Jump to content

Photo

Zodiac, Story of the Guardian


  • Please log in to reply
899 replies to this topic

#286 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 30 January 2015 - 11:38 AM

Re: Wall clinging and ice beam shenanigans
 
[...]
 
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.

That sounds like a good idea. The Ice Beam is nearly useless right now, for reasons listed above; its only point in the game seems to be to pass that one spot in Taurus, and I found nowhere else where it was particularly useful/helpful in the game afterwards. Instant freezing ray (especially 8-way aimed) would make it vastly more useful - but it still might help to extend the freeze time a bit longer. ETA: Also, it still doesn't consume energy, like the Stun Beam does. Not sure if that was an intentional "upgrade" feature of the item.

Also, is there any chance you could code the grappler so that firing it auto-picks up enemy item drops along its path? Like the boomerang, but without the pulling-the-item-back-to-you "enhancement," just the simple contact-acquisition style. This would make it somewhat more possible to grap drops before they fall off the screen, or grab wandering fairy hearts that you can't jump up to - excepting that obviously combos in the way would still prevent you from grabbing them. So if it's a simple fix and you're willing, do it; otherwise, don't worry about it.

Suggestion: It might streamline reporting/fixing various warp and continue bugs if you created a custom item (call it "bug report" or something) that simply displays the current DMAP/room and DMAP/room continue point on the subscreen - doesn't need to be fancy, just display the letters/numbers in a format you explain to the bugtesters. It would be helpful if you could store the previous room in a variable, and display that next to the current room location, so if you warp somewhere obviously wrong, you can see where you warped from and where you are, and report the exact locations, instead of "door in AREA COORDS warped me to spot X in cave room" or whatever. Item wouldn't need to be displayed in inventory, or obtainable on the map anywhere - just tell testers to cheat and add item to inventory.

ETA: Also, as far as polish - well, I gathered that you want to be done with it soon, for an "official" release, but it sounds like you're willing to continue working on and improving it afterwards. I would say, there are many aspects/areas of the game that could be improved and/or are somewhat out of balance, but basically, if you fix all the current bugs, nothing is so far out of balance that I would insist it needs fixing before releasing a 1.0. (Though I would still like to see the counter-intuitive subscreen cursor behavior/display cleaned up.) The game is still fun and I'd rate it 5 stars.

That's part of why I held off dumping a shitload of suggestions upon you, so you can just finish the game and get it out there. I figured I'd make all my suggestions (many of which would require considerable effort and testing to implement) for a future revision of the game. One of my ideas was tying the Zodiac boss's HP/damage rate and attack damage to your Sidearm level and your max HP/inventory, so that the earlier bosses, if skipped until later on, do not become trivially easy to defeat once you're at the "collect all 11" plot point. Another was limiting the Life Tank max and extending it throughout the game, so you can't end up with such a glut of them like I did. And I thought an upgrade that makes them activate automatically upon reaching a critically low HP would be neat - since that would eliminate annoying instances in shooter levels of dying after not using it in time / failing to notice you were about to die - and in a counter-intuitive way, it would also make the game somewhat more challenging, since auto-activation would force the player to be more careful while exploring without saving their previous progress, as using one up frivolously would force a choice to carry on and retain progress, or quit/retry to spare the wasted tank but lose any progress since the last save.

Of course, you still need to fix the 1+1=3 bug, so I'd worry about resolving that before screwing around with them any other way.

Suggestion: The cave rooms with multiple ? blocks, some of which spawn tons of enemies - is it possible to cause breaking one of the enemy ? blocks to trigger the door to "close" until they've all been killed? This would make that mechanic more effective, if the player can't simply leave the room after breaking an enemy box, come back in, try another, repeat until item box found.

Scorpio 1E: Sand blocks stay destroyed when you leave/return.

Scorpio 0D/1D: You can fall down on the right side and land in a solid combo.

Wall Climb bug: So I used it to climb up to the right side of Scorpio 3B from 4B, without the double-jump boots (just dash and high jump.) Without exploiting it again, I was able to gain access to 3C-D-E, 2-1-0D, and 0-1E. I could not reach the upper-right side of 0E, though I'm not ruling out using the bug to reach it somehow. The sand below makes jumping into the wall very tricky and tedious. All it gains access to is a Life Tank and the corridor with the 500-wallet.

Also, it looks like you changed Dash2 > Ring3 to Dash2 > SpinAttack > Ring3. Good idea. I got the Ring3 first last time, and it made everything else way too easy.

Gemini 63: Shop sells a key for 90.

Gemini 31: Not sure, but it seemed like my Sidearm didn't affect the switch. Had to strike it (with Scorpio Sting) to trigger it - the rest of the switches are all triggered by Sidearm bullets, yes?

Gemini 52/42: I know I mentioned before, that I was able to ascend here without the WCBs, but that was after I'd obtained the DJBs. I've tried to exploit the wall jump bug to get up here, without the DJBs, with no luck. But if it's possible to do so, then it's possible to reach many areas of this level without obtaining the Stun Beam. From 42 you can go 42-41-51-41-40 and proceed to the boss/item/switch at the top. You can also easily ascend from 42 to 32 by exploiting the wall jump bug, at which point you can access the entire top of the asteroid, up until 3C/2C. I think it's not possible to go farther that way; you could try jumping up into the left side of the L in 2C from the top of 3C, but I don't know that you'd be able to exploit the bug to hop over to the block and hop off the side of it to jump up on top of it. (ETA: I tried it, and seems impossible to exploit it here.) I know I was able to reach the door at Libra 25 without WCBs, by exploiting the bug, but I'm not sure, now, whether when I jumped off from the pillar and jumped off the side of the platform under the door and up onto it, whether I was exploiting the wall jump bug at the last step or simply hit the upper corner of the block right to product the normal little hop those corners give you. At any rate, if memory serves, the Grappler is at Gemini 64, which is behind fish eggs, so it's not possible to obtain it without the Stun Beam. ETR: A bunch of nonsense about completing Leo w/out Grappler, because I forgot you need it to reach the Leo entrance in Aries.

Gemini 04: LOL, I killed Iron way early again. This time, instead of rushing off the screen, it looked like he turned black, then disappeared, and then it warped to the cutscene/dialog. In case it matters, my strategy (both times now, that he's checked out early) has been to jump up, to get him to jump up high, and then maneuver underneath him and shoot upwards with my Sidearm. I was expecting to sink a tank or two into this fight, but I think I knocked off about a third of his health and was only down to half of mine when the fight ended. Also, that Life Tank in GE00, can you move it? Nothing is more obnoxious that placing items you can max out along a path you must traverse. I had 9 when I reached that room, and tried to dash/jump over it. No luck, so I wasted it. Also, when I triggered Iron's endfight cutscene, I was standing over the blocks in the center. So as soon as his dialog ended, I fell down out of the cutscene room without warping back to the proper Gemini 04 room. I ended up in a black/no-gravity room, which I could walk back up into his cutscene and read his dialog again, then fall back down, repeat. (C-Dawg only knows where else I could've walked to from it...) Finally I figured out (before F6ing, thankfully) that if I simply lined myself up with the left wall in the room above for a wall ascent, I could walk up into the cutscene room and spam L as the message ended (not sure if L mattered, or just placement) and pop up out of the pit, which allowed me to move to the left and trigger warping back into the proper room.

Scorpio Sting: Another weapon that fires funny on room borders. On the right border, aiming up/down, the bullet immediately disappears (since it's swerving offscreen immediately.) On the left border, aiming up/down, it arcs once to the right and back before disappearing. Presumably it does something similar on the top/bottom rows, though the infrequency of standing on the bottom row makes that rather inconsequential. Of course, it fires normally when aimed into the room from either left/right border.

Gemini 65: Gate is purple, opening/opened doors are orange. After defeating the boss in 64, when I walk left into 64 from 65, the gate and doors are purple. After a second, the doors turn orange.

Edited by newstarshipsmell, 30 January 2015 - 03:55 PM.

  • ShadowTiger likes this

#287 Air Luigi

Air Luigi

    Tio guachi

  • Members
  • Location:Spain

Posted 30 January 2015 - 05:43 PM

 

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?

 

 

Anything that involves scripted motions or elements. The sand is a example. I found odd that in Aquarius the water don't have any effect in my movement. Collisions with bosses and so on.

Yeah, I think the sand works a bit counter-intuitive, it feels awkward.

Yeah, he fires quite fast. Basically, you have to memorize when he fires. I managed to beat it without "potions", but I don't feel much accomplishment anyway. I will appreciate more the fight if the player has a chance to beat it in the first try, but that's just me maybe.

 

Aaaaaand... I'm missing Randar in the game! A spiritual sequel to the Guardian Legend isn't complete without Randar, man! xD These rooms scattered in Zodiac are amazing chances to expose him. I would like to buy upgrades from Randar, for example, lol.

 

 

guardian4.png


Edited by Air Luigi, 30 January 2015 - 05:47 PM.

  • newstarshipsmell and KingPridenia like this

#288 ShadowTiger

ShadowTiger

    The Doctor Is In

  • Members

Posted 30 January 2015 - 06:02 PM

It is true that the fight with Iron, .. each one of them, actually, could feel like it has a very increasingly difficult feel to it, rather than the very lightly gradual curve in difficulty. None of them felt difficult except for the first fight. After the first fight, each fight didn't really add any truly surprising or difficult-to-deal-with snafus. (I love that word; nobody knows what it is except when you hear it aloud.)

Remember, he says that he starts off weak! It would be interesting to see him kinda crud-covered, occasionally sparking a bit, with a "heavier" cannon than usual, struggling to lift it a bit to give us a warning. But the next fight would be considerably more difficult. If he was actually harder than the contextually surrounding bosses, I feel as if I would be quite pleased, as a gamer.

Iron is a perfectly self-contained entity. He's not some bored monster or robot guarding an item. He's a pivotal character in the whole game. His fights should be as memorable as our experiences with him in the last fifth of the game. The last fight with him should be absolutely, truly, monumentally epic. I'd like to explore what the player is feeling towards him through out the game.

There are undoubtedly points where Iron IS the enemy, no ifs, ands, or buts. So that's what we do. We treat him like any other boss, and hope that he goes down, but he gets away.

Then there are times when Iron is portrayed as something other than an enemy, but we still have to fight him for some reason, and the player may or may not want to, but has to fight him anyway!

Then there is that moment when the player feels like they want Iron to live, due to the obvious connections to Dr. Mo, but the Guardian is forced to fight Iron regardless.

He's the Curly Brace to your Quote. He's the Julius Belmont to your Soma Cruz. I wish I had more examples because that's an awesome concept. Though even the Julius Belmont one isn't the best. Feh.

#289 C-Dawg

C-Dawg

    Magus

  • Members

Posted 30 January 2015 - 06:25 PM

Interesting points.  I'm always on board with making bosses HARDER.  I just might spend this weekend re-vamping Iron from the ground up to mimic the way later bosses are programmed.  That should fix whatever is causing him to dart off the screen in .001% of fights, and allow me to use some functions I made later in the game to make him harder.  Since that's what everyone seems to want?

 

 

He's the Curly Brace to your Quote.

 

This may not be accidental.  

 

P.S. Randar is an out-of-place logo for the company who designed the game.  That horrible abomination has no place in this game.  

 

P.P.S. He was actually in there as a joke initially, and I since thought the better of it.


Edited by C-Dawg, 30 January 2015 - 06:26 PM.


#290 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 30 January 2015 - 06:26 PM

Aaaaaand... I'm missing Randar in the game! A spiritual sequel to the Guardian Legend isn't complete without Randar, man! xD These rooms scattered in Zodiac are amazing chances to expose him. I would like to buy upgrades from Randar, for example, lol.

LOL! There actually were blue landers in the game previously, I think he replaced them with either the terminals or the aliens offering powerups, not sure. I found one in Pisces after he'd replaced the rest and reported it, so I think it's gone now too.
 

P.S. Randar is an out-of-place logo for the company who designed the game. That horrible abomination has no place in this game.

P.P.S. He was actually in there as a joke initially, and I since thought the better of it.

Hey now! He wasn't just a logo for Compile... they gave him an entire trilogy of RPGs!
https://www.google.c... Death&tbm=isch

Oh, and please. The underwater movement is fine as it is. There's heavier water that slows you down in Capricorn; that doesn't really need to apply to Aquarius and Pisces as well. One of my least favorite things about the Metroid games is the pre-Gravity Suit underwater movement.

If you can improve upon the sandfalls with scripting, then do so. I didn't complain about them at the time as I don't really grasp what can and cannot be done with ZQ/ZC, so I just assumed that was the best you could manage. I read the explanation about how they worked - combos that cycle which direction you can walk, while pulling you down. It is kind of jerky and doesn't feel natural. It would also be nice if holding down while in them would accelerate your descent; I used F1 a lot to speed up those sequences.

/bug reports

Aries 2A/2B: After opening this gate, both sides in both rooms have grey/blue frames and doors, while opening, and when the doors finish opening, they turn seagreen.

Aries 1B: There's a background brick tile along the top path, missing one where you removed the lockblock.

Aries 0C: Boss knocked me below. I climbed back up, shot him with missiles and leapt over him to the left platform, then continued shooting him until he died, as he was closely approaching me. His explosion pushed me towards (possibly into?) the left wall. Suddenly I warped briefly inside a terminal cave (I think?) and then I warped next to the door at Aquarius 55. Awesome. I hope he's still fucking dead when I backtrack all the way to the Leo entrance...

Leo 65: I entered the cave room. I hacked the terminal. I shot some missiles at various spots. I tried to leave. The door did not warp me. I tried dashing far from it, then walking through it. Nothing. I tried dashing through it. I screwed around a bit more, but it remained non-warping. I quit/continued, and resumed inside the room. The door warp worked normally. I tried to re-enter the room and replicate the non-warping bug, by attempting to repeat the things I'd done the first time, but was unable to - the door continued to work normally. Not sure what happened. Maybe nothing I did bugged it and it was just like that the first time I entered the room.

Leo 58: Cutscene - at the conclusion of the dialog, Victor walked right offscreen, and Dr. Mo walked left and simply disappeared to the right of the left door. She's a ghost!

Leo 5A: As with 58, the General disappears directly left of the door after Zvhago walks into the door and disappears. He's closer to the door when he vanishes than Dr. Mo was, so it doesn't look as weird.

Leo 29/39: Suggestion:
Spoiler


Leo 56: From the right side of this room, I can shoot my Grappler left and it will hit the left edge of the room, and attach, and pull me across the room. I've noticed the Grappler tends to latch on whenever it strikes near a hook, rather than only directly on a hook - maybe it is somehow interpreting the hook on the far right side as "near" that left edge of the room? I dunno.

Edited by newstarshipsmell, 30 January 2015 - 09:51 PM.


#291 Air Luigi

Air Luigi

    Tio guachi

  • Members
  • Location:Spain

Posted 30 January 2015 - 07:21 PM

Hey, Randar has charm! ='( It's one of the reasons why I still play Compile games, lol. Call me crazy. He adds a lot to the nostalgia. Don't underestimate the power of these tiny details xd


  • newstarshipsmell likes this

#292 Solairflaire

Solairflaire

    Initiate

  • Members

Posted 30 January 2015 - 10:03 PM

I've been thinking about the Ice Beam on two fronts.

 

The first is this. Is it possible to get out of the area in Cancer with the Libra entrance without using either of the "wall climbing" bugs if you don't have the Wall Cling boots? It doesn't seem possible to me. If this is the case, it is entirely possible that someone can get there and think that they can't get out and quit. I'm fairly certain I never would have known about wall jumping with the double jump boots if I hadn't read about it here and I just happened to figure out the getting shot up through walls trick on accident one time and explored it. These aren't intuitive features and designing the layout assuming people will find them is actually not the way to go. Super Metroid had wall jumping but it is entirely possible to beat the entire game without ever using it or even know it exists. I might be a little biased on this since I've used these a lot so I don't know what is possible if one doesn't use them.

 

The second is what if the Ice Beam wasn't tied to the Stunner and was a separate weapon. As it is, I've found it to be a downgrade to the Stunner in general practice. The Stunner before was very useful since I could just shoot it off and stun enemies and then walk through them, which has sped up travel in certain areas. Now I have to stop and aim at a wall or backwards so that the freeze part doesn't hit something in the way and block my progress. It would also be cool if you could freeze an enemy and then insta-kill them with an explosion, a la Metroid.


  • newstarshipsmell likes this

#293 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 30 January 2015 - 10:33 PM

I've been thinking about the Ice Beam on two fronts.
 
The first is this. Is it possible to get out of the area in Cancer with the Libra entrance without using either of the "wall climbing" bugs if you don't have the Wall Cling boots? It doesn't seem possible to me. If this is the case, it is entirely possible that someone can get there and think that they can't get out and quit. I'm fairly certain I never would have known about wall jumping with the double jump boots if I hadn't read about it here and I just happened to figure out the getting shot up through walls trick on accident one time and explored it. These aren't intuitive features and designing the layout assuming people will find them is actually not the way to go. Super Metroid had wall jumping but it is entirely possible to beat the entire game without ever using it or even know it exists. I might be a little biased on this since I've used these a lot so I don't know what is possible if one doesn't use them.
 
The second is what if the Ice Beam wasn't tied to the Stunner and was a separate weapon. As it is, I've found it to be a downgrade to the Stunner in general practice. The Stunner before was very useful since I could just shoot it off and stun enemies and then walk through them, which has sped up travel in certain areas. Now I have to stop and aim at a wall or backwards so that the freeze part doesn't hit something in the way and block my progress. It would also be cool if you could freeze an enemy and then insta-kill them with an explosion, a la Metroid.

The OP of this thread, as well as a comment he posted on the project page, contains an intro and fairly comprehensive list of items you can gain in the game. It also mentions the first wall climbing bug - the one where you simply jump up into a corner and rapidly rise. He recommends mastering this technique early on as it will make navigating the labyrinth much easier. Presumably, if he keeps this first bug in the final game, the accompanying manual would describe it (if it doesn't already) and perhaps the Quest Description as well.

The second bug, the one where you can chain jumps while partially inside the wall, was not, as far as I could tell, level-designed to accommodate. So while you can't use the first to seriously break sequence, you can use the second to do so, it would appear.

There's no in-game text explaining the former (as there is generally no in-game text explaining any of the actions/items in detail, beyond the plot messages talking about the next item you need to get to proceed) so if you just started playing without reading the description in the OP/comment, you would miss this.

There are a number of places where you need to use the first bug in order to backtrack, because otherwise you can't make the jumps. I generally haven't bothered to report these, as I assumed it's all intentional. I've only reported spots where the jumps, even using the bug, are extremely difficult to make (like one in Taurus where you had to try it over and over again and rely on luck to finally make it, which would simply encourage most players to quit/continue from the level entrance. In fact, I think this jump required exploiting both bugs in order to successfully make. I originally didn't realize that this bug was separate from the bug where you can jump from the bottom row, or I might've noticed it sooner.)

ETA: Also, the continue points are not implemented uniformly for all the areas. I listed roughly how they work in a previous comment; in Cancer you always resume after continuing or saving from the last door or entrance you came into the area via. So if you reach Libra and backtrack, you must backtrack through the gut area to reach the rest of the game. Other areas are not like this. In Scorpio, if you come in through the second entrance from Aquarius, and then quit/save/resume, you will begin at the main entrance (at 00) rather than the second entrance. I'm not sure how he wants them set up in the end, but if you can use quit/continue|save to backtrack to the earliest entrance in every level, then this would resolve the gut backtracking problem. He might rather do the opposite - where you can't use F6 to simply warp yourself back through the levels - in which case, that area would probably need some tweaking to prevent players from becoming hopelessly stuck.

Suggestion: The ship beam weapon is opaque and completely covers everything else up. This makes it impossible to dodge indestructible objects in front of you as you're using it, which is incredibly annoying. You could fix this by a) flickering the beam, b) making it translucent, or c) rapidly sliding the translucency between, say 0% and 50% or something, whatever looks best. A would probably look the worst, and C the best.

Edited by newstarshipsmell, 30 January 2015 - 10:58 PM.


#294 C-Dawg

C-Dawg

    Magus

  • Members

Posted 31 January 2015 - 12:18 AM

Work completed so far tonight:

 

1. Ice beam is now a separate item.  It isn't a beam, but it travels twice as fast, which looks to me like it makes all the difference in hitting your target.  It required an expansion of the subscreen which has opened a new slot for another Tool item if we want to add something.

 

2. Sand in Scorpio now functions using a script.  You can jump on it, but badly, and it will inexorably pull you down.  It's much more of a death trap now that it was.  There's a "jitter" when you fall in it, since it's no longer a solid combo at all, and I'm not sure what to do about that.  It's much smoother now, though

 

3. Gut passage made possible in both directions.  

 

4. Leo 56 modified to be less cruel and to remove the strange hook behavior.    Leo 39 left as it is.  If you FOUND that particular secret, good job on you, you'll need it later.  It's fine if you use it to avoid the jump puzzles.  Consider it a cookie.

 

5. I have no idea what happened with the door out of Leo 65.  I speculate that the FFC used for the Grapple connection might have been right over the door from a previous room or two.  So, in light of that, I added a part to the Grapple code that makes the hook reset and hide itself when you flip screens.  Hopefully that stops it from magically blocking the door like FFCs do.

 

6. Aries 2A door fixed.

 

7. Gemini 64 door fixed.

 

8. Gemini 42 reworked.  You can still use it as a shortcut in the late game, but now you should be unable to ascend without at least WCB and double jump.  If you can still make it even before you get the Stun Beam, then holy crap you're better at this game than I am.

 

9. Switch at Gemini 31 fixed so all weapons work now.

 

10.  Scorpio 0D falling-into-solid-block bugs fixed.

 

11.  Scorpio 1E secrets now temporary.

 

12.  A ton of other stuff on the last page mentioned by a few people in Taurus, Gemini, and Pisces. 

 

STUFF NOT DONE YET

 

Cutscene timing. The way it's done now is timed between moving FFCs and screen warps.  I should make a more general purpose cutscene code, akin to what Tango accomplishes, but that requires a major rework of the plot points.  It might happen, it might not, but until I decide that I won't be messing with these.  Report away, its good to see you notice it, but I won't be tinkering just yet.

 

Aries OC boss.  I dont know how you accomplished your terminal room warp - even if he pushed you into the wall, there's no terminals around there.  Strange.  Either way, he's on the list of bosses to revamp, so the problem will hopefully die then.

 

Iron revamp.  This is a ground-up redoing of a custom boss.  That kind of work is a full day or two.  Will try to get to it this weekend.

 

Corridor scrolling issue.  Yeah, I know what's causing this, and to fix it I need to go back to each instance of the cooridor scrolling and redo my math to measure it correctly.  Will get to it, but it will take too much time to fix tonight.

 

 

 

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.

 

 

This is a big problem.  Did you go warping around noclipping in the corridor areas?  I need to figure out where a script is running that resets my global variables tracking the corridors.  There should be no way this can happen without revisiting the initial Spaceflight screen somehow...


Edited by C-Dawg, 31 January 2015 - 01:19 AM.


#295 Solairflaire

Solairflaire

    Initiate

  • Members

Posted 31 January 2015 - 01:35 AM

I don't use noclip or any of the other cheats. The only possibility along those lines might be that I had held left or right on the intro to one of the corridors and it scrolled me somewhere. I don't remember doing that though.

 

I did have another one undo on me. Cancer 6,D. I did it after getting the wall cling boots and went back to check just now after doing the Pandora stuff (basically nothing else in between, some minor expansions and the Leo Laser). I had not picked up the item since I already had one. I was able to actually finish this one however, ending cutscene and all. It closed again like it should have. I'm going to hazard a guess that not picking up the item makes the game think you haven't finished it yet.

 

You're probably wondering about the Laser. You can actually damage boost off the electric thingy below the entrance and wall cling up. You need double jump too. It is very tight. It took me about 30 minutes of trying before I got it. The boss there has his hitbox skewed to the right about a tile as well. I know because I stabbed him to death with the Sabre.



#296 C-Dawg

C-Dawg

    Magus

  • Members

Posted 31 January 2015 - 01:56 AM

Thirty minutes?  Jeeez that's some dedicated sequence breaking there!  The Leo Laser is probably worth it, though.

 

I wonder if the engine is doing something horrible to the global array keeping track of my corridors.  There should be no way for the  game to modify these variables at ALL except using Corridor_Clear function, which only runs on the initial screen.  Well, balls.  I might have to talk to the ZClassic devs to see what might be happening here.

 

EDIT: Uploaded new version, pending staff approval.


Edited by C-Dawg, 31 January 2015 - 02:04 AM.


#297 ShadowTiger

ShadowTiger

    The Doctor Is In

  • Members

Posted 31 January 2015 - 08:07 AM

I'm playing it right now, and the very moment you appear in-game in the first ... eh.. well it's not a corridor, but you know what I mean. Space scene. Very first part. Kudos on the inventory switcheroo, but it seems to have knocked off our ability to switch to the ship's primary laser. I'll approve it so everyone can test, because we still have the sidearm to use, but boy oh boy, talk about hard mode.
  • newstarshipsmell likes this

#298 C-Dawg

C-Dawg

    Magus

  • Members

Posted 31 January 2015 - 09:07 AM

Hah, really? Let me correct that immediately.

 

EDIT: Okay, fixed.  That was embarrassing.  Happily, Shadow, you noticed it quickly and it looks like you were the only one polluted with that silliness.


Edited by C-Dawg, 31 January 2015 - 10:46 AM.


#299 ShadowTiger

ShadowTiger

    The Doctor Is In

  • Members

Posted 31 January 2015 - 10:58 AM

I tend to be! No worries. Looking dandy so far. Thanks for your alacrity, though I'd be lying if I said it weren't par for the course, apparently. Good job and whatnot. :blink:

#300 C-Dawg

C-Dawg

    Magus

  • Members

Posted 31 January 2015 - 12:32 PM

So, now that we've got a free slot on the subscreen, I'm game to add another Tool.  It should more focused on utility rather than on dealing damage, since it's not a weapon.  Also, it should not be another mobility item for the Guardian, she's got oodles of those.  I'm open to suggestions.  Probably I'll look at that in two weeks or so, since I'd rather iron out other bugs and balance issues first.  Then we can check and see what would be useful/cool in the game.  

 

Some ideas that might have merit:

 

1. Missile Battery - Like Life Tanks but for missiles.  If I add this, I will probably power-down all the non-missile weapons to make them more critical.

 

2. Corridor Seeker - A radar-like thing that sends a pulse out of the screen pointing towards the nearest corridor?  Or displays coordinates for the player?  Seems limited in utility.

 

3. Transportation Pod - Maybe an item that warps you directly to the Warp Zone from any place in a Zone to speed up getting around in late game?

 

Just noodle on that a bit while we keep crushing bugs.

 

EDIT: Oh, also, does anyone here have experience using the advanced music systems in the DMap editor?  I've got a chiptune artist who is interested in maybe doing some custom work for Zodiac, but I'm having a lot of trouble getting MP3s to play in-game.  I posted a topic over at Armageddongames, but if anyone here knows how to get music to play, let me know.  Should I use a different format?  Do some work better than others?  Does it need to be in the same directory as the. qst file or just the ZClassic exe?


Edited by C-Dawg, 31 January 2015 - 12:42 PM.



1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users