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Zodiac, Story of the Guardian


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#346 C-Dawg

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Posted 05 February 2015 - 11:30 PM

Thanks, glad you like em!

 

Fixed your bug reports on the last page, but not much else done tonight, so I'll save the update.

 

Can someone take a look at the DMAP set up for the Corridors and see maybe why Aquarius is continuing you inside the Leo Corridor?  None of them are supposed to warp using Entrances and none of them have "Continue Here" set, so I thought this wouldn't be a problem.  Not sure what is going on here.  Does the game look to the last level number on a DMAP to determine where to enter?  Do I have to use a different Level Number for each Zone and Corridor?

 

Also, for ShadowTiger:


Edited by C-Dawg, 05 February 2015 - 11:31 PM.

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#347 newstarshipsmell

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Posted 06 February 2015 - 02:14 AM

Also, for ShadowTiger:

Questions:
Spoiler


#348 C-Dawg

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Posted 06 February 2015 - 09:30 AM

In answer to your question:

 

https://www.youtube....h?v=dgyk71VRoUE

 

This video isn't a poor illustration of how this game works, actually.


Edited by C-Dawg, 06 February 2015 - 09:31 AM.

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#349 newstarshipsmell

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Posted 06 February 2015 - 02:18 PM

Minor, but if you can make the NPC faces disappear when the override messages end, rather than persisting until you exit the terminal cave, that would look better.

#350 C-Dawg

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Posted 06 February 2015 - 02:49 PM

That's easier said then done, actually.  I don't know that I have a way of knowing when a string is done displaying.

 

What you do in the script is you tell ZClassic to draw a tile on the screen (here, the portrait) and then you tell it to display a String, and then you issue a "Waitframe()" command which tells the engine to do whatever it needs to do.  The engine freezes all action while it displays the strings, and  the portrait remains frozen there until the string is done.

 

It is not clear to me that, with multiple Strings, the portrait will persist through all the strings if I just draw it once.  It might.  If it does, then I can fix this issue.  Otherwise, I have to leave it up until the player leaves the room because I have no way of knowing when the strings are done displaying.


Edited by C-Dawg, 06 February 2015 - 02:49 PM.

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#351 newstarshipsmell

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Posted 06 February 2015 - 03:57 PM

Makes sense.

Anyways, just finished Iron #2 on the current demo. If it matters, he still has really simple patterns that make his fights trivial - both of which I learned quickly on my very first fight with him each time. Scorpio: The upwards fragment prevents the old pattern of standing by the wall and simply jumping above the missile as it explodes to avoid the fragments, while shooting him with missiles as he stands in one place. Now, I still stand by the wall, but hop forward over the missile, then hop back to the wall over the horizontal fragment, turn and shoot him again, repeat. It's the first fight, so not that big a deal... but on the Cancer fight, the pattern is even easier, and requires no jumping. He jumps and fires his missiles, so all I do is fire my missile near the top of his jump, so he lands on it, and run away from the wall just far enough to avoid the downward fragment from the lower missile. The upper missile fragments don't come anywhere near me in this pattern. Then I run back to the wall and shoot another missile at the top of his jump, so he lands on it. It's pretty easy to master quickly, and he won't move around as a result, making it easy to maintain and quickly finish him off.

/bug reports

Cancer 3D: Iron appears on the floor near the left exit as you scroll into the room. The cutscene then runs when you move into the room. After defeating him, when you leave and re-enter the room, he appears in his initial spot as the room scrolls, and then vanishes when the room finishes scrolling.

Cancer 6E: Inside the corridor, one of those piles of balls freaked out when I dodged it without destroying it - instead of swarming towards me, it danced around in a sort of oval pattern on the left side of the screen, where it launched from, and stayed there in place for a bit while I shot stuff on the right side, until I moved over and shot it and blew it up. Only time I've ever seen it bug out like that.

Also, with the shooter levels, I know you are working on some sort of scripting to improve them - just wanted to say, as is, there are oftentimes considerable pauses with no enemies on screen, I think because I've cleared them faster than you expect the player to, and there's only a set number that appear, in a certain order. Two of the easiest ways to kill enemies quickly, of course, are to anticipate them, and fire continuously off the top of the screen while moving around to nail any that appear at the top, and firing along the side when a group of them are appearing on the side of the screen.

If you edit your corridor scripting so the enemies spawned differently, it would throw a wrench in that strategy and make the corridors less trivial in spots. Have the corridor detect when you're close to the side of the screen when it's spawning side-appearing enemies, and always force them to the opposite side of the screen. For enemies, spawning at the top, have it exclude the column you're in, as well as the two columns on either side of you, as spawning locations, and spawn it somewhere else. Then, many of these enemies that can be killed off immediately with a little luck and skill would make it onscreen at least, and ramp up the difficulty/number of enemies onscreen. And consequently, probably reduce the frequency with which you can kill everything off and take a breather.

Zodiac bosses: I'm nowhere near fighting them again, about to get the Disintegrator Beam in Cancer. But I figured I'd share some of my feedback on earlier playthroughs, since you're tweaking them now.

Leo: He had a fairly easy pattern, that let me basically sit in place and shoot him, while taking little enough damage I only needed to sink one tank to beat him. I think he fires at you across the room or something (not the murderbeam, shots or something, not sure) along the floor? I clung to the far wall near the top of his sprite, dead even on the row, at the highest spot I could shoot across with my Sidearm and hit him. He'll fire the murderbeam at you when you take up this position, but once you drop back down and get in place, he'll apparently enter a loop where he ceases to use it, and only fires at you, then charges across the screen and hits the wall, sending a shockwave up it. If I remember correctly, his contact damage was far less than the shockwave, so by taking that position, he'd hit me and only do like -16HP I think, and my damage invulnerability would spare me the shockwave damage. He then retreats to the far side again and I can continue shooting him. At this point, I don't have to move again. I think he might occasionally use the murderbeam after this point, not sure - I just jumped up above it to avoid it as best I could, then resumed my spot so his shockwaves wouldn't hurt me when he charges.

Capricorn: Easily my favorite boss. Has the perfect balance in pattern/random and difficulty to make him fun to fight and non-trivial to kill.

Taurus: Was really easy to kill. I think I fought him with the murderbeam. Didn't need a tank and barely took damage. Forget how I fought him. Waited until the end to defeat him.

Gemini: Trivial. I fought him at the get-all-11 point, at which point I was so suped up I didn't even bother trying to find a pattern. I just brute-forced him and my Sidearm took so much off his health he was dead in less than 20 seconds, I think. I think I only lost like a quarter of my health on him.

Libra: Another favorite. First time I just brute-forced him with 2-3 tanks; second playthrough I actually tried fighting him well and saving my tanks. I think I ended up using one anyways. Seems mostly well-balanced.

Virgo: I just brute-forced it. Used a tank or two. Don't really remember much, just kept shooting it and not caring much about dodging.

Cancer: I reported before, he has a bug where you can accidentally wall jump glitch through his ribs up into his head and get stuck, quickly getting you killed unfairly. It also wasn't really easy to infer that you had to keep "damaging" the eyes over and over in order to open his weakpoint - so I found it pretty frustrating. The fact that "hurting" them did not drop his life meter was confusing and led me to think they were just distractions. I dunno, probably fine, if you fix the head bug. Pretty challenging otherwise.

Pisces: I gave up on it, as I hadn't realized it only becomes vulnerable when you let it drain you, and then fire up. So at first it just kept quickly killing me off - I left it to the end. When I returned, it became trivially easy to kill off with my powered up Sidearm, after I figured out to let it attack me.

Aries: Killed me several times. Mostly brute-forced him, while trying to avoid getting hit.

Scorpio: Another favorite, though he'd benefit from some additional work. I guess. Since he moves around so much, sure, it's easy to hit him when he's slowly dropping back to the floor, but he doesn't really let you set up a pattern or stand still. One of the harder ones, if you fight him early on.

Aquarius: has a pretty simple pattern - but it's also easy to mess up and get clobbered quickly. Probably trivially easy if you come back later to kill hit.

The problem with the Zodiac weapons is, well... they look cool and all, and show off what you can do with scripting, but mostly seem to serve little utility or purpose. You aren't required to obtain any of them to pass any areas, and most of them aren't really helpful at making otherwise difficult/impossible enemies possible to defeat/pass. Out of all of them, I usually just pick up the Sting early on, and then get the Saber and stick with that until I can get the Laser or the Wave. Of course, the Wave's the best out of all of them, and actually useful.

I'm not even clear on whether any of them give you any damage-dealing advantage against other particular Zodiac bosses (a la Mega Man) or if they all deal set damage. The fact you have to backtrack to go swap weapons to try a different one makes me hope that that isn't even an option, and they just deal consistent damage. I have yet to actually fight the final boss, so I'm hoping that his attack patterns and vulnerabilities make actually using the Zodiac Changer worthwhile, since otherwise, it's another flashy but fairly useless item. It's also kind of frustrating that you have to equip the ZC as an item, and use it onscreen to cycle through the individual weapons - I was hoping that it was a passive item you'd simply acquire and unlock some sort of subscreen functionality that lets you pick the ZW from a list, either displaying all of them, or designating certain buttons, e.g. L/R, to cycling through them in the sword spot.

Once you pick up the Rapidfire Sidearm, it turns your Sidearm into a friggin energy drain, which limits your ability to dash in boss fights to dodge attacks, so at that point, you end up wanting to rely more on your Zodiac weapon to attack. This detracts somewhat from the lack-of-utility complaint, but only due to a frustrating deficiency with the Rapidfire, which in a way, is downgrading the Sidearm. After all, it's now spamming a ridiculous number of bullets, most of which won't actually hit anything, making it pretty flashy and useless, as well as an energy drain.

Due to the limited modding options you have with the TLOZ enemies, I don't think it's really worth fretting over the weapons' utility (or general lack thereof) since making them more useful/more required would basically require rewriting the game in something besides ZC. It's just kind of frustrating that they end up being more plot-completion requirements than utility/exploration/enemy-fighting enahncements. And that means that aside from the better weapons, the player has no real reason to tackle most of them until the collect-all-11 stage, at which point some of the earlier ones have become trivially easy to defeat. This prompted my earlier suggestion that you somehow tie their damage dealt to your max HP/armor upgrades/etc., and tie their damage received to your Sidearm Power/weapon inventory/etc., so you can balance it a bit and make them harder if you wait until later to defeat them. It would require a fair bit of testing/tweaking to make sure you don't make them too easy or too impossible at any stage, but ought to be doable. What I liked most about that, though, was the possibility to make them relatively easier the earlier you defeat them - thus somewhat rewarding the player who goes after them early, rather than waiting until they have to beat them all. This can be justified/explained in-game as these experimental lifeforms continuing to develop as the plot advances, becoming stronger and more of a threat to the player.

The rest of the (non-Zodiac) bosses are all, for the most part, required to advance, so they don't need any sort of custom tweaking like this, as the player will always be generally around the same level of powerups when beating them. (The Explosive Missile and Stomp Boots bosses being examples of exceptions, but whatever. If they aren't required to advance the plot or beat the game, they don't really matter if they become easier later on, since that balances the extra difficulty of going without their prizes longer in the game.)

I have some ideas for improving the Sidearm, but it would require a fair bit of coding and slightly repurposing the Energy and Speed upgrades. If you're fine with how it's working now, I won't bother to type it all out, but if you're not satisfied with it and willing to tinker with it some more, I'll explain my ideas in more detail. In brief: have it work more like the starting beam in Metroid, where its range is limited, with extensions to distance, and reduce its rate of fire, with upgrades reducing the delay between shots. Modifying the rapidfire so it caps its RoF and doesn't drain your meter like it does now - which might not even be necessary if the previous suggestion is implemented correctly. Not sure. This would alter the play through the earlier areas, while basically allowing it to be powered up to a state similar to what it currently reaches. It would make some trivial enemy challenges less trivial, but would need care to ensure it doesn't turn any early bosses impossible.

/bug reports

Cancer 3A/4A: F6 trap. Fall down here and you're stuck in the room below:
vSUNF1Y.png

Cancer 28: There's no boss here. I just walked in and picked up the D. Beam. Came back after leaving and still no boss.

Scorpio 63: The sandblocks do not become destructible until after you've blown up the stack of bombable blocks. The bombable blocks stay destroyed, of course, but it's possible a player could obtain the Explosives without using them here, come back later with the Disintegration Beam, and think they cannot dig through this sand, if they also wall-glitch jump up and over the big block and drop to the left, without bombing, and try to dig. LOL.
Suggest you redesign it so there is a larger cluster of bombable blocks, spread out so they cover the entire top of the sand, so the player must bomb them in order to reach the sand and dig.

Scorpio 61: Okay, I said that I tested this room out and that it's okay with the new sandfall mechanics, but I was wrong. Sort of. I guess when I tried it, I got a lucky jump and/or exploited the second wall jump bug, without realizing it.
You must be aligned pixel-perfectly along the third column when you jump up from 71 below, or you will be affected by the sandfall mechanics due to the sandfall combos on either side of the walkable grey blocks, preventing you from jumping high enough to move left/right on top of the blocks on the bottom row on either side of the hole.
Recommend editing it like this, to remove the sandfall mechanics from that jump so it isn't so hard:
tQ3BCPQ.png

Edited by newstarshipsmell, 06 February 2015 - 07:25 PM.

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#352 C-Dawg

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Posted 06 February 2015 - 06:42 PM

Hm. Well, I did plan to tinker with the zodiac bosses anyway. Perhaps adding scaling is not a bad idea.

#353 ShadowTiger

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Posted 06 February 2015 - 06:52 PM

Walkability quirk between 40:35 and 40:36.

13:66 has a warp square in the middle of the screen. Probably left over from an ability to test that warp sequence. The warps in that screen are pretty finnicky with their placement. I'd recommend having the warps only take place in front of Dr. Mo.

I ran into the Aries boss battle (Against Ares himself.) and used the Voltiac Hammer on him for the lulz, and was immediately warped to the first Aquarius save point. What a weird glitch. Probably not going to be an issue.

#354 Solairflaire

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Posted 06 February 2015 - 08:55 PM

Cancer 2,E: Door can only be opened with sword. Not sure if this is intentional or not.

 

Gemini 4,6: Door prize is a key

Gemini 3,1: Switch still doesn't reference 3,1. It references 3, 9. Can we call this the misdirection switch yet?

 

Leo 0,9 and 1,9: Switch references are missing

Leo 7,9: Is the door area supposed to have this sickly yellow look or is it supposed to look like the rest of Leo?

 

Scorpio 0,C: Wrong tile on left wall

 

Aries 1,C: Has access to this room been permanently removed?

 

Libra 3,1: Entering door puts you next to the terminal

Libra 2,F Miniboss: Last 2 stabs are the wrong color. It still uses the old AI pattern.

Libra 1,A In Door: Buying the item causes the item case to just disappear instead of break open.

Libra 5,5: Door prize is a key

Libra 0,9: The warps here take you to Libra 0,0 instead of the normal warp destination.

Libra 2,B In door: Item is just sitting there and the secret sound is played when you enter. Are there supposed to be enemies here?

 

Taurus 3,D: Left girders disappear after the boss fight and they stay gone permanently.

 

Capricorn 7,0: Prize is a key

Capricorn 7,C: Is there a way out of this room without F6? I can't find a way with that blender in the screen above.

Capricorn 1,8 in door: There is a healing heart (grey kind) sitting in there.

 

I don't know how to look up where text strings are, but there's a typo in the first conversation with Dr. Mo inside Capricorn before she tells you to go after the Zodiac bosses. The line starts "He was always pushing me". You have it so think is on two lines and viruses is spelled wrong (you have it spelled viriuses). You should also have a period, not a comma after viruses. I've been hesitant on doing typos since I can't give proper direction to them without a bunch of words, though others have been pointing them out as well.

 

About the Iron fights:

 

Iron 1: You can stun lock him with some timing. He never got a shot off aside from his initial one against me. You can use the explosion from the missiles to help with this since they last longer.

 

Iron 2: See Iron 1. Timing is a bit tighter, but still doable.

 

Iron 3: I think this one does a tad too much damage (at least it's not instant death), but I didn't actually fight him properly anyway when I beat him (I tried like 3 or 4 times). I activated the cutscene with him and held left and got partially stuck inside the wall that appears at the entrance. I could shoot down with missiles and just watched him jump around like an idiot for almost the entire fight.

 

Iron 4: A proper fight and challenging. The Black Hole armor makes the damage reasonable in my opinion.

 

Iron 5: Uh, what? Do you just want people to spam healing on this guy? I see no other way to do it. Wait. I lied. He can't hit you if you're far enough above him. I ended up wall clinging above him and shot him with Supers. Didn't get hit... on my 3rd try.

 

Mainframe was an interesting boss. Granted, I found all the safe spots and strategies on my first try, but I can see people having problems with this guy.

 

Is MagnetMan 2 supposed to pull you so fast you can't outrun his pull? I'm not even sure Dash 2 can let you break even. Granted, I Supered him dead, so it's not a hard fight.

I also noticed on the Magnet Man fights that sometimes the little balls he shoots don't stop and just keep going. Is that intentional?


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#355 newstarshipsmell

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Posted 07 February 2015 - 12:13 AM

Strange, I just reached Pisces and noticed I have 242 HP. I had 208 HP when I returned to Scorpio with the D. Beam, and I picked up only two Health upgrades there, at 31 and 70, so that should add 12 more each, right? So I should have 232 HP. The only other major upgrades I got were the Explosive Missiles, Dash Jets, Ship Jets 2 and Scorpio Sting. Does one of those add another 10 HP to your max HP?

Scorpio 1D: F6 trap.
MWPbKp9.png

Scorpio 05: This jump is obscenely difficult to make, from the left rock to the right rock...
bS9mqUJ.png
...once you've gotten the High Jump, but before you get the Dash Jets* - if I try to release L early to reduce my jump height and avoid bouncing off the ceiling (which causes me to fall into the sandfall) I don't jump far enough. Removing one rock or the other ought to fix that, if that's an issue in your eyes. The only way I managed to get over it was by wall glitching into the side of the lower ceiling block, then falling and holding right and spamming the jump button off the sand.
*I assume this jump becomes feasible again once you can dash.

Pisces 29: The lower path has a leftward conveyor on the left-most block, and shouldn't (underwater, not horizontal stream there.)

Gemini 46: Door prize isn't a key. But there's a key in the upper-left corner of the labyrinth room. Door leads to a shop cave selling Sidearm Energy.

Gemini 75: Corridor warped to boss screen abruptly near the end while there were still a bunch of enemies on screen (clearing them) and didn't play a warning siren.
Boss needs revision. Bullet spray disappears before reaching top row, so it is safe. Since his lasers and bombs all go downscreen, and he moves slowly and predictably, it is super easy to simply sit on the top row while he's spreading bullets, then shoot him with missiles from above or the side. I took no damage at all fighting him.

Edited by newstarshipsmell, 07 February 2015 - 02:36 AM.


#356 C-Dawg

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Posted 07 February 2015 - 02:31 AM

Uploaded a new version.  I fixed some bugs that you guys posted yesterday (and some, like that last Scorpio screenshot, overlap with today) but I didn't get to today's bugs yet.  That'll be weekend work.  Your idea of scaling the Zodiac bosses AND complaints about Zodiac weapons led me to a simple solution; they BOTH scale.  We should allow both to change as the player upgrades, and primarily based on the number of Sidearm upgrades and Missile tanks, I think, which should function as kind of a rough "experience" system.  Perhaps different Zodiac Weapons will key off of different attributes.  Bosses probably should scale in a linear way with your number of Sidearm upgrades. 

 

From the update page:

 

A few bugfixes you won't notice in this one

 

The big deal is I've done a major overhaul of the Sidearm functionality (again) as a prelude to some scaling I plan to add to both the Zodiac bosses AND the Zodiac weapons.  Soon, both of these things will scale in power with your Sidearm upgrades.  No more will the Sidearm render your Zodiac Weapons obsolete! 

 

Here's the deal with the Sidearm:

1. Power upgrades cap at 25.

2. Energy now will give you multiple bullets as it upgrades.  Every five levels you gain, another shot is fired.  Maxes out at 5 shots.

3. Speed upgrades cap at 6 for actual speed.  However, Speed also affects the SPREAD between your multiple shots, and how fast the rapid fire version shoots.  So, you get better coverage as speed goes up.  Again, it maxes out at 25.

4. Rapid fire Sidearm now should consume no more energy than the regular one, provided you're not just spamming it.

5. Shots are now directional (they look better).

6. While the sidearm will max out at 25, additional levels will continue to affect other applications.  

 

I added a little trainer script in the very first recharge room.  It will constantly spawn Energy, Speed, and Power upgrades so you can mess around with the new functionality.


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#357 newstarshipsmell

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Posted 07 February 2015 - 03:17 AM

Cool, I'll look forward to playing around with it.

The reason I'd suggested something like a short beam was due to the ridiculous blanketing you could perform with slow bullets and no cap on rate of fire and/or simultaneous onscreen bullets. This made a lot of enemy configurations trivial to clear (like the soldiers guarding the hidden Power upgrade near the start, the bees the first two bosses spawn, making jumps across pits with flying enemies threatening to knock you back and fall down, etc.) and shortening the beam at the beginning would've also eliminated those easy spots.

I figured you could do something like have the bullets die off after 4 tiles to begin with, and have them drop a Power level every 4 pixels (replacing the sprites as their power drops with lower-powered shots, of course) so they don't simply disappear abruptly like in Metroid. Then you could extend it with the Energy and Speed upgrades (one does one, and one does the other) by extending how many pixels each downgraded bullet travels before weakening again, by another 4 pixels, and extending the distance of the full strength bullet by a tile. That way, you've eventually be able to power it up so they travel full strength to the edge of the screen (and coding the script to realize when it's no longer possible for them to die off onscreen seems fairly simple, so it could completely skip that subroutine at that point.)

My other idea was to make the Speed upgrade more of a Rapid upgrade - cap the beginning rate of fire, and with the initial limited distance, it would effectively cap the onscreen bullets. Speed up the initial bullets so they go about halfway between the original S1 and S2 bullets, and then reduce the increase in speed per upgrade as compared with the original setup, and have it also reduce the delay between shots. That way, you'd end up slowly extending the range and rate of fire along with the power as you upgrade all three; the neat thing is, the power upgrades themselves would make the bullets travel a bit farther each time, since they'd have more levels to drop through at the end - and assigning the die-off improvements one to Energy and one to Speed would make them both helpful for extending it as well... So then you'd have a reason to pick Speed; right now, I have mine upgraded to P12 S2 E13, because I've skipped Speed every time I've been given a choice, and picked either Power or Energy to keep them close together. I've only found 1 solo Speed upgrade so far, but I know there's more down the road, and once I get them, it'll be nice to speed them up some, but not really necessary.

One downside to capping the rate of fire is that unless you add some graphic indicator (a refilling bar, a dark/lit light, etc.) the only way for the player to learn how quickly they can fire is by spamming the button to see how fast it fires with each upgrade, and then repeatedly pressing it about that quickly afterwards. Still...

Also, this isn't a problem for the game, that I'm aware of - since the Missile Launcher gives you +5 max missiles, just like every Missile upgrade, and grabbing the upgrades before you gain the item simply boosts the max before you can use them - but whether you did this deliberately or not, and maybe overlooked it... it's totally possible for a first time player to go up from Aquarius 7D to 5D, jump across to land on the left ledge in 6D, and proceed to the Pulse Hammer boss, defeat it, and then fail to find the Missile Launcher if they don't go that way. They'd end up finding all sorts of Missile upgrades and frustrated they can't use them. It's not like it's hard[ to backtrack and thoroughly explore Aquarius at that point and find the launcher - the boss is on an obvious, easy route after all. But I don't know what happens if you completely skip getting them - is there anywhere where Missiles are actually required, later on? What happens if you get the Explosive Missiles upgrade after grabbing a bunch of Missile upgrades without the launcher? What happens if you get the Explosive Missiles, then backtrack and acquire the Missile Launcher afterwards?

Iron 3 kicked my ass. I blew a tank before I even found any reasonable strategy against him, and then he killed me before I realized I was low on health again. So I cleared the rest of Gemini as far as I could before returning to him. About to head back there now for a rematch. Much improved over before. Fix Iron 2 so he isn't so easy to take out, though. At least have him fire some of his missiles along the ground, so you have to jump to dodge them - that puts you in the way of his higher missiles/fragments, and makes it more likely, probably, that he won't just sit there eating your missiles all afternoon. The pattern only works until you screw up and give him enough time to move, at which point you have to adjust and probably take some hits, before getting him standing still again and back in the pattern. So anything that interferes with that is probably sufficient to make him non-trivial to beat that way.

#358 Solairflaire

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Posted 07 February 2015 - 03:56 AM

I was actually going to suggest scaling the Zodiac weapons based on your blaster stats. It'll make it so most of them can at least stay relevant. Except the Aquarius one, I can't see that one being useful ever. Unless there is some enemy with a shield it can go around. But then it's only limited in usefulness. Some of them do need to move faster as is. I'm looking at you, uh, I think it's the Pisces 3-way, it's not labeled anywhere I can see.

 

I actually think that the blaster should have a consistent speed throughout the game. Something close to what lvl 2 speed is now. I think that instead of speed it should be special and give things like pierce, spread, etc. every 5 levels. Just have somewhere what it gets at each level.

 

If you're going to cap the blaster levels at 25 each, then you should get some extra bonus for capping a stat. Like Energy could be no energy consumption, or things like that.

 

One thing I forgot to mention in my last post. I was able to get the Advanced Com on my first trip to Gemini before I fought Iron 3. It's apparently possible to do wall jumps without the double jump boots... I accomplished it by jumping and falling into the wall jump position with a tight maneuver at Gemini 3,C and going around the low ceiling thingy there. I think its 3,C. It's a tough jump. Aside from the computer being down after I blew up the computer until I blew up the engine, it doesn't appear to have caused anything to go awry. I couldn't get to the switch to enter Taurus. I was kinda sad about that.

 

One odd thing I was thinking about was what happens if you just skip getting the Advanced Com. It doesn't look like a required item right now at all. Would the computers suddenly work again after you blow up the Engine? I almost think they will.

 

 

What happens if you get the Explosive Missiles upgrade after grabbing a bunch of Missile upgrades without the launcher? What happens if you get the Explosive Missiles, then backtrack and acquire the Missile Launcher afterwards?

 

I imagine the same thing if you get Silver Arrows before regular Arrows in a standard ZC quest. The Arrows are a lvl 1 item and lvl 1 items can't replace higher level items.



#359 ShadowTiger

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Posted 07 February 2015 - 07:29 AM

One downside to capping the rate of fire is that unless you add some graphic indicator (a refilling bar, a dark/lit light, etc.) the only way for the player to learn how quickly they can fire is by spamming the button to see how fast it fires with each upgrade, and then repeatedly pressing it about that quickly afterwards. Still...

Not that people will really notice it that quickly, as most people won't be getting multiple speed upgrades within the same minute, and will generally be trying it out between uses, with ample time to regenerate energy between shots to use as a testing gauge. I think it'll be fine.
 

My other idea was to make the Speed upgrade more of a Rapid upgrade - cap the beginning rate of fire, and with the initial limited distance, it would effectively cap the onscreen bullets. Speed up the initial bullets so they go about halfway between the original S1 and S2 bullets, and then reduce the increase in speed per upgrade as compared with the original setup, and have it also reduce the delay between shots. That way, you'd end up slowly extending the range and rate of fire along with the power as you upgrade all three; the neat thing is, the power upgrades themselves would make the bullets travel a bit farther each time, since they'd have more levels to drop through at the end - and assigning the die-off improvements one to Energy and one to Speed would make them both helpful for extending it as well... So then you'd have a reason to pick Speed; right now, I have mine upgraded to P12 S2 E13, because I've skipped Speed every time I've been given a choice, and picked either Power or Energy to keep them close together. I've only found 1 solo Speed upgrade so far, but I know there's more down the road, and once I get them, it'll be nice to speed them up some, but not really necessary.

I did think of this as well. C, was it ever your intention at any point to allow the sidearm to become a "sniper" of sorts if it became too powerful? Bullet spread may allow players to stand well out of harms way as their bullets affect enemies that really can't ever harm them, and then just walk over and collect potential energy refills, or to stay out of the way of bosses.

At some point players will have to learn to use or upgrade their own inherent player-based agility to master the levels anyway. Playing it safe by staying out of harms way like that would only train people to cheese out on enemies. It's like using a "counter" move in Super Smash Bros. It trains you that you'll always have a cheese move, instead of training you how to move to avoid the danger and better position yourself for both battle and proper platforming.

The Stun Beam isn't powerful enough to count, given its diagonal nature. If a powerful sidearm shot went somewhat diagonal, it might be a little bit of a problem, considering that it goes through walls. The Taurus Flame is restricted to a shallow angle, and Gemini Gems don't go through walls, so I don't consider it too much of an issue with them.



EDIT: Although the spread isn't nearly as much as I had thought. Okay, this is reassuring.


Also, just to entertain the thought, what are your opinions about swapping the second to last battle's music with the music from the last spaceflight? I just tried it for fun, and the results were actually pretty spectacular.

#360 C-Dawg

C-Dawg

    Magus

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Posted 07 February 2015 - 10:57 AM

Switching the final battle music from Inside Story with the music from Blaster Master, you mean?  Ideally, it's all just placeholders anyway until I replace them all with original tunes.  That said, don't you think the Inside Story one is more suited for a long spaceflight thing, and Blaster for a frenetic confrontation?  I dunno, I like the mood as is better.

 

 

Cancer 28: There's no boss here. I just walked in and picked up the D. Beam. Came back after leaving and still no boss.
 

 

The boss was lame as heck and is removed.  Ditto the second fight with the ice creature in Libra.  I may get around to making something better and adding it in. 

 

 

 

Due to the limited modding options you have with the TLOZ enemies,

 

 

Actually, making custom enemies is totally doable.  That's not much of a limitation at all!


Edited by C-Dawg, 07 February 2015 - 11:00 AM.



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