Thanks, I start the game nowSorry for doubleposting, Can I use ZC 2.5.1 or just 2.5?
I assume either is fine?
If not, bug test ahoy!
Posted 28 January 2015 - 10:53 PM
Thanks, I start the game nowSorry for doubleposting, Can I use ZC 2.5.1 or just 2.5?
Posted 28 January 2015 - 11:14 PM
Edited by newstarshipsmell, 29 January 2015 - 01:43 AM.
Posted 29 January 2015 - 01:24 AM
So, I got this a couple days ago and have been playing through it. It's been pretty fun so far. Note, I refuse to use cheats or look at the quest in ZQuest unless I am truly stuck, which hasn't happened yet. I also haven't read through the thread much so if something I put down is already known, well, consider it confirmed.
In Leo I acquired the double jump boots and died after a cutscene in the next room. I wasn't paying attention at low health. As it was late, I had just saved and was going to go back there to explore but found out that the door is closed and I can't get back in. Did I miss anything?
I went ahead and explored anyway. I ended up in Cancer and went through the mouth there and ended up in some ice place (don't know the name since I blew up the computer and the terminals don't work). Unfortunately, getting back through those 128 damage blobs isn't possible without using an e-tank ( I have 9 right now), unless there is a way back through the ice area. I can see it being possible that someone could get here and not have any e-tanks making it impossible to continue forward if there is no other way back. Note that I have to glitch up a wall in the blob area to get out as well.
On the first trip to Cancer to get the Disintegrator, you may want to make it a little more obvious you're supposed to shoot out a floor on the bridge. I ran around there for almost 4 hours trying to figure out where to go. I think the spot is immune to explosions and can only be cleared by the blaster since I swear I hit it multiple times with explosives (missile and regular). I ended up just damage boosting off some spikes from below to get on the right path. It wasn't until I got back after Leo that I accidentally discovered it.
In Scorpio, there are 2 upgrade rooms and a terminal room that put you in the top left corner of the screen after going through the door. I hadn't figured out the coordinate system in the top right corner at the time so I don't have their coordinates. One is near the dash boot boss and the other 2 I believe you have to dig through sand to get. Sorry I can't be more specific.
I apparently got the explosive missiles really early. I was able to hit the switch to open the door from below. Just aim a little to the right and your shot will hit it. I actually acquired them on my first pass through to get the explosives. You want to talk about hard, fight that boss with basically no powerups. I don't think it has mattered at all for sequence breaking. It just made me more powerful than I should have been early. There have been several other switches I've done the same thing to, but I can't remember where exactly.
I have been able to pull off a glitch by jumping into the bottom corner of blocks and walls. It's pretty precise. There is apparently a magic pixel on both sides where when you hit them they launch you upwards through the block/wall. You have to come from below the block so it doesn't work on walls that connect to the floor. It also won't work on blocks that are near the height of your jump (I'm guessing you move too slow for it to take effect). If you use this on one tile high block, you just get some extra jump height. If you do it on a wall or at least 2 tile high block, you can get yourself stuck in the wall and jump out of it with normal jump height (rather precise as well, but easily doable). Other than getting some minor upgrades, I don't think I've gotten anywhere I wasn't supposed to with this.
Aries 0,F and 2,E: The doors here go to blank screens with 4 bees.
Posted 29 January 2015 - 01:54 AM
Thanks for this, I'll add these to my list. There is one comment that is important to you: After you break the computer, you need to acquire an advanced Scanner to use the network without it. There were messages about it just before you broke it, but it's possible to overlook them. The Scanner is in Gemini, and if you go there, your coordinates should show you the way.
Otherwise, no, you didn't miss anything coming down from Leo. The passage leads you back around to where you were initially on your pass through the occupied section of Leo, where the switch was.
EDIT: Spent most of the night working on artwork. The kind where I have to boot up photoshop rather than using MS Paint. Ah, it's been awhile.
Also, I gave the Mega_Pheagon boss a big honk'n obvious weak point to shoot at. I went to battle him with zero upgrades and I survived the battle on the first time. So he's fair-ish. I do agree it's way easier when you see precisely where the weak point is. (Hint: it's in his big open mouth)
Edited by C-Dawg, 29 January 2015 - 02:30 AM.
Posted 29 January 2015 - 02:57 AM
Okay, here's all the typos I bothered to screenshot. Alas, I forgot to note where they occurred, so I hope ZQ has a search function built into the text strings. I focused on the "spoken" dialog and Dr. Mo's notes, as the rest of the entries are presumably typed in by Allied idiots who can't spell properly. Also, I think there was a case where Schlefen's name is spelled Schelefen, and some of the title abbreviations are not uniform - you've used CAPN, CAPT and CPT all for captain. Minor.
Disintegration Beam: Its icon on the menu is still displaying over the cursor, making it hard to see when you're selecting it.
Scorpio: Perhaps intentional - you can stand on top of the cactii without damage/knockback, if you stand on their corners.
Edited by newstarshipsmell, 29 January 2015 - 03:57 PM.
Posted 29 January 2015 - 04:03 PM
Im busy fixing your bugs and others. However, I wanted to draw your attention to this:
http://en.wikipedia....wiki/Stalactite
If he fell DOWN onto something, he couldn't very well have been impaled on a stalagMITE, now could he?
Posted 29 January 2015 - 05:04 PM
I don't played much still, but I notice some things:
*I have 48/60 fps in shmup style. It's playable and I barely notice the slowdown, my pc for ZC is old anyway. Oddly enough, I have perfect 60/60 fps with the boss (which looks more taxing).
*I'm very sure you are aware of this, but there are a lot of places where the enemies appear into the walls.
*The boss midi from Cave Story sounds too high.
*When I had to select an upgrade from POW, SPD and EFF, I had to dodge the powerups... It could be better if they appeared on the air. Also, I'm not sure, but I think I picked a SPD powerup, but my EFF was improved, and not the speed. But maybe it was my fault, I'm not sure about this. I will put more attention the next time about this.
*It's hard to know when you are damaging the green dragon boss. It needs to flicker or add a concrete sound when you are damaging it.
Btw, this looks technically impressive. I love the hacking "ala Bionic Commando" xD
Edited by Air Luigi, 29 January 2015 - 05:06 PM.
Posted 29 January 2015 - 07:13 PM
Thanks!
We had some early problems with the game experiencing slowdown in highly scripted areas. The flying level is probably the most taxing because you have about 36 scripts running at the same time all looking at each other all the time. I don't know what level of machine you need for this, but back in 2008 Jman/fatcatfan/Gleeok did some optimizing with the ZScript compiler and I thought we were done with that. Whats your processor / ram specs?
I will work on the music. I want to replace it all with custom or creative commons work down the road.
I've fixed the big green dragon thing so now it's vulnerable point is absolutely obvious. It'll be in the next update. I have also fixed several pages' worth of bugs and upgraded the Ray Crystal boss substantially.
Posted 29 January 2015 - 07:30 PM
LOL, yes! He would've fallen onto a Stalagmite. Stalactites hang from the ceiling; stalagmites form on the floor. You misspelled it by combining the two into "stalagtites," which is not a word.Im busy fixing your bugs and others. However, I wanted to draw your attention to this:
http://en.wikipedia....wiki/Stalactite
If he fell DOWN onto something, he couldn't very well have been impaled on a stalagMITE, now could he?
ETA: I mean, if you want, you can win this argument simply by citing future astrospeleological scientific terminology unknown to us in the present.A stalactite [...] is a type of formation that hangs from the ceiling of caves, [...]
The corresponding formation on the floor of the cave is known as a stalagmite.


Edited by newstarshipsmell, 29 January 2015 - 08:22 PM.
Posted 29 January 2015 - 08:31 PM
It's nitpicking time:

This could be disabled when the player purchased it

I appeared directly in front of the computer (after entering)
Aquarius 54: This boss is a bit lame >.>
I also discovered the source of my confusion with the powerups. In the subscreen, the powerups are presented in POW, SPD and ENG order, while in the secret rooms they are POW, ENG and SPD. They don't match.
Posted 29 January 2015 - 08:54 PM
Consider your complaints catalogued and destined for a fix. It sounds like everyone thinks the big Scorpio boss is too boring. How about we add two more attack modes to ensure you die horribly, ok?
It's nitpicking time:
....
I also discovered the source of my confusion with the powerups. In the subscreen, the powerups are presented in POW, SPD and ENG order, while in the secret rooms they are POW, ENG and SPD. They don't match.
Ooooh that's anal-retentive. I like it. Will fix right away.
Posted 29 January 2015 - 10:38 PM

This guy feels a bit cheap in his way of attack. I think it can be more fun and fair if there is a (very) small delay between the weapon animation and the shot, imo. You could increase the boss HP to compensate this.
In Scorpio there is a type of enemy that doesn't have death animation. In general, I found too many problems with the placement of enemies, like the "Aquamentus" enemies that turn their backs to the Guardian, that's odd. Also, enemies that spawn on me when I went to another screen. The sand physics are also a bit strange. I don't know... these things hurts too much the immersion for me. I like a lot what I see, but this game need a TON of polish. I recommend to work in polishing this game all the time you can, every little touch can improve the quest immensely, don't rush the release. If you can improve some of the physics, adding new enemies that fit the side scrolling gameplay, balancing the bosses or any detail that you have in mind, I strongly recommend to go for it, don't matter how much time it takes.
Edited by Air Luigi, 29 January 2015 - 10:50 PM.
Posted 29 January 2015 - 11:52 PM
Some bugs and a sequence break... I'll start with the bugs.
Gemini 1,3: Door goes to a blank screen
Gemini 3,1: Switch points to 1,3. Should point to 3,1 (at least I remember the switch getting rid of blocks there)
Gemini 4,3: Switch doesn't say where it points to, also, the enemies drop a fairy item (floating heart)
Taurus 5,7: Is part of one of the support beams supposed to be solid? It seems kinda weird that it is.
Taurus 4,4: The shop ate my money here. I don't know what happened to cause it since I haven't acquired enough money to try purchasing it again.
Taurus 5,9 Boss: It's HP bar doesn't represent it's actual HP. I had to shoot it several more times after the HP bar disappeared for it to die.
Taurus 4,8 and 6,E: Inside the Terminal rooms, the terminals froze my game after the dialogue until after I hit "A". I'm guessing there is an accidental shop confirmation that's hidden.
Taurus 1,7 to 1,8: A rock on the left side of 1,8 is one higher than it should be for transitional consistency.
I don't know what happened since I beat it way early (before getting the Disintegration Sword), but, the corridor at Pisces 3,3 became unfinished. I went in to finish it again but it just kept going after the boss was dead. There is too much stuff I did between when I discovered it and when I beat it. I think all of the other corridors I've beaten stayed that way.
So sequence break. At Taurus 4,E and 3,E it seems like you're supposed to have the Ice Beam to ascend it and hit the switch at 0,F. I used Newstarshipsmell's "Wall Jump" technique with the double jump boots to get up instead (tricky jump at the end, but a lot easier than some of the others I tried). At 1,C, I used a damage boost off the moving fire to get enough height to get up over the wall there. After that it was just travel to 0,F and hit the switch. I have since gotten the wall cling boots. I still don't know where the Ice Beam is...
And since I know you'll ask. The other places I tried to sequence break are in Cancer 7, D (possible but insane in difficulty) and in Scorpio just past the dash boots room where you also need to go around a low hanging wall (this is also insane). I also got into Libra (that's the plant place right?) doing the same thing from Scorpio. I didn't do anything there though. The enemies just did too much damage to explore properly at the time. I could see a determined soul doing something there. All of these were attempted/done without the wall cling boots.
In regards to the big Scorpio boss. It would honestly just be a much better fight if his eye opened up more often, even if it did so while trying to stab you. It is an early boss so it doesn't need to be hard.
Edit: Is Libra the ice area? I could have sworn that one of the terminals said that a plant monster from Libra has the dash boots.
Edited by Solairflaire, 30 January 2015 - 08:45 AM.
Posted 30 January 2015 - 09:57 AM
Yeah, a lot of these are bugs I posted previously. Which is not a bad thing, and all your reports are certainly appreciated - I definitely swamped him with bug reports, so it's really helpful to see which ones he overlooked/forgot; saves me the time of going back and checking them all in the new demo to verify them, if I know they're still bugged.Some bugs and a sequence break... I'll start with the bugs.
Gemini 1,3: Door goes to a blank screen
Gemini 3,1: Switch points to 1,3. Should point to 3,1 (at least I remember the switch getting rid of blocks there)
Gemini 4,3: Switch doesn't say where it points to, also, the enemies drop a fairy item (floating heart)
Taurus 5,7: Is part of one of the support beams supposed to be solid? It seems kinda weird that it is.
Taurus 4,4: The shop ate my money here. I don't know what happened to cause it since I haven't acquired enough money to try purchasing it again.
[...]
Taurus 4,8 and 6,E: Inside the Terminal rooms, the terminals froze my game after the dialogue until after I hit "A". I'm guessing there is an accidental shop confirmation that's hidden.
[...]
I don't know what happened since I beat it way early (before getting the Disintegration Sword), but, the corridor at Pisces 3,3 became unfinished. I went in to finish it again but it just kept going after the boss was dead. There is too much stuff I did between when I discovered it and when I beat it. I think all of the other corridors I've beaten stayed that way.
Ice Beam is in Libra, the ice area. And it's easy to obtain, presently, since the boss guarding it doesn't even appear in the current demo. (Or didn't for me, when I played through the second time.) The path to it is rather insane, but once you get there - no boss fight to kill you and do it all over again.So sequence break. At Taurus 4,E and 3,E it seems like you're supposed to have the Ice Beam to ascend it and hit the switch at 0,F. I used Newstarshipsmell's "Wall Jump" technique with the double jump boots to get up instead (tricky jump at the end, but a lot easier than some of the others I tried). At 1,C, I used a damage boost off the moving fire to get enough height to get up over the wall there. After that it was just travel to 0,F and hit the switch. I have since gotten the wall cling boots. I still don't know where the Ice Beam is...
And since I know you'll ask. The other places I tried to sequence break are in Cancer 7, D (possible but insane in difficulty) and in Scorpio just past the dash boots room where you also need to go around a low hanging wall (this is also insane). I also got into Libra (that's the plant place right?) doing the same thing from Scorpio. I didn't do anything there though. The enemies just did too much damage to explore properly at the time. I could see a determined soul doing something there. All of these were attempted/done without the wall cling boots.
[...]
Edit: Is Libra the ice area? I could have sworn that one of the terminals said that a plant monster from Libra has the dash boots.
Edited by newstarshipsmell, 30 January 2015 - 11:31 AM.
Posted 30 January 2015 - 11:06 AM
Re: Wall clinging and ice beam shenanigans
This is a productive discussion. So, let me explain a bit about the guts of these issues and get your combined input in what you would like to see as a player.
The wall-clinging stuff that happens before you actually get Wall Cling Boots was unintentional initially -- somewhere in the cryptic code I use for jumping, something is checking an X coordinate just to the side of the player and treating that as ground when falling down. Conversely, the function that actually jumps is correctly checking the block above the player at a slightly more interior point to determine when the player hits a solid block and must fall down. The result is that if you jump just so, just between the two pixels, you can get under the wall and scoot up the side. The code reads it as a floor but not a ceiling.
This, while unintentional, was actually kind of neat. I've left it in and attempted to design levels around this being a possibility. So, you'll notice that most jumps where you are expected to have the Wall Cling, Anti-Gravity Device, Double Jump, or similar object involve places where a ledge protrudes from the wall to prevent you from scooting up it.
I admit, I had no idea it was possible to scoot up one wall, then double jump with pixel-perfection and manage to scoot up a wall sticking one tile out. That sounds maddeningly difficult to pull off! Luckily, the sequence breaks you have found are actually pretty benign thus far. There is no plot between getting the Comsat and getting to the top of Taurus, so skipping the detour to Libra does not really cost you anything. That said, I would be shocked if it was possible to get through all of Taurus initially without the Ice Beam.... but you surprised me already.
Similarly, getting to Virgo early or getting an extra item along the way doesn't hurt. Virgo is plot-free; it's all just there as a home for items and upgrades, and some lore background and hints. What WOULD be a concern is if you could get into Virgo at a point where you can get yourself stuck and have to quit. That would be a problem, but I haven't heard that yet. More likely, you just get devastated by the life-forms there.
So, then there's the ice beam. What if, instead of having a projectile shoot out, I had an instant-strike beam just flash across the screen and freeze the first thing it hit? I could code it to to that and to have 8-directional fire instead of 4. Would that make it more useful?
I invite your suggestions.
. I like a lot what I see, but this game need a TON of polish. I recommend to work in polishing this game all the time you can, every little touch can improve the quest immensely, don't rush the release. If you can improve some of the physics, adding new enemies that fit the side scrolling gameplay, balancing the bosses or any detail that you have in mind, I strongly recommend to go for it, don't matter how much time it takes.
That's the concept, and your comments are helping me do that. Fresh pairs of eyes like yours will be drawn to hiccups that people who have played it a million times are overlooking.
That said, I'm hoping to get it in version 1 by February 21 if I can. So far, nothing people are posting by way of bugs sounds like it will take me longer than that to iron out.
Some questions for you:
- When you talk about improving physics, what are you talking about in particular?
- Would you like to see the falling sand improved? I could probably come up with a scripting solution rather than the combo-cylcing I'm doing now. Something where a certain combo being below the player in the global script is treated like a floor and ceiling for purposes of jumping, and moves the player gradually downwards?
- With Iron's first battle, are you saying you want to see some indication that he's about to fire?
Edited by C-Dawg, 31 January 2015 - 01:12 AM.
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