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Zodiac, Story of the Guardian


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#616 newstarshipsmell

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Posted 13 June 2015 - 03:03 AM

Map 10 Rooms S06+08+7C fixed. Also - HOW ON EARTH did you notice this particular bug?

LOL, I pressed W. A lot. I didn't bother checking the Pandora since I haven't really played through that area and don't want to spoil anything. (Nor did I bother with the Snake Zone, heh heh.) I already spoiled one new item you added - minor, at least, so no biggie. Well, two, since I saw you finished Aries. I still haven't figured out where you stuck the third energy recharger, as I was consciously avoiding looking at the items on the cave screens...

I also didn't bother to post any of the spots where you can fall through a ceiling, since they're all trivial and non-sequence breaking - or intentional, of course. (There's one spot in upper-left Capricorn where you can backtrack to the other side of a room you just went an entire screen out of your way to get to the upper side of. Stuff like that.)

I do have a question, though. With the standard warps, I could just right-click the doors in ZQ and follow the warps. Your scripting has eliminated that. How can I tell in ZQ which map/screen is warp-connected to the screen I'm currently viewing?

I only ask since I'm not really sure which boss rooms and whatnot are unused, i.e. not warp-connected to the main game anywhere, and thus unnecessary to check for bugs. There were a few rooms I noticed with combos blocking the exits with gaps along the wall behind them, and only one combo wide, which in theory would let you slip through with Dash Jets 2 and enter the adjacent map room. No doubt these are rooms that you must defeat the bosses well prior to gaining DJ2, but I'm wondering if
Spoiler


Oh, and as far as that goes...
Spoiler


You know what else I just considered? What happens if you freeze an enemy on the bottom row and then land on him? Still not sure it's worth fixing - just wondering if the bug applies there too.

Edited by newstarshipsmell, 13 June 2015 - 03:20 AM.


#617 C-Dawg

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Posted 13 June 2015 - 03:19 AM

That's all doable, and a very good idea, but we're talking into July before I have that stuff done.  Minimum.  The alternative route has two unique bosses, changes the plot in several ways, and adds at least one new small area.  So, that's a bit of work.  And that's all before you get to the REWARDS for that, the additional game modes.  If I'm lucky, I get it done mid-July.  Otherwise it'll be September, easy.



#618 newstarshipsmell

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Posted 13 June 2015 - 04:03 AM

So much for mid-February, huh?

Hey, off topic... have you been following AM2R? He just released a new demo this month with another new area added... and it's pretty fuckin' awesome.

Okay, back on topic:

Demo 520:

After gaining the new Explosives, the Spy never appeared to direct me to Aries. I visited terminals in Scorpio and Aquarius after gaining the bombs. (I quit playing shortly after gaining the High Jump, without visiting any terminals afterwards; I'm assuming it was due to changing the item you gained and forgetting to update the message trigger?)

Demo 521:

Scorpio 3D: Not sure what's going on here. I damaged boosted over the wall in 3A pretty easily, and came over here. When I enter this room and lay out a bunch of bombs, they work properly. As soon as I kill one of the red spiked turtles (with a bomb), my bombs act funky. In seemingly random spots (but not everywhere on the screen) if I lay bombs there, they immediately disappear and then explode in the upper-left corner just offscreen.
ETA: So far this is only happening in rooms with more than one red turtle. It doesn't matter whether I kill the first turtle with a bomb. Once I kill one of them, my bombs warp to/explode in the upper-left corner when placed in various spots, and after I kill the last turtle, they behave normally again.

And one other thing...
Spoiler

Edited by newstarshipsmell, 13 June 2015 - 05:58 AM.


#619 C-Dawg

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Posted 13 June 2015 - 09:42 AM

February was a decent goal when I was just gonna bug fix what I had. Since then, I decided to make entirely new enemies, overhaul all the bosses and corridors, add more goodies, etc. The game is better as a result, but hey, the scope expanded a lot.

New explosives causing problems with plot? Well, that's a load of donkey. I'll take a look.

Also, for some reason my MP3 downloads remain "pending" in the download folder. Staff is taking a look at them, perhaps?

AMR seems cool, solidly made. I have actually been watching Enviornment Station Alpha and Axiom Verge on Steam, waiting for a sale to pick them up. Over at the Metroidvania subreddit, it feels like we're in the midst of a huge rennisance of the genre with all the stuff coming out or in progress. Even the creator of Symphony of the Night kickstarted his own new game! Exciting.

And as for your suggestion.... yeah, I could do that, but I feel like that's releasing something that isn't done yet. Besides, there's a long time in between the final beta and something to consider "done." It still needs to be bug tested and sequence-broke.

EDIT: Fixed the plot bug. Somehow the plot-setting script wasn't assigned anymore. Now it is. Also, I took this chance to fix the code so that it can't "back up" the plot anymore, only advance it. So if you sequence break, you can't go back to an earlier point in time by picking up an earlier item.

EDIT2: I have been informed that you cannot host music files on Purezc due to server load. So, I'll update the QST file today with a link to a third party download service for the music.

Edited by C-Dawg, 13 June 2015 - 11:08 AM.


#620 ShadowTiger

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Posted 13 June 2015 - 12:14 PM

Any time you'd like for me to add any links to music collections into your submissions, do please let me know, assuming one cannot do it on their own. I'm more than happy to do it.


The Kickstarter for Igavania's Bloodstained game was the video game that made the most money on Kickstarter ever. It was a real achievement. They had to make up an impromptu series of new milestones to unlock when the incoming funding blew through it like a bunker buster. Unbelievable. We're in for a real treat in two years.

Submitting a potentially unfinished game would never not leave a terrible taste in the mouth of its creator. I'm even somewhat loathe to submit DoY250 to the database even now after four years of testing. It might be done, probably; who knows. But it might not be.
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#621 C-Dawg

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Posted 13 June 2015 - 06:09 PM

I figured out drop box, and uploaded a new version to the database. It fixes the Explosives bug that NSSS noticed, an includes links to the music.  Here's a copy job of the post there:

 

Part 1 of 2:

https://www.dropbox.... Vol 1.zip?dl=0

 

Part 2 of 2:

https://www.dropbox.... Vol 2.zip?dl=0

 

As the readmes indicate, you make these work with Zodiac (versions 6-12-15 and later) by dumping the loose .ogg files into the directory containing zelda-w.exe and the Zodiac.qst file. 

 

Also, note that these were retrieved from the 8 bit Collective archive under a creative commons license.  So, you should respect the same.  I will be trying to get in touch with each artist to make sure they're kosher with me using these tunes in the final game regardless of the commons issue, just to make sure they're not opposed to this use of their art. 

 

The artists and songs are as follows (if you like them please support the artist!):

 

"Disillusionment and Anxiety Are in Asile Four" from "OS Tease" by SAVESTATES.

"The Last Flying Flag (Bring The Might)" by Mizuki's Last Chance

"Boss 9" by RushJet1
"Robot Sharks from Hell" by Zabutom
"Backwards" by The J. Arthur Keenes Band

"Machine Code" from "Internet Releases" by STA$D400

"Space Fish" by Zabutom (I was so tickled that this theme works for Gemini!)

"If Something Is Found In A Cave, That's Where It Should Stay" from "Ihopethestarscanhearthis" by Spaceman Fantastiques

"Summer Spot" by TWLVINSM

"challenge sequence1" by SaraChip

"In Soviet Russia..." by n00bgrinder

"How To Kill a Man From Outer Space" from the album of the same name by SAVESTATES

"Space Beacon" by radiantx

"Dealing With the Hole In Your Head" from "How To Kill a Man From Outer Space" by SAVESTATES

"Interstellar Machines" by Random & Linde

"Bubblebeam" from "Ripped to Bits" by Mudkipz!

"bluetreezone" by Nobody

"Typhoon Saloon" by "The Tale of the Fable of the Legend of HPizzle" by H-Pizzle

 

Anyone who downloads these tracks can help me with a task.  I'm not looking to use music that was in another game or is a remix from a game.  Tracks reminicient of other games are fine, and H-Pizzle in particular does this really well.  But, I don't want other game music.  So, if you recognize a track as being from another game that I missed, let me know!

 


The Kickstarter for Igavania's Bloodstained game was the video game that made the most money on Kickstarter ever. It was a real achievement. They had to make up an impromptu series of new milestones to unlock when the incoming funding blew through it like a bunker buster. Unbelievable. We're in for a real treat in two years.

Submitting a potentially unfinished game would never not leave a terrible taste in the mouth of its creator. I'm even somewhat loathe to submit DoY250 to the database even now after four years of testing. It might be done, probably; who knows. But it might not be.

 

 

I know, right?  I only hope he finds a way to solve the "long game due to grinding" problem that plagued SOTN and lots of non-Metroid metroidvanias.  RPG elements that just make you twiddle your thumbs and grind for drops instead of getting stronger by EXPLORING -- which is the whole point of the genre -- would be really dull.

 

As for DOY, how can it not be done at this point?  You ironed out the bugs, added some flair of your own, and viola.  I mean, heck, its not like more than a dozen people have ever finished it anyway.  So whatever you were adding in the late game probably won't ever see the light of day anyway! 

 

The only thing I regret about DOY is that the tiles used for the original Deku tree at the very beginning are a bit drab.  I didn't get the hang of tile editing to suit my needs until Crystlia.


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#622 newstarshipsmell

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Posted 13 June 2015 - 08:01 PM

You might want to crank the music volume up somehow if possible. I have to manually reduce my SFX Volume to about half of the Enhanced Music Volume in ZC to avoid having all the constant firing sounds drown out the music.

#623 C-Dawg

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Posted 13 June 2015 - 10:33 PM

Interesting.  I wonder if this varies from system to system?  I had things balanced pretty decently on my side, I thought.  I can crank up the amplitude, however, if you think its necessary.

 

Audio "engineering," if you can call this that, is so foregin to me.  Coding, drawing, animation, sure, I have some sense of what I'm doing.  Audio?  Absolutely no idea!


Edited by C-Dawg, 13 June 2015 - 10:40 PM.


#624 newstarshipsmell

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Posted 14 June 2015 - 03:16 AM

Interesting. I wonder if this varies from system to system? I had things balanced pretty decently on my side, I thought. I can crank up the amplitude, however, if you think its necessary.

Audio "engineering," if you can call this that, is so foregin to me. Coding, drawing, animation, sure, I have some sense of what I'm doing. Audio? Absolutely no idea!

Do not edit the audio files to increase the volume. They are not "too quiet" (I opened several in Audacity and looked at the waveforms) and if you increase their volume inside the audio files, you will either a) clip the audio or b) compress it, both of which sound terrible.
https://en.wikipedia...ki/Loudness_war

If they sound balanced on your system, then I suspect there is some variability in audio playback on different machines? So the "problem" for me is not really a problem, but I just need to use the built-in menu to adjust playback to correct it on my end/machine?

When I suggested boosting the volume, I assumed there was some option in ZQ to set the relative volume for each track. I looked in ZQ, and I see that is indeed the case for the MIDIs (under Quest > Audio > MIDIs) but it looks like the enhanced music is all handled through scripting?

// Boss Music Function (if available)
int boss_music[] = "Boss - Normal.ogg";
Game->PlayEnhancedMusic(boss_music, 1);
if (!Game->PlayEnhancedMusic(boss_music, 1)){
Game->PlayMIDI(6);
}

Does the scripting support boosting the volume on a per-song basis for non-MIDIs?

More importantly, can anyone else confirm that it's playing the music too quietly / the SFX are drowning them out, and not just for me?

I used the default ZC audio settings when I complained: Master MIDI Volume 255, Master Digi Volume 248, Enhanced Music Volume 248, SFX Volume 248. I dropped SFX Volume down to 128 afterwards, and it sounds well-balanced to me at that setting.

If this is just something each player has to adjust for themselves (if the audio is problematic for them in the first place) then forget I complained.

/Bug reports

Demo 525

Pulse Hammer boss - his head's entrance loads/plays the enhanced boss music - the music then ends when his head freezes on the right side, and when his body appears, it loads the MIDI instead.

Not a big deal, maybe intentional... you can fire the ship cannon faster than the autofire by repeatedly hitting the button. You can exploit this to kill the boss a bit quicker, since he takes damage more frequently than your autofire shoots.

Suggestions:

You could make all the earlier shooter levels uniformly more difficult by implementing a momentum script for the ship, too. The speed upgrades could reduce its effect.

Say, starting off, when you move, you accelerate to full speed rather than instantly moving at full speed. If you release the direction controls, you slow down and stop about a combo's distance from where you released, and if you immediately reverse controls, you slow down/stop/reverse/accelerate and move maybe a half-combo's distance in the original direction before reversing? This would make dodging and weaving between enemies/shots much more challenging...

Once you're fully powered up on speed upgrades, it should handle mostly like it does now - you nearly-instantaneously accelerate to full speed and nearly-instantaneously reverse/change directions.

The labyrinth momentum is mostly good, but I'll just reiterate that the hole-skipping is super-annoying. It's counter-intuitive to train yourself to keep moving to fall down in order to avoid accidentally skipping over a hole. Not to mention you could probably train to exploit this and make it over every hole simply by timing your release/depress of left/right and avoid having to jump at all (and possibly miss.) I dunno - I'm deliberately refraining from learning to use it in the hopes you'll make it go away and don't want to have to unlearn it later.

Some of the tight-space precision jumps I used to make 95% of the time I'm missing like maybe half the time now, so I don't know if I'm just playing poorly or if it's introducing random elements that make response semi-unpredicable? I dunno. I need to play more to make up my mind. Like I said, I mostly like it, though it still plays a little slippery-feeling at time.

However, I'd strongly suggest making the lava continuous-damage without knockback. I'm pretty much just F6ing when I fall into that shit because with the knockback and momentum combined it makes escaping from some of those spots a waste of time compared to restarting from the Aries entrance...

Also, these two rooms seem impossible to backtrack through; maybe tone them down/rearrange them?

M13 S63: Too many enemies/projectiles here to deal with the phase blocks; I keep getting knocked back down until I die or give up and F6. It's so close to the entrance it makes more sense to restart than waste my time trying to reascend here.

M13 S68: Coming up from below, the way the destructible blocks are positioned makes it near-impossible (for me, at least) to get back up. The statues keep shooting you and you have no room to dodge, and must quickly shoot the three blocks on the left to jump up there and work your way around. I keep getting hit and falling down into the hole, over and over again... until I die or give up and F6. Maybe rearrange it a little so it isn't so frustrating to backtrack out of? Making some of the blocks on the right destrucible (making changes beside them to keep the path closed there) so you have a little more room to move around would probably fix it. So that you still can get knocked back down if you go for the straight backtrack but can learn to shoot on the right first and give yourself room?

Would you consider speeding up the rate of descent in the sandfalls? To maybe twice the present speed? It's kind of tedious as is.

The Advanced Comsat - instead of just having it fall out of the sky, you could put a simple cutscene in that room - a busted up Viking/Valkyrie in robot mode lying there, that is barely hanging on/nearly defunct, who gives it to you and briefly explains what it does. And maybe add a hint somewhere in Gemini about Allied forces spotting a guardian there, but ignoring it because it was "dead" or something? I dunno.

And you can still stand on the very corners of cactii/spikes/etc., without taking damage, though this is a bit trickier now with momentum.

Otherwise... I'm loving the new tunes. The only one I dislike is the cave room song. It takes a bit to start, and you usually don't spend much time in these rooms, so you mostly just hear the boring drum intro. I'd recommend something that jumps into the tune immediately and is fairly short/repetitive? Though that might get annoying on extended caves... If you found a longer song, with a beginning section you could loop for single-room caves, you could use the full version for extended caves. The music would provide a clue there's more to the room - but wouldn't be immediately obvious when you enter if they start off the same, and would avoid looping the short section over and over if you spend more time exploring it?

Aries 00: Holy shit this is a lot harder now. I can't manage it without eating a tank. So, the way the autofire on ship cannon seems to work - when you press/hold the button, the first shot isn't "synced" with the subsequent shots or something. Like, you'll often see a pair of close shots when you resume firing after releasing the button. Consequence of this is that if you rapidly press/release, while hitting something, your rate of fire skyrockets, since the shots are limited to three onscreen simultaneously (I think?) so if you're close to something you're shooting, you can pump it full of bullets. Of course, if you missing, you have all three shots bunched together (rather than spread out) so if they make it to the top of the screen you end up momentarily unable to fire. I found those spinning coin enemies the easiest to exploit this with since they take a lot of damage but move slowly - clearing them this way is trivial. The pyramids' homing shots are also good targets for this, since they take a couple shots and move fast - if you're faster, you can pump a couple shots into them before they can hit. The corridor boss, like the first one, is also susceptible to this and you can drop his life a lot faster, though when he's doing his six-way you can't be as close and thus can't fire as rapidly, but still, you can shoot him faster than on autofire.

Shit you can tell how badly I need sleep from how I mangled that last paragraph. Anyways, actual bug: upon beating Aries 00, either F6/Continue or F6/Save/resume begins you at Aries 77 instead of Aries 00.

I F6/Continued inside Cancer and resumed from the door at Cancer 12 instead of level entrance.

M11 S19: Okay, this hidden side hole on the left? Getting inside it can be a pain. I'm not sure if this is due to new momentum or last block collision revision. But I'm sure this applies everywhere similar.

If you walk off the right ledge above, holding left, you will fall past the side hole, though I think you might move a pixel or two left into the wall as you fall past it. If you face up or down and move left off the right ledge, you will fall past the side hole. If you make a small jump off the right ledge and fall (without jumping so high you hit the left wall's upper corner and slightly enter it) you have a seemingly 50/50 chance of entering the side hole or sliding past it. But if you move left and hold up or down (so that you are still facing left as you move left) as you run off the edge, you will always enter the hole. Walking off the ledge directly above it (to the left of the vertical hole) and holding left almost always lets you enter it - presumably because most of the time you're slightly inside the wall and thus landing on the very edge of the floor in the side hole. It doesn't matter if you press just left, or left angled up/down, so long as you don't face up/down and move left - if you do that, you slide past it as well.

And of course, you can just walk off the right ledge and hold L as you fall - you'll autojump off the screen bottom and up into the side hole. Fun times.

Oh, and these half-tile wide platforms in Cancer are a huge pain in the ass with momentum. I'm probably going to have to turn room scrolling back on because I can't seem to ever land on some of them after transitions with it turned off.

Edited by newstarshipsmell, 14 June 2015 - 09:18 AM.

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#625 C-Dawg

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Posted 14 June 2015 - 10:30 AM

Got your comments, will address them.  A few thoughts, though:

 

1. Not falling in pits when you skid to a stop is kind of a necessary evil if you don't want to be slipping off platforms.  The way it currently works is that, when you're skidding, you will not skid off of a block unless it's made of ice.  If I change that behavior, you will have an easier time falling into pits both when you want to and when you don't.  I think you'll find that this would make things like the little platforms in Cancer far worse than it currently is!  I suppose the best solution would be to change it so that the player doesn't fall in pits while walking normally... but that is actually really tricky to do.  If you have trouble, try pressing "down."  That should make you fall in even while walking.

 

2. Can you imagine how aggravating momentum would be in the flying levels?  No, I'm not touching that one with a ten-foot pole!

 

3. Yes, the ship cannon fires faster if you tap the button.  Mash away, if you're so inclined.  This is one of those cases where I'm happy to let an idiosyncrasy exist because it can only help the player,  Also, this becomes less relevant as you upgrade your ship gun to higher levels, which naturally run faster.



#626 newstarshipsmell

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Posted 14 June 2015 - 04:27 PM

Okay. 1) I don't know how all the movement/momentum stuff works so it's non-obvious to me how feasible things are to resolve codewise; everything I've mentioned so far is mild gripes and not a big deal. I'd be howling if it were. 2) Awwww.... I really like this idea! But it is your game, lol. I'd probably turn around and complain that it's too hard now anyways, right? And sulk when you give me a well-deserved "I told you so." 3) Just wanted to make sure you were aware of it; good point about the cannon upgrade. In fact, that's what you get at the first corridor! I just haven't played any subsequent corridors yet; maybe I wouldn't have even mentioned it if I had. Kinda neat there's a minor exploit like this that maybe helps you gain the first item that makes it less worthwhile. I just hope my #1 button doesn't wear out on me before then, lol!

BTW, that intro level boss warp? I used to always slide up to the top of the screen during the siren, and chuckle as the bad game design warped me to safety at the bottom. Since I've mastered a no-damage pattern to that boss, I'm sloppy with dodging damage towards the end of the corridor and don't concern myself with HP. Naturally, the first time I played the new demo with intro sequence, I ended up with low health at the end, and died before I realized I was still inside him and taking hits. And I promptly said to myself, "Well that launch sequence was pretty neat and I did want to see it again..."

That huge 3x4 room area in Aquarius... I'd mastered flawlessly completing that area in optimal fashion pre-momentum; dropping to gain the hidden room item, ascending to the switch, crossing back over to head down to Scorpio - barring the occasional random enemy spawn that mucked it up for me. With momentum on, I have to concentrate. I'm embarrassed to admit just how long I spent trying to pass this area the first time with momentum. Let's just say I maxed out my money and leave it at that (and yes, without grabbing the 200-rupee.)

So yeah, positive feedback too for the momentum; it isn't all bad, nor is it gimmicky. It genuinely enhances the difficulty here and makes a fine addition to the gameplay. I hope I get better at landing on those halftile-wide platforms, though, because they're a super-pain at present. I guess I feel like the character ought to come to a stop much more quickly on the ground vs. when releasing left/right in midair. But I'll refrain from howling about it unless/until I reach a spot where I find impassable or otherwise lose interest in trying to pass. That column/hole bit before the high jump was super-aggravating at first (and still is, somewhat) but it no longer takes me five minutes to luck out with my jumps. Probably/hopefully something similar will happen with me (and for other struggling players) for these tiny platforms.

Damn, the new music is awesome. I know I could just load the songs in my player to hear what they sound like, but it's not the same as reaching each new area and discovering what well-chosen music you've found for it.

#627 C-Dawg

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Posted 14 June 2015 - 07:22 PM

And, so far, the artists who have responded are totally cool with my use, too!

I fixed lava to damage over time instead of knocking you back. There is a ten-tic grace period when you fall in, and after that it burns for one hp every three tics. The Supernova Armor negates the effect.

I need to add a visible burning animation before callingthis fix done, though.

#628 newstarshipsmell

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Posted 14 June 2015 - 07:42 PM

I need to add a visible burning animation before callingthis fix done, though.

To her face portrait as well? :)

Corridors:
So these should set a continue point, right? Should it be setting them only when you beat them? I.e. if you die in the corridor and continue, should you resume from the labyrinth entrance, rather than the corridor room?

I mentioned the Aries 00 corridor doesn't seem to set one. Cancer 6E does, both for F6/Continue and F6/Save/resume. It seems simply entering the labyrinth entrance room resets the continue point to that room, if it's previously been set at a beaten corridor, but returning to the beaten corridor room does not once again set it there - this is correct, I assume?

The corridor entrance/exit cutscenes pause for a second with you frozen at the bottom of the screen, before you start moving. (I forget if the music pauses until you begin moving, or starts playing as soon as you warp to the cutscene.) This happened for the initial shooter exit, and both entrance/exit on Aries 00 and Cancer 6E.

LOL, yet another easy recharge spot: the ? blocks in the Cancer cave room(s?) - you can sit on top of them and drop bombs until the first explodes, then break the box and fall down, and a shitload of items drops fall on top of you and are acquired in rapid succession.

In Cancer, all of the doors I've tested so far are once again setting continue points (when you exit the caves back into the labyrinth.) I thought you changed this so you always resumed at the area entrance?

So the bomb launchers I complained about ealier - the ones in Cancer also sometimes spawn their bombs offscreen/in the upper-left corner. Sometimes they fire normally at first, and then start doing this instead. Their position/nearby solid obstructions doesn't have an apparent corrolation.

M4 S6B: I can still exploit the auto-bottom-jump bug here to go right without DJBs; falling down in S6C is an F6 trap without WCBs. (So still an F6 trap without exploiting a bug, if you come up here with just DJBs.

These giant skull enemies still have the graphic glitch I mentioned earlier, and the one in S6C is still missing his lower-right corner.

Edited by newstarshipsmell, 14 June 2015 - 10:00 PM.


#629 C-Dawg

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Posted 14 June 2015 - 10:32 PM

ALL doors should be setting Continue Points. The idea is that when you leave a room, you continue there if you die. Now, if you save and restart, you go back to the beginning of the Zodiac Zone entirely. I am frustrated by the strange continue behavior.

Oh, I got the lava working well now. I think you'll like this change, and I agree, for spikes you have to swim through, this makes more sense.

I also quietly located the particular logic allowing the jump-on-the-bottom to still occur, took it out back behind the shed, and shot it.

So my working devlog to-do list is now:

(1) Continue to update cutscene code for back half of game. This one might take awhile. So, I have at least the following cutscenes to revamp:[/background][/font][/color]

a - Three different conversations with Dr. Mo

(Make a fourth - what you see when you go there after finishing all corridors)
b - Encounter with ???? in Sagittarius
c - Encounters on Pandora
d - Game endings (good and bad, for now, with credits and some artwork splashes)


(2) Enlist help of some other Zquesters in understanding continue point strange behavior, and the strange warp behavior in some Scorpio doors and the entrance into Aries.


(3) Follow up on e-mails to artists for permission to use music. Choose a few more tracks (Pandora, the "big reveal" conversation, Victor's theme, and final battle theme.)


(4) Make final FINAL battle better. Given the upgrades on earlier bosses, this one at a minimum needs a clearer indication when you've seen through the misdirection.


(5) Super Secret Mystery Stuff. This is major, and will require another month to do.

Edited by C-Dawg, 14 June 2015 - 10:32 PM.


#630 newstarshipsmell

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Posted 15 June 2015 - 03:23 AM

"EXCELLENT, YOU HAVE RECOVERED THE EXPLOSIVES" needs a period after it.

M4 S14: Sword-strike against the grey block at Pos29 causes it and all remaining sandblocks to explode.

M4 S38/39: There're four grey blocks along the border between rooms that are destructible along with the sandblocks next to them.

M4 S3E: It looks like these sandblocks don't explode, but just vanish when sword-struck.

M4 S51: I think you told me before you can't have destructible sand in rooms with switchs, right? Should you replace the indestructible sand in here with regular blocks? Aside from this room and that boss room, the remaining indestructible sandblocks in the "outside" portion of Scorpio are all completely inaccessible to the player.

M4 S63: Before bombing the 3 bomb blocks, the sandblocks at Pos 131, 132, 133 & 167 are all bottom blocks (wavy on bottom.) After bombing the 3 bomb blocks, they turn into squared-off center sandblocks.

M4 S74: Corridor completion does not set a continue point.

Your new corridor backgrounds... I agree that the old ones look shabby and could do with replacement, but I think the tile-based method looked better overall. These new ones, because they're giant images that aren't very long, end up looking like you're flying over a repetitive painting rather than a background. The Cancer background looks good, but it would really look better if it were longer and had similar but different features instead of exactly repeating. The Aries background looks way too plain and begs for more details - unless you're angling for a Metroid Zero Mission look, I guess.

Edited by newstarshipsmell, 15 June 2015 - 03:38 AM.



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