Taurus: Mini volcanoes - Shooting them with the Ice Beam generates a cube, but doesn't freeze them. Trapping them between a wall and a cube, or two cubes, will cause them to stop moving. When one or both cubes melt, they remain stationary (until shot/damaged, when they'll resume moving.)
Ice Beam: Haven't seen how it works with the custom enemies yet, obviously, but I'll ask anyways:
When you freeze a TLOZ enemy, it aligns to the nearest whole tile (or the one it's moving onto when frozen? Not sure.) Is it possible to have the custom enemies (that are 1x1 tiles) freeze to the nearest 2x2 set of quarter-tiles? If so, can this be done with the TLOZ enemies as well? Would it be too much of a hassle to be worth implementing? It would look better, but probably have a minimal impact on gameplay/value.
Taurus 07: These fireball enemies:

I mentioned them last post. Correction: They will only spawn on subsequent room loads if none of them were killed on previous visits. Killing even one causes none to spawn in that room on subsequent visits. And I was wrong about them coming back later - F6/dying, Continuing or Saving, leaving/returning to Taurus - none of that brings them back. Gone for good, apparently.
Taurus 07: This room layout seems to require freezing one of the fireballs to reach the ledge on the right side - so obviously it's really easy to permanently ruin that by killing them all or leaving/returning after killing one. Luckily, you can simply damage-boost off the lava up to the ledge... But this probably isn't what you want to force non-ZC players to figure out, I'd guess.
Taurus 2D: Could you move the fireball to the left side of that block? It's really aggravating to keep hitting it when you fall down from above and get knocked into the lava and have to start over.
Taurus 2D/1D/2C/1C: It's still really tedious waiting for the fliers to occasionally line up where you can freeze them in a useful position, while trying to avoid getting knocked out of place and constantly taking damage. If you're doing custom enemies here, I'd maybe suggest replacing them with enemies that either fly in small circles or coded to remember where they spawned, and not fly farther than X tiles away from it - and hardcode their spawn locations, so some of them set up your jumps. The setup in 1D was so frustrating, I finally gave up trying to freeze an enemy there, jumped over to the little ledge in 1C, and froze an enemy just above the ledge so I could dash/double-jump up to the ledge in 1D.
Taurus 08: Pretty sure that Iron "died" well before I exhausted his lifemeters.
Also, he guesses that you've tapped into the Zodiac Weapon program. Does he say that if you haven't gained any ZWs yet?
Wall Cling Boots: The ceiling cling bug is still present. I have only seen it happen after gaining the WCBs. I can't tell whether it only happens when you're slightly inside the wall or entirely outside it, or both, but if you drop off a ledge and hold against it near the bottom, sometimes you'll time it right and slide sideways along the bottom.
Once you gain the WCBs, you can once again chain infinite jumps along a wall if you are partially inside it, either by falling into it from a top corner, or jumping up into it from below a bottom corner. (You cannot chain jumps without WCBs.)
If you are partially inside the wall, holding against it will display the clinging graphic, but you will slide down the wall. When you reach the bottom, you will stop, and hang onto the corner. So you still have to press away from the wall and back against it quickly to latch on, when you hit a wall on its top corner and end up partially inside it.
So, none of this would seem to present any sequence-breaking issues - since chaining jumps up along the wall is virtually the same as jumping/clinging over and over. But it still looks/handles buggy.
Edited by newstarshipsmell, 16 March 2015 - 04:27 AM.








