File is down :D I didn't really read there log but I think they wont be up till the 18th. The game does look good though (judging by the screen shots) I will check back now and then and see if you have a new host

Edited by Bad_Dog_Games, 10 September 2009 - 08:45 AM.

  • 0

#42 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 10 September 2009 - 08:14 PM

Yeah, they've been offline for a while now and they keep moving the date :D
I don't get all that much attention anyway so I'm not bothered. Let's hope they are back on the 18th though.
  • 0

#43 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 18 September 2009 - 08:15 PM

It's the 18th and the site still isn't back online so I´ll go and find another host. I could post the old demo again, but I just finished the digging engine. So I might as well wait another day or two and show a more recent demo. There are just the new rooms that needs some tweaking to make them appear finsihed.

Here is a teaser image for in the meantime:
Posted Image

It's an image of me testing the digging engine. Some of you might understand what I've been doing here.
The lines and fairy will be gone in the actual demo. (The fairy is part of another feature I'll work on some more soon).
  • 0

#44 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 20 September 2009 - 07:12 PM

Here is a new demo, since the previous one is no longer usefull.

So, what's new:
- Digging engine + 2 shovels. The difference is in the randomizing of items.
- Respawning after falling in a pit.
- Bridge shadows (I'd like some feedback on those svp)
- 7 additional rooms to visit
- Some secret action you can do with the boots (post if you actually find this one)
- You can now walk under containers (= glitch in the previous demo)
- Tweaked the cannonball room / puzzle
- Fixed the credits glitch
- A lot resources are now placed externally (background sounds / character sprites / etc)
- Added the bug catching net
- Fixed a bunch of errors / glitches

I'd appreciate some feedback on the shadows, digging engine and the pick-up & throw engine.

PS: I also hid some rupees somewhere in one of the new rooms. Just something I wanted to try to program.

Update: woops. That's the creator's version. The link has been updated with the correct version.

Edited by martijn dh, 20 September 2009 - 07:28 PM.

  • 0

#45 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 07 October 2009 - 05:40 PM

Here's a video I made out of boredom today (been sick this week). It doesn't show to much more then the last demo (except for the last half) but it might be fun to watch if downloading the demo is to much of a hazzle.

http://www.youtube.c...h?v=xX1QwfxvDwk

Note that this is done in my developers version. The demo doesn't have those weird colored backgrounds.

Sorry about the lag. My laptop somehow can't seem to handle the game at 30 fps when the recorder is on and it's at fullscreen mode. How is the performance on other computers?

Also sorry about the couple of small glitches you'll see. They took like 5 sec to fix afterwards but yeah.. some always slip through somehow.

Edited by martijn dh, 07 October 2009 - 05:41 PM.

  • 0

#46 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 01 January 2010 - 01:04 PM

Hello everybody. It's been a while but I'm back working on my game again.
You'll find a new demo in the updated starting post.
  • 0

#47 chte414

chte414

    GMC Member

  • New Member
  • 76 posts

Posted 09 January 2010 - 08:28 PM

looks very nice so far! Keep up the good work
  • 0

#48 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 19 January 2010 - 09:34 PM

Just to show I'm still working on it.

There are three rooms I am currently working on, this being the first.
Posted Image

Design isn't my strongest point (= still looking for a level designer), but I kinda like it. The green chest is a secret within the dungeon. One of two actually, but neither one will be needed for the completion of the dungeon. So don't feel bad if you can't find it. Think more along the lines of a heart container / trading sequence item.

A little hint for when the next demo is done: it'll become clearer with a map and boots.
  • 0

#49 Jandazekon

Jandazekon

    GMC Member

  • GMC Member
  • 20 posts

Posted 30 January 2010 - 08:13 AM

I love to design new overworld and dungeons if i can use 4x4, 8x8, 16x16, 32x32, tiles and collisions.
i can be a level designer if the zelda engine is perfect. ::lmao::
  • 0

#50 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 30 January 2010 - 08:37 AM

Okay great!

I do have specific plans here and there though so you can't always do whatever you want. Well, you actually can but then I won't be able to use it 1 on 1 or not untill much later.

There are a couple of rooms in the first dungeon that still need to be designed. That is my priority right now so the next demo will be more complete. I'm also already thinking up Hyrule Castle, the sewers below, the town next to it (and a little bit on the overall design of the second dungeon). We can work on those next as well, but preferably after. I'd like to see what you can do before we go there.

Movement is pixelperfect so most of what you design can be done in a 4x4 grid without problems. I don't have any objections. Some objects however (like pushable objects) will need a 8x8 grid. The digging / respawning grid are also based on a 8x8 grid, but that might not be a problem.

Contact me via PB if you are still interested.


-------------------

As for everybody else:
I'm still working on this game. I've designed about 8 new rooms and created some new stairs. Now that my exams are behind me I can start putting in some more time again.
  • 0

#51 Jandazekon

Jandazekon

    GMC Member

  • GMC Member
  • 20 posts

Posted 30 January 2010 - 11:14 AM

Pictures deletedPosted Image
because they are modified original areas and gives no interest to any zelda fan game creator as i know from now.

Edited by Jandazekon, 30 January 2010 - 02:42 PM.

  • 0

#52 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 30 January 2010 - 11:33 AM

Sorry, but I'm not interested.

I'm looking for original/creative and/or functional designs. These are the same as in the original game yet slightly altered. The first image is not very playable either seeing as how the player would lose control for a needlessly long time in order to get from A to B.

Don't get me wrong. I'm not trying to bash your work. It's just not what I'm looking for.
  • 0

#53 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 24 April 2010 - 11:45 AM

It has been quite a while since I updated the topic, but that's partly due to the lack of attention on these boards (and I prefer another forum). Anyway. That does not however mean that the project is dead. Far from it.

Here is a youtube video with some new progress:
http://www.youtube.c...h?v=o9zNPr7te28

I'm not going to update the first post just yet untill either someone requests it or when I've got a fresh new demo to show.
  • 0

#54 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 13 August 2010 - 05:41 AM

And here is another youtube video:
http://www.youtube.c...h?v=k6Jv9ZkdzD4
  • 0

#55 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 26 September 2010 - 08:32 PM

Just a short post: There is a new demo up. FINALLY.
What was meant as a couple of months turn out to take over a year. :whistle: Sorry.
  • 0

#56 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 20 November 2010 - 03:04 PM

I made some changes to the latest demo earlier this month so there is a new demo out again.

Posted Image

I had people on a different forum take a look already so there are some issues already known/fixed since then (check below).

Demo version: 0.10.8
File Size: 9,74 MB (Zipped)
Screen Resolution: 320 x 240 (Use F4 or the options screen for different resolution)
Controls: Changable. Press F1 or look further below for the default settings.
Gamelink: http://www.mediafire...5cpbqi471krzya9


Changes demo 0.10.8:
-Fixed two glitches near the first bird statue you see.
-Tweaked Pol's Voice a little to handle getting hit better.
-Recoded some underlying text engine / credits segments.
-Added new enemy: Buzz Blob (Still pondering on the AI).
-Electric enemies shock you if touched or when hit with a sword/shovel/rod/net (this does no damage to the electric enemy).


Known issues with current demo

1. Game can become more sluggish as it progresses
--> Adressed in next demo

2. Weird things happen with the keys pressed while the game has slow framerate. This possibly due to the manor in which Gamemaker tries to catch up, with the key having been pressed, when it falls behind.
--> Framerate should be a little better in the next demo. I'll take a look at it another time if it's persistent.

3. A surface error happens when entering and exiting the dungeon too many times.
--> Adressed in next demo

4. On slower computers serious lag may occur when you cut up (multiple) grass, pots or enemies.
--> Adressed in next demo

5. Pressing Ctrl+Alt+Del deletes all surfaces (= Gamemaker mechanic), resulting in errors.
--> I'll see what I can do. Half the problem should already be solved when number 3 is finished.

6. Link looks like he is standing in front of a statue while standing behind it (= reoccuring problem with various other objects as well).
--> Solving this properly will require a thorough rewrite of some mechanics. This one will be pushed back to a later date.

7. The walkingsound will sometimes continue the loop while Link has stopped.
--> No solution ready right now.

8. The items created by flying skulls can not always be collected.
--> This happens if the items are created on a different floor then you are standing. Fixing it will required quite a bit of time but may also result in solutions for a slight problem with the Pol's Voice.

9. The dungeon can currently be done out of order resulting in unclear goals and closed doors you can walk through.
--> I'll try to adress this before releasing the next demo. This will require me to finish the firerod's magic and torches to light.
  • 0

#57 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 12 December 2010 - 09:37 PM

It has been a while since my projectupdates here have gotten any worthwile response, so I decided to try again using a video this time. Enjoy.

  • 0

#58 TDWP_FTW

TDWP_FTW

    GMC Member

  • GMC Member
  • 290 posts
  • Version:GM:Studio

Posted 13 December 2010 - 02:03 PM

Yeah, I've been working on a Zelda fan game too, but no one has really commented on it yet (Useful comments that is). People just seem to hate Zelda fan games now, because they're usually just OoT 2D remakes, most of which end up being trashed, or they're not using Minish Cap sprites (I personally don't like them, but every fan game seems to use them, and people like them).

Anyway, your engine is looking really nice. It seems to run smoothly, and it's definitely very akin to LTTP (Almost TOO similar...Lol).

I haven't played the demo yet, but I plan on doing it soon. Good luck with development by the way (I know you've been working on this for quite a while now, but still, good luck!).
  • 0

#59 martijn dh

martijn dh

    GMC Member

  • GMC Member
  • 106 posts

Posted 13 December 2010 - 08:43 PM

Yeah, I've been working on a Zelda fan game too, but no one has really commented on it yet (Useful comments that is). People just seem to hate Zelda fan games now, because they're usually just OoT 2D remakes, most of which end up being trashed, or they're not using Minish Cap sprites (I personally don't like them, but every fan game seems to use them, and people like them).

Anyway, your engine is looking really nice. It seems to run smoothly, and it's definitely very akin to LTTP (Almost TOO similar...Lol).

I haven't played the demo yet, but I plan on doing it soon. Good luck with development by the way (I know you've been working on this for quite a while now, but still, good luck!).


Thank you. Not to worry about it being too simular. I'ts all created/programmed by myself and I tend to add in small jokes here and there anyway. It'll be original in it's own way.

I have been keeping an eye on your topic myself as well, both here and on zfgc. Seems promising.
  • 0

#60 The Boy 7477

The Boy 7477

    GMC Member

  • New Member
  • 45 posts

Posted 17 February 2011 - 08:42 PM

I like- like it!
.. oh, by the whay, i'm The Boy from ZFGC.
  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users