ROFL! Game ending bug on demo 519.
You cannot jump off platforms on the bottom-half of the bottom row, so when you reach Aquarius 5D en route to the missile launcher and pulse hammer, you cannot proceed any further into the game.
I cheated over to 4A and 24 where there are other platforms along the bottom row/bottom-half, to confirm it is the position of the platform along the bottom - and not that particular room - causing this bug. Something you did with the momentum? Or were you trying to squash the bottom-jump bug? ETA: This happens in both 2.50 and 2.50.1. It also doesn't matter whether I have screen scrolling turned on or off.
Rather than trying to fix this... I don't think there are that many rooms in the game that have half-tile platforms on the bottom like these ones - so you could "fix" it by simply moving/removing them all, redesigning the room a little if necessary to make the required jumps possible. This would also "solve" the "problem" of platforms you cannot see with room scrolling turned off.
The ship in the beginning cutscene - it still has transparent black lines/spaces on the left side of it, that are especially apparent with the hangars.
It might look better if the star field extended above the Zodiac another screen, so it doesn't scroll a visible edge to it onscreen and leave the screen black before warping to the shooter level.
I'm assuming this is intentional, but just pointing it out in case not: the two inner allies only fire a widely spaced pair of shots from the side, and no shots from their center at all. So you end up with nearly all your firepower concentrated on the far sides of you.
I saw some CSet errors with several different kinds of enemies in the shooter level, but only the first time I played it, in 2.50.1 - I haven't seen any in 2.50, and I've played through the opening shooter a few times on now. Not sure if the ZC version matters at all, though. Wasn't sure if you thought you'd fixed this.
The new boss meter is cool - but I'd just like to point out that it almost completely hides the boss's weakpoint. Could you make the meter translucent instead of opaque, without it looking like crap? That would at least let you sort of see stuff underneath it.
The new landing noise is driving me nuts, but I suppose I'll get accustomed to it, and quickly too, if the up-enters-doors thing is anything to go by. But would it sound better if you made it a little quieter? Like, maybe 70-50% as loud as it is now? Not sure it really matters.
The poof - can you code it so it doesn't appear if you move slowly before stopping / inch sideways bit by bit? It looks a little silly when it triggers every single time you come to a halt rather than only when you're moving faster/farther and then stop.
I
think the "ALL WE HAVE IS YOU" line in the commander's first message inside the Zodiac needs a period after "YOU" - the next message parses like a nonsensical run-on sentence without it. Also, his first message after all your allies die mentions
four of you (rather than five) - was this a mistake, or is he deliberately discounting you and directing his talk to the other four (now gone) allies? LOL, if the latter.
Aside from all that, I like the new stuff! Intro sequence is much better now, and the horizontal momentum seems perfect.
Edited by newstarshipsmell, 11 June 2015 - 07:24 AM.