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Zodiac, Story of the Guardian


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#226 C-Dawg

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Posted 19 January 2015 - 11:43 PM

So I just finished the "flee the ship" code.  And it is glorious.  If the player has dry pants and the end of the whole ending sequence, I have NOT done my job properly.  And that, my friends, is the entirety of the playable portion of the game.  The best part?  I did the final bit WITHOUT global variables, so you'll be OK to update once I upload.

 

Guess what?  That means we're DONE except for two things:

 

1. The Ending(s?)

2. Beta Testing and Bugs

 

:D

 

EDIT - New version uploaded.  In addition to ending escape sequence, I fixed these:

 

1. Super Missiles were not causing an explosion in the center initially; the super-bomb part of the explosion was falling away.  As a result, it looked like super missiles couldn't blow up tiles on the top row.  I fixed this by inserting another explosion.  Hopefully it will work now.

 

2. Lab location in capricorn fixed.  I had mixed up the coordinates with something you need to find later in a different zone.

 

3. Door at Cap 52 fixed.

 

4. Virgo 44 random warp at boss fixed.

 

5. Virgo 22 boss life bar fixed.

 

6. Scorpio 50 boss life bar fixed.

 

7. Error at Virgo 15 fixed.

 

8. Virgo door at 2C gravity fixed and bomb wall fixed.  I didnt see anything wrong with FFCs for plants, though.

 

9. Virgo 25 or so fixed (the wrong coordinates displaying by switch)

 

10. FFC weapons now reset when you change screens.  No more infinitely bouncing diamonds.

 

11. libra 70 door removed.

 

12. libra 71 warp fixed.

 

13. Code for sidearm tweaked.  I don't think it will temporarily poop out at Speed = 5 anymore.

 

14. Spikes at libra 1b less deadly now.

 

STUFF TO FIX LATER:

 

1. Various ghosted, non-boss enemies wander away when their hit points are low but before dying.  Need to tweak ghost code.

2. Some FFCs, both enemies and weapons, sometimes have CSet issues.  Not sure what causes it, but it's always temporary.


Edited by C-Dawg, 20 January 2015 - 12:41 AM.

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#227 newstarshipsmell

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Posted 20 January 2015 - 02:25 AM

Suggestion: If you cannot fix the YES/NO prompts to stop activating the items assigned to the A/B buttons, do one of the following:

Replace the YES/NO graphic with L: YES / R: NO and map those two buttons to the input instead of A/B.
Rewrite the Zodiac Weapon/Shop interfaces so instead of providing a message string with a Y/N prompt, approaching the platform that triggers them triggers a message (only displayed once per room visit, to avoid being super-annoying) telling them to step onto the platform if they wish to acquire/swap the weapon or purchase the item, and have stepping onto the platform immediately produce the same result as selecting "YES" under the current setup.

Too many times I've had to Quit/Retry because I still had the Life Tank assigned to A after defeating a Zodiac boss and then completely wasted one picking up his weapon, and it's supremely frustrating. Yes, as the player, I could learn to remember to swap them out, but it's frustrating to force that upon the player instead of fixing it so it doesn't happen.

Capricorn 46: This room still needs gravity added - I just noticed that the energy meter does not recharge in this room, either - not sure if that would be fixed by adding gravity, or is a separate bug.

Aquarius 56: Another switch that displays flashing target coordinates beneath the solid Zodiac Weapon coordinates. Should I be reporting these individual rooms or is this something you just need to fix globally?

Aquarius 03: Added gate frame has light cyan color instead of dark cyan (to match opposite gate, and gate on 02/01 border.)

Leo 3C: Door warps to no-gravity/4-bat empty cave.

Leo 2B: Zodiac boss disappears upon exhausting lifemeter. Boss music continues, doors locked, game over man, game over. ETA: This happened twice in a row when I fought/killed him using the Capricorn Wave. I tried again using the Sidearm instead, and he died normally. I'm on Demo 404.

?????:

Spoiler

 

Capricorn 14: This room is now flashing OE in yellow. But... this switch opens the door in the same room, so it should be displaying 14, yes?


Edited by newstarshipsmell, 20 January 2015 - 08:07 AM.


#228 C-Dawg

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Posted 20 January 2015 - 08:45 AM

Ugh, that Aries stuff is game breaking. I was worried about stuff around that point in the game getting screwy, actually, due to the many revisits to the lab. I will fix tonight. If you are inclined, you can no clip north from the Aries room where the locked terminal is to move on.

#229 newstarshipsmell

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Posted 20 January 2015 - 08:46 AM

Ugh, that Aries stuff is game breaking. I was worried about stuff around that point in the game getting screwy, actually, due to the many revisits to the lab. I will fix tonight. If you are inclined, you can no clip north from the Aries room where the locked terminal is to move on.

I have no idea how to do that? ETA: FWIW, it doesn't matter whether or not I talk to her again and get the "you got all the weapons!" message - if I complete the long cutscene in area 12 and return to the lab, complete the cutscene with Dr. Mo and Iron, and then leave without talking to them, the same (lack of) things happen in Aries.

 

However, strangely, when I got to the Aries entrance, the second time, I went up and hit the terminal, just on the offchance I might get another message from the Commander... or maybe even the "spy." Anyways, when I came back down, I could not enter Aries. I tried leaving and returning both up/down, and bombing through to go down and back up, and tried dashing into it. I just walked over it, without warping. I Quit/Saved, praying I wasn't about to break my save or something. Resumed at the Aquarius start point, made my way to the Aries entrance, and warped just fine this time. No idea what happened.


Edited by newstarshipsmell, 20 January 2015 - 08:50 AM.


#230 C-Dawg

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Posted 20 January 2015 - 08:59 AM

Baffling. Well, the whole Mos Lab Experience will get an overhaul next update.

 

EDIT: In the meantime, if you hit "ESC" to bring up the menu, type "4" on the cheat field, that will enable level 4 cheats.  You can then press "F10" to toggle noclipping and "I" to toggle invincibility.  You can use this to move up into the room above.  What is supposed to happen at the locked terminal is that Dr. Mo communicates with you and opens the passage back in the Aries labyrinth right above the door.


Edited by C-Dawg, 20 January 2015 - 12:27 PM.

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#231 newstarshipsmell

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Posted 20 January 2015 - 03:48 PM

Baffling. Well, the whole Mos Lab Experience will get an overhaul next update.

 

EDIT: In the meantime, if you hit "ESC" to bring up the menu, type "4" on the cheat field, that will enable level 4 cheats.  You can then press "F10" to toggle noclipping and "I" to toggle invincibility.  You can use this to move up into the room above.  What is supposed to happen at the locked terminal is that Dr. Mo communicates with you and opens the passage back in the Aries labyrinth right above the door.

Cool. Except, um, the next room has nothing where I assume an item should be. Is it supposed to be the Voltaic Key? Because that's what I just gave myself, heh. Sorely tempted to give myself the Stomp Boots too, but now that I got the Capricorn Wave, maybe I can actually beat that boss. He was pretty easy when I killed him before, before you fixed the bug with him not dying; after you "fixed" him I found him impossibly hard (well, at least, I think I would've expended at least five life tanks "beating" him, if I hadn't kept falling down and resetting the fight.) This was before I'd gotten either the Wave or the murderbeam, so maybe either one of those will make killing him doable again.



#232 C-Dawg

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Posted 20 January 2015 - 04:06 PM

I'm not clear which boss you mean,  however, the key is there.  Didn't you notice that one of the statutes in the room was not like the others...?

 

EDIT: Oh, you mean the Virgo one?  He's not THAT bad.  His attacks are no more damaging than he was back in Scorpio.  It's just now you have to be careful not to lose your footing and fall onto the Spikes'o'Death down at the bottom of the screen.


Edited by C-Dawg, 20 January 2015 - 04:07 PM.


#233 newstarshipsmell

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Posted 20 January 2015 - 04:19 PM

I'm not clear which boss you mean,  however, the key is there.  Didn't you notice that one of the statutes in the room was not like the others...?

 

EDIT: Oh, you mean the Virgo one?  He's not THAT bad.  His attacks are no more damaging than he was back in Scorpio.  It's just now you have to be careful not to lose your footing and fall onto the Spikes'o'Death down at the bottom of the screen.

LOL, no. I have to head out for class in a few minutes, so I was in a rush to go get the toy I couldn't but should be able to get... I got myself up to the room and was like "but it's not here!" and wondered if the dialog with Dr. Mo triggered it appearing and you'd forgotten that or something.

 

With the Virgo boss/Stomp Boots - first time I played through, I had opted for the Power upgrades quite a few more times, and consequently had a Sidearm that drained fast but was much more powerful, so that's probably why I was able to beat it, though it refused to finish dying and give me the damn item. This playthrough, I was much more careful about trying to get enough Energy sidearm upgrades so I could fire rapidly and either not incur a net drain on my energy bar, or at least, have it drain slowly. None of that matters once you get the Rapidfire, since that just makes it drain fast regardless, if you hold the button down. But when I got to the SB boss this time, I found my Sidearm shots were barely taking anything off his lifemeter, so I was trying to hit him with Super Missiles instead, which was a chore considering the pillars and him resting in the corners frequently when he was vulnerable. I tried fighting him with both the Libra Crystals and Virgo Whip and found both to be pretty useless against him, lol.



#234 C-Dawg

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Posted 20 January 2015 - 11:46 PM

Okay, I've fixed Mo's lab and the way to the Key afterwards.  Tossed out the ZQuest hijinks and just wrote some custom code to make it work the way I want it to.  Nothing like being able to grab the engine by the short and curlies and tell it exactly what you want it to do, huh?  I also fixed String problems along the way.  

 

Now, to go fix more of your bug reports until it's bedtime.

 

EDIT: Okay, I fixed all your reports on this page except the YES / NO menu you're not happy about.  I have an idea for fixing that.  Basically, have the menu not start selected at all.  Have it wait for the player to hit left or right before it even highlights an option.  Will try to implement tomorrow.


Edited by C-Dawg, 21 January 2015 - 12:21 AM.


#235 newstarshipsmell

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Posted 21 January 2015 - 04:57 AM

Using Demo 405 now.

Capricorn 08: The secret path on the top is now completely visible (i.e. empty black tiles.)

?????:
Spoiler


Heh. I know I already mentioned Iron damaging you - but just wanted to point out, if you exit ?????, it warps you above/between Dr. Mo and Iron so you fall on him and lose 16HP. Could frustratingly kill a player low on health and backtracking out of there.

Aquarius 1D: You can walk left into 1C on the bottom and walk into solid combos.

Aries 05: Conclusion of boss fight warps me to upper-left corner, forcing quit/continue.

Voltaic Key: Doesn't face away from wall when clinging. The hammer will strike, visibly and logically, against/towards the wall, but the explosion it generates will be on the player's opposite side, away from the wall. ETA: The explosion isn't really offset all that much, and anyways, it's probably less annoying to leave it as-is - since hitting the blocks with it to phase them out can be tricky to time right while jumping, so it's easier to cling to them and hit them.

Spoiler


Libra 4D: Maybe you should remove the snowman enemy from this screen, since they like to run across open spaces and look silly...

The MESSAGE OVERRIDE graphic is really hard to read against many backgrounds. I'd suggest redesigning it with light/dark contrasted border/fill letters instead (perhaps flashing/flipping the colors) so it's clearly legible everywhere.

Capricorn 45: Door warps to no-gravity/4-bat empty room.

Libra: These rooms' ice blocks do not slide: 4F 5A 5C 5E 5F 6A 6B 6E 6F 7A 7B 7C 7D 7E 7F.

Libra 59: The first time I entered the door here, it warped me into the ceiling inside the cave. When I re-entered after grabbing my item and leaving, it warped me inside next to the door. ETA: This seems to happen when I face right and fall down the left side of 5A, and then fall out of the ceiling and go left into 59, and enter the door. So it is probably a bug with that sidewarp rather than this room.

Libra 5A: If I fall down on the right side of the room, it simply scrolls into 6A (which then scrolls back up into the bottom of 6A, if I jump up.) However, if I fall down on the left side, the screen will scroll down into 6A and then immediately scroll whichever direction I was facing: left scrolls into the upper-right corner of 5A (stuck inside solid wall), right into upper-left corner of 5A (which I can fall out of), down into center ceiling of 5A (may or may not end up stuck), and up will cause it to scroll back up into the bottom of 5A, which you can loop endlessly and work your way left/right across the room border.

Libra 5C: Inside the cave, you can bomb through the wall below the door, and walk into the Capricorn Zodiac boss fight.

Libra 6B: Interesting. If you stand on the ledge over the aliens and shoot your Capricorn Wave downwards, your shots will sometimes turn sideways and start bouncing around along with the warp. If they hit the enemy to the right, they'll damage him and get used up. But if you turn sideways, first, and shoot him until he's low HP/frozen, you can then aim down and fire three shots and they won't hit him, and will continue to bounce around indefinitely, locking up your shots so you cannot fire it again (without leaving the room.) Once you kill the enemy, they will not turn sideways. This also happens in 7E.

Libra 6C: Block underneath door disappears under X-Ray Scope - slippery? 2 blocks on bottom row are not slippery.

Libra 7A: Boss had no lifemeter, and was also supremely easy - shooting it trapped it in the upper-right corner. Also, after the fight, you can walk left into 79 and into a solid combo.

Libra 7B: Minor, but you can fall into a solid block on top by falling down the right side of the pit.

Libra 7E: I hit the warp near the center of the screen, and got warped into the blocks at Libra 22, stuck halfway between the center and right block. Probably the same thing will happen in Libra 6B.

Libra 72: I can't jump or dash in this room.

Suggestion:
Spoiler


Libra 1D: It has a pit that lets you fall through the ceiling of 2D. Probably intentional, reporting just in case.

Libra 0C: Gate frame/doors are both purple while opening, once opened, doors turn orange.
Also, the door on the left warps me stuck in the ceiling in the center room here:
HvQweCi.png
Noclipped to the right and that door exits to Libra 1D.

Libra: Also, the aliens that freeze the screen, also reset your double-jump.

Aries 3E: Door warps to no-gravity/4-bat empty cave.

Leo 7E: No gravity in this room.

Taurus 2F: Activating this switch reported room 60. Which is strange, since I already opened that gate earlier (leading to the Zodiac boss) and wouldn't be able to reach this switch until well after defeating the Taurus boss. Did flipping this thing open something somewhere else? I don't see anywhere on the map that I have left to explore... unless it's something silly like it removed the blocks in 44 blocking the path downwards.

Pisces 72: I defeated the boss, and nothing weird happened during the fight. But after killing him, when I try to jump up into the right exit, the screen keeps flipping rapidly between the boss fight and the empty room. It stays on the boss fight next to the exit/blocks, so I can't go through on the right.

Pisces 64: Door warps to no-gravity/4-bat empty cave.

Edited by newstarshipsmell, 21 January 2015 - 12:24 PM.


#236 C-Dawg

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Posted 21 January 2015 - 05:50 PM

Regarding Taurus 2F Switch: This is correctly opening the door to the Taurus boss as far as I can tell.  How did you manage to open it earlier?  I do not see any other switches in Taurus pointing there..



#237 newstarshipsmell

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Posted 21 January 2015 - 09:17 PM

Regarding Taurus 2F Switch: This is correctly opening the door to the Taurus boss as far as I can tell. How did you manage to open it earlier? I do not see any other switches in Taurus pointing there..

That's a good question. I definitely never went up that 6F-2F route before this morning, and I accessed/defeated the Taurus boss on both playthroughs so far. The miniboss at 3F was still there for me to fight, who I have no memory of fighting previously, and the switch was inactivated when I reached it earlier, so the gate it triggered was opened by something else, or never shut to begin with.

I started a fresh game on demo 405 and warped over there - the gate is closed, at the beginning of the game, at any rate.

Possibly there was a bug you've since fixed that opened it? I will keep an eye on it on playthrough #3 - I'll revisit that room throughout the plot from the point I first reach Taurus onwards, and let you know if I find it open and what I last did.

I think I vaguely recall entering 60 from the right, killing all the enemies, and the gates opening as a result. But I am by no means certain of that memory.

The only other thing I can think of is: that switch at Capricorn 03, it simply disappears when I strike it, and does not display target coordinates for it in 03. Could it possibly be opening it? What is it supposed to do?

ETA: For clarification, I was under the mistaken impression I needed Dash 2 to access the path from 6F up to 2F (or lower, depending on what was up there/how far it went.) I think on the first playthrough I played much farther without the X-Ray Scope, so I didn't discover all the bombable walls or hidden walkable routes - IIRC, after getting the Super Missiles, I went back there and somehow ended up standing below the walkable rocks on the left side of 6F and thinking I must have to phase through the pillar. Apparently I didn't simply try pressing L, lol, or I would've probably found the rest of the way up at that point. On the second playthrough, I got the XRS as soon as I got the WCB, but was still under the impression I'd need Dash 2 to go up there, so I didn't bother going back, until I got that item today. I say all this just to confirm that it's not playtester error here, i.e. me forgetting that I went up there previously. I am certain I didn't. The inactivated switch at 2F would seem to confirm that. But with all the .qst swaps I've done, who knows. Might not be a bug that's still present in the newest version. That corridor in Pisces still bothers me - not sure if it's registered as "done" in my gamesave or if it's been reset and I'll have to go back and clear it again. Won't find that out until I clear the other 8 remaining corridors.

Edited by newstarshipsmell, 21 January 2015 - 09:29 PM.


#238 C-Dawg

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Posted 21 January 2015 - 11:08 PM

So, turns out we get a bunch of free game counters to script with.  Who knew?  Well, this certainly made a few things easier.

 

1. Keys have been removed.  Screw'em, never liked'em anyway.

 

2. There are now counters on the subscreen to keep track of your Sidearm upgrades.  Given how these counters elevate the Sidearm in importance, I am not committed to going back and enhancing the sidearm further as it gets bigger.  Basically I want to do the following:

 

- More speed upgrades make more bullets

- More power upgrades make wider range

- More energy upgrades do.... something extra?  Not sure what?

 

EDIT: Your suggestion in the two Libra warped-reality rooms is incredibly evil.  I see the merit to it, but there's two things: 1. if you're compiling a complete map of the Zone, like you were, it will make you nuts if you think there's two Libra rooms missing; and 2. the passage is already so obtuse, and there is such a thing as TOO evil.  I'm fine with the player missing jumps or dying against massive bosses, where they only have their own talent (or lack thereof) to blame, but I'm less sure that I want to strip tools away that can be used to figure out a particular non-intuitive puzzle.  I dunno.
 

EDIT2: The strange behavior of the X-ray Scope and the ice blocks is a result of the fact that I use secret flags to mark the slippery ones.  I should probably overhaul the code to look at combos instead of flags.... but that's something for later.

 

This awl-so means that I cannot use slip combos on any screen with a secret trigger.  So, it's a problem.

 

EDIT3: Added my proposed fix to shop code.  Now it starts you without any option selected, and waits for you to push left or right to highlight a menu option.  You can potentially still mash a button and use up an item, but now at least you cant' mash past the String message and into the selection mindlessly.

 

EDIT4: Beginning to standardize all doors.  Going from the labyrinth into a door should be an Instant Warp with Opening Wipe, then back to the Labyrinth should be an Entrance/Exit.  Only Labyrinths have "continue here" checked.  I think this should resolve all continue point problems where you save or continue inside a room and end up somewhere wild an wacky.  This requires fixing every door the game, and it's tedious, so I'm going to break this up into a few days.  No update tonight!


Edited by C-Dawg, 22 January 2015 - 12:28 AM.


#239 newstarshipsmell

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Posted 22 January 2015 - 08:10 AM

Pisces 03: Water layer cuts off on the right side. Visible against the pipe.

Virgo 3F: Dash 2 needs some tweaking. I can't work my way into either of the holes on the left side between the blocks, from the column left of the vines. The Dash 2 graphic will display briefly as I'm jumping/dashing and holding against the wall, but before I can work my way in it stops. The prize in this room is currently a key, so... not such a big deal, but the Dash 2 is problematic anywhere I try to dash through to a single row opening, midjump, when I'm inside a vertical column only one tile wide.

Virgo 7B: I killed all three of the minibosses in this room, and nothing happened. I can't find a way out. The bubble in the lower-left corner turns into an explosion under the XRS, but none of my items have any effect on it. Am I overlooking something?

Dash Boots 2:
kbSjbSQ.png
This sort of arrangement of solid combos is a quit/continue trap once you get Dash 2. If you dash through on the row above and either run out of energy or release the R button at the wrong time, you'll be inside the tile above and fall out the bottom, becoming stuck below with no way out. ETA: Easiest "fix" to this I see is: put one of those half-tile platforms, on the top half of the tile, in the hole below the bottom of a dashable column like that - that way, the player simply won't fall if they stop, and the hole below can still be traversed sideways, if it needs to be.

Virgo 7F: Door warps to no-grav/4-bat empty cave. Exit warps you onto spikes above.

Virgo 7A: Switch reports target coords 6C, but nothing in 6C appears to change after triggering it. I checked 72 and the gate there is now open, so I suspect this triggers that room and should display 72 instead.

Virgo 50: Like Virgo 7B, this room stays locked after defeating the miniboss.

Virgo 44: You fixed the boss fight resetting when I fall near the left pillar. However, the boss simply disappears when I kill him - no ghost wandering around shooting fireballs at me this time, but the boss music continues and the item does not appear.

Virgo 0F: The boss alarm sounded, then the screen turned black, I warped to the upper-left corner, lost control of my ship, and it moved all the way across the top row to the right, then all the way back to the left, and then the background reappeared with the boss present, and I warped back to near the bottom/center of the screen. ETA: Also the corridor completion music is now looping at the end as the cutscene ends - it didn't do this before, but also did this on Capricorn 0F.

Also, I've been noticing the weapon swap bug more frequently lately. At first it only seemed to happen after a cave dialog and I only noticed it after switching to the XRS, but lately I've had it trigger numerous times - I was wandering around somewhere in Virgo and switched from Super Missiles to XRS and used it, and shot off two Super Missiles in a row just holding the button down once - so I quickly released it, waited, and pressed it again, and my XRS activated instead. It's happened with other combinations of one item switched to another, not just with the XRS. Not too big of a deal, except, you know, what if they switch from the Life Tank to something else and use it immediately? LOL.

Screw Attack: Sound effect is super-annoying, since it keeps playing when the attack ends from landing. Can you code it to either cut off the sound effect, or choose a shorter sound that can loop and doesn't continue playing back so long?

Warp Zone: Either my stomp boots or my screw attack are causing me to destroy some of the blocks in here, when I land on them, including the tiles making up the actual warp devices, but also including some "blocks" that explode that are empty air before I land on them (next to the blocks beside the actual warp device.) Happens on the Aries and Gemini screens, unsure of the rest. ETA: I think it's the Screw Attack.

Aries 16: I can't actually use this warp gate to go to Aries, only to leave the area for the warp zone. Entering from the warp zone drops me on the left side of the warp, and there is no way around it to reach the right side where the access to the level is; attempting to jump over the warp device warps you back into the warp zone. ETA: Obviously solved with a quit/continue, but...

Aries 4D: You can fall down the right side of the left pit and land in a solid combo in 5D.

Leo 00: This corridor completely skips the level and goes straight to the... WAIT! LOL. But in seriousness, on the last boss, one of my shots transferred to the victory screen and remained directly in front of me during the scene. And when I exited the corridor, I was in Aries 00 instead of Leo.

Capricorn 67: Not 100% certain it was this boss, but one of the last corridor bosses I fought, his explosion went flying to the right abruptly, and left a "01234" displayed where he was on the screen. It wasn't either of the round bosses with the rings around them, and the last three corridors I finished were the two in Aquarius and one at Cap 67.

Edited by newstarshipsmell, 22 January 2015 - 12:14 PM.


#240 ShadowTiger

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Posted 22 January 2015 - 09:42 AM

I've been absurdedly busy the past few weeks, all thanks to a dramatically increased number of people who want to increase the size of their assorted body parts by clicking on the flashing talking giraffe at the top of their new internet homepages. After MagFest this weekend though, I'll be filled with evening-based free time to test. Can't wait.

This awl-so means that I cannot use slip combos on any screen with a secret trigger. So, it's a problem.

Interesting. I see your point, given the map layout. I was wondering why there was Flag 95 on everything.

Would it be feasible to perform a map number check before the code, as there only seems to be slippery blocks in Libra? Or at least so far as memory serves. So if it's not the Libra map, it would skip the slippery combo code entirely.


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