If you can fix the Sidearm levels without messing anything else up, and swapping qst files doesn't screw them up,
and you aren't going to be making any other major changes that frequently require starting new saves, then go ahead. Otherwise, I can live with forced restart on subsequent demos.
The latter means I'll probably continue as now - playing the earlier demo all the way to the end, posting bugs that may or may not have already been fixed since then, while playing the new ones up until the end of the changes you've made, and then when I finish the earlier one, kill it and resume the most recent demo, play to the end.
It's a pain to have to spend most of the time replaying the earlier parts of the game, and means more time focused looking for bugs there rather than towards the end, but eventually... you should have all the bugs in the earlier areas cleaned up, at which point... I can just rapidly noclip through the earlier parts to catch up to where the progress is happening. It makes for really uncompelling gameplay, but oh well. It's faster than completely playing through all of it over again.
By the way, I've been actively looking for ways to exploit the autojump (pressing/holding L after falling w/out jumping) +bottomrowjump bug (so you automatically hop off the bottom row) and so far, the couple of spots I found where you could exploit it were so trivial that I already have forgotten them. You
can use it to reach the bottom-right ledge in Libra 2C easily, but I think you can make that jump anyways if timed right - it just spares you the frustration of missing it multiple times and going back around to retry. All it gains is some minor upgrade, and the other spots I was able to exploit it, I think just worked as short cuts without adding access to anything otherwise inaccessible.
So basically, I'm saying I've been trying to exploit it but it seems harmless, so far. I couldn't use it to bypass the Missile Launcher boss (left ledge in Aquarius 6D is still too far left to reach doing this in 5D) nor could I reach the door in Gemini 13 w/out DJBs (you just barely miss the bottom block trying.) I can't chain them - it only works the first time - so I can't exploit it to repeatedly jump along the bottom of the screen. Perhaps solaireflaire should fuck around with it and see if he can find some place to exploit it.
The handling in tight spots is fine - it is only a little trickier than before, and leads to more misjumps and cursing, but not nearly as bad as I initially thought it would be when I bitched up a storm about it. Without the wallglitch bug, there are a number of spots where you could previously cheaply bypass tricky jumps across several screens (in Leo and Taurus, probably elsewhere) where that is no longer an option. So all around, a great tradeoff.
Looking forward to killing your new enemies momentarily.
Demo 449Aquarius 6E: This also has a flower enemy which sometimes spawns offscreen and can be heard firing.
Custom enemies: If they walk, suggest coding them to detect when they're standing on a one-tile block between walls/edges, and override their turnaround behavior so they simply face the player, rather than rapidly changing direction back and forth.
ETA: Actually, now that I think about it, I'd simply suggest you edit the spawning code so it avoids spawning enemies on the top/bottom rows and left/right columns. That would fix the 3-way-hat-on-bottom bug, as well as prevent enemies unfairly spawning directly on top of you when you enter a room. Perhaps the 2nd-from-bottom row should be off-limits, too, for when you're jumping up into a room. Their movement of course doesn't need to be restricted from those rows/columns, just their spawn locations.
Scorpio 21: 3-way hat enemies spawn on the tile above bottom-half tile rocks/cactii, leaving a gap between them, so they appear to float. And they're still spawning on the bottom row.
Scorpio: Suggest cactus enemies reverse direction when you jump over them, instead of continuing away from you.
Scorpio 65: The cave door exit drops you midair next to the door instead of on the ground.
Aquarius 71: The cave door exit warps you inside the bottom half-tile next to the door, forcing you to jump out. Purely cosmetic.
Aquarius 54: The water layer doesn't extend to the far left/right columns, so the boss sticks out of it on the sides.
Aries 60: The cutscene room with Dr. Mo does not have gravity. The Labyrinth and Boss Fight rooms do have gravity.
Aries 71: The flier is kind of pointless in here, since with all the tall narrow gaps, all it does is fly up/down two tiles.
Aries 20: F6 trap beneath the door, if you come up here before getting High Jump.
Cancer 47: This enemy spawns its little enemies quite far from where it is located. It was near the right side at one point, and I was standing on the left edge of the room, and it spawned one directly above me.
Edited by newstarshipsmell, 07 March 2015 - 09:13 PM.