Jump to content

Photo

Zodiac, Story of the Guardian


  • Please log in to reply
899 replies to this topic

#676 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 12 July 2015 - 12:17 AM

Anyways, I just wanted to point it out again, in case it made things too easy. You're on the home stretch now, and obviously you're a better judge of which Effort X's are worth Payoff Y's at this point.

I agree about the bosses... longer damage-invulnerability routines will solve making them trivial through brute force. I didn't even use the special weapon against the bone snake boss (I've barely been using it at all, to be honest) since rapidfiring him produced a ton of damage and item drops from his bones, letting me easily brute force him to death in 10-15 seconds. The Optimon (or whatever) boss took less time, but still took time since you have to dodge his shots and line up, and unless you angle away from him, you don't move with him, so the rapidfire loses effectiveness as you gain distance from him on each pass. I like that you revamped the Stun Beam boss, but I brute forced him without even bothering to try to learn any damage-avoiding patterns, and killed him on my first attempt. His level was, however, less of a cakewalk than the preceding corridors. I played through with the same style as before - trying to shoot/kill everything and collect as many drops as possible, while putting minimal effort into dodging shots/enemies. I did end up with only 24 health at the end, so I ate a Life Tank to prep for the boss. Had I paid more attention to dodging/retaining lifemeter throughout the level, and put a little more effort into dodging the boss's shots, I might not have even needed the one tank.

It doesn't address the levels/level enemies though. One of the things I think I mentioned before: that some sections of some corridors have stretches where you obviously designed the enemy placement not expecting the player to clear them as fast as one can, so if you do, you end up flying down an empty stretch for a few seconds bored and waiting for something to happen. This is especially obvious at the end when you clear the final set of enemies prior to the boss siren early, and end up waiting another 10-15 seconds for the chime and boss appearance. I realize it would require a fair amount of effort to find and tweak every point like that, so perhaps not worth it, but at least maybe you could monitor some condition at the end of the level that detects when no more level enemies will appear and jumps the boss siren/appearance to time now instead of making the player wait until its preset time?

I'm not oblivious to the problem that tweaking things to reduce the ease with which you can damage enemies this way might adversely make it even harder when playing without it, so maybe it's just best left alone. Some players will always cheat or use any edge they can find, so if they make the game too easy by exploiting it I suppose they can only blame themselves? Probably most players won't think to run something like Joy2Key that adds autofire functionality, and I'm guessing it's probably not a popular feature on PC controllers these days. So I may be raising a big stink over nothing. Whatever. I'll shut up about it now.
ETA: Heh, actually, the autofire in J2K maxes at 30/sec, so it can't go any higher than I'd already set it.

Pisces 6B: The destroyed blocks still leave black space on the bottom three rows instead of a water layer.

Stun Beam: Looks way less lame now. Actually looks pretty cool! But it is buggy. While all flying enemies that I've struck with it seem to stun correctly all the time, many of the ground-moving enemies only stun sometimes. I can't tell why. It doesn't seem to matter whether I'm firing it midjump, mostly lined up with them, or standing on the same row as them. They just keep moving sometimes when you hit them. The stun duration is pretty short and retains the item's general worthlessness - could you extend the stun time (possibly without the stun beam graphic) a bit longer? Or might that unbalance things elsewhere?

Aquarius 49: Cosmetic graphical glitch. If you jump left off the upper-right ledge:
g0B5Upn.png

You can hug the right wall (with high jump) and you'll jump up into the ceiling and bounce off the block at Pos 13 (top row) instead of Pos 29 (2nd row, where the ceiling is.):
xSuvmD3.png

If you jump to the left you can see this block clearly cutting a corner out of your sprite:
pJRaBxk.png

It's marked unwalkable in ZQ, but there's two blocks on M3 S49 at Pos 13+29 - could this have something to do with it? For a second I was excited and thought maybe I'd found a secret tunnel, maybe even a Hidden World. LOL!

Speaking of Hidden Worlds / scramble rooms... any intention/desire to hide one somewhere in the game? Maybe it could lead to... Snake Zone? :D

Scorpio 4F: Exiting the cave room still drops you out on the right side to fall down unless you move left onto the moving platform immediately. If you F6/Continue after exiting this room, you reappear on top of the door instead.

The way all the conveyors/moving platforms interact with the momentum could stand some more tweaking - it's still very jerky. Some of the rooms in Pisces and Gemini feel more "terrible controls" challenging than "hard design." If you can't get them to play nice with each other, I'd suggest having conveyors and moving platforms cancel your momentum when you land/stand on them, if possible. It's a cheap way to fix it, but if it restores the previous smooth movement then it's better than this.

Gemini 49: Entered cave room, F6+Continued, resumed inside cave room for Gemini 42.

Pisces 08: I exited the cave room here and F6+Saved, resumed from door at Pisces 08 instead of labyrinth entrance. The same thing happened when I F6+Saved and resumed after exiting the cave room at Pisces 78, so I'm going to venture a guess that all the cave room doors in Pisces set Save points instead of just Continue points? All the other Labyrinth areas I've been to so far (Aquarius, Scorpio, Aries, Cancer, Gemini) Continue from last door and Save/resume from level entrance - which is I believe how you intend it to work. But several times (sorry, I forget which ones) I've beaten corridors, then F6+Continued, and continued from the Labyrinth entrance instead of the corridor room.

Oh, you know what ruins the autofire trick? Lots of enemies on the screen at the same time. So the later corridors will probably mostly resolve that exploit, heh.

No recharge station near Aries Zodiac Boss.

Aries 0D: Entered and exited cave room. Took some damage. F6+Continue'd for a cheap recharge. Resumed from level entrance instead. This worked normally the other three times I did it, so I'm not sure what happened. Only thing I did differently this time was I bought it, exited, took damage, re-entered and exited, F6+Continued. Other times I just entered/exited without buying it.
Exiting the cave room drops you midair next to the door.
Inside the cave room, the recharge station does not have an energy field when activated.

Leo 28: The conveyor/momentum works especially poorly in here. When I enter from the upper left, I come to a stop and cannot walk right even when the fan stops, unless I dash.

Edited by newstarshipsmell, 12 July 2015 - 03:47 PM.


#677 C-Dawg

C-Dawg

    Magus

  • Members

Posted 12 July 2015 - 04:26 PM

Dude, you know very well exactly what extra content I'm putting in. 

 

As to the stun beam - it doesn't work on every enemy, and for many of them, it won't work until they've taken damage.  Experiment a bit to see who is and who is not vulnerable!

 

More stuff accomplished.  On top of the usual redesigns and screen fixes:

 

1. Wiggler 2 is fixed now.. I think.  I can't replicate the bug where he didn't die anymore.

2. Fixed big continue error in lower Virgo doors.

3. Removed sidearm spawning script from Virgo 0,6

4. Beefed up the Libra Zodiac' boss' HP.

5. Added better sprite for Libra crystals and -- you'll like this -- they now die after 6 bounces if they haven't hit anything.  DINGDINGDINGDINGDINGDINGDING no more.

6. Fixed bug allowing some Taurus corridors to rarely spawn stationary enemies.

7. Fixed bug spawning dead enemies at top of screen in Capricorn.

8. Fixed areas in Lower Libra not yet using the freezing script.

9. Removed Kain (lol) and replaced him with a far harder boss.

10. Fixed warp zone music.

11. Spin attack now only breaks the blocks you are supposed to break, not surrounding combos.

12. Grapple 2 works again.

 

And -- guess what? -- Gleeok sent me a special edition of ZClassic that will made screen transitions LIGHTNING fast if you load up Zodiac in it.  It's jarring, but I'm not used to it yet.  I'll package it up when Im done with these fixes and you guys can tell me what you think.


Edited by C-Dawg, 12 July 2015 - 04:28 PM.


#678 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 12 July 2015 - 05:15 PM

Leo 62: Fucked up stuff happens when I shoot missiles. His magnet shots like disappear and stuff. Sometimes my missiles disappear too.

Gemini 0F: Door autowarps / does not require pressing Up.

Also, I F6+Continued inside a different cave room somewhere in the upper-right part of Gemini, and it also continued from the cave room at Gemini 42 - so I'd venture to guess that all of the Gemini cave rooms do the same.

Gemini 79: Saw a fair number of CSet errors with enemy sprites in this corridor - hadn't seen any anywhere else this demo.

#679 C-Dawg

C-Dawg

    Magus

  • Members

Posted 12 July 2015 - 08:23 PM

Finished endgame cleanup (just some mishmash of wrong graphics and stuff)

Made Iron work properly in flying mode and concealed him during transformation.

Replaced all the sound effects remaining from Zelda (except the enemy damage noise - I LIKE that one)

Upgraded the enemies in a few corridors.

Changed how Biofloat is drawn to avoid problems.

Nerfed some of the damage caps on late game weapons.

Fixed Cloak Wing - particularly the rematch - so his death looks less awful now.

 

That finishes my list except for a few optional stuff and making sure the Taurus 1 Corridor isn't able to close by itself.  Will be reviewing this thread for more edits and checking the corridor closing script again before I move on to packaging.  I'll probably have the next beta uploaded tonight, yay!

 

EDIT: Investigating your reports, it turns out that the latter half of the game was littered with doors that were set to "Entrance/Exit" going from the Labyrinth into a room, when they all should be "Direct Warp - Opening Wipe."  That's probably why the Continue points were weird if you died inside a room; fixed now.

 

EDIT2: I don't know what's causing the continue issues now.  What I did was add a code that should be FORCING the engine to set a Continue point at the last screen on which you entered a Labyrinth zone, and a Save point at the initial entrance to that same zone.  If it's not working, I need to see why and where -- there's nothing unique about Pisces that I can see.

 

 

Alright, here's my paltry list of bugs so far:

....

Cancer 6E: One of the 6-way shooting enemies kept generating its firing sound effect after I'd killed it - using rapidfire, so I'm not sure if this is some weird bug with dealing massive damage or cumulative damage so quickly while killing it that it tripped something up. Never heard it happen before I began using external rapidfire.

 

It may not be the enemy.  If you use your Sidearm in the Corridors, you can rapid fire it and your regular gun by holding any button.

 

EDIT3: Okay, corridor check works out.  I'm not sure what happened with Taurus -- hopefully you guys can test the corridors more extensively during the next few weeks.  I'm going to toss in some improvements to the Leo Corridor 2 and then get this packaged for upload.


Edited by C-Dawg, 12 July 2015 - 09:46 PM.


#680 C-Dawg

C-Dawg

    Magus

  • Members

Posted 12 July 2015 - 10:49 PM

Updated.  I put everything in one directory for easy downloading.  I'll also put the usual piecemeal upload information in the downloads tab, with the change log.



#681 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 13 July 2015 - 10:04 AM

Nah, I meant, I was using J2K autofire bursts to kill enemies (not holding the autofire button down continuously the entire time) and I killed two of those enemies quickly one after the other. The intermittent firing noise that enemy generates as it fires continued to play for maybe 5-10 seconds after I'd killed them, and no more enemies like them spawned onscreen. So either something tripped up with its death, or another one spawned offscreen and eventually disappeared.

Taurus: Giant volcanoes drop fairy hearts.

Small fireball enemies still die permanently (when they aren't spawned by a floor volcano) - if you kill any and leave/return, all will be dead/gone.

Cancer 73: Exiting cave room drops you on far right side of room.

Cancer 61/62: Gates are purple, so are doors when entering - then they turn orange.

Libra 10: No warp bouncing back and forth between the aliens. Same for 01, 13, 24, presumably the rest? Is this a WIP?

Libra 11: Old freezing alien instead of new one.

Libra 05: Combo at Pos 36 is flashing the old freezing way.

Libra 24: Combos at Pos 130, 142 & 143 are flashing the old freezing way.

Bomb upgrade looks the same as level-1 - maybe make it look different? Did you change the colors for it at least? I wasn't paying attention.

I'll start over on the new demo so further bug reports will be from that one.

New demo bundle problems:
If you download the Dropbox archive, it comes with the Zodiac quest preloaded in ZC, which is broken, since it is retaining the absolute paths rather than relative paths, i.e. ZC thinks the quest file is stored at:
c:\Users\Dr. Moriarty\Desktop\Games\ZeldaClassic\zc-2-50-1-win\Zelda Classic\Zodiac Builds (July 2015)\ZodiacGS(07-13-15).qst

This will obviously not work for players unused to ZC and confuse them.

Also !!!! RUN ME !!!! (zc-zodiac build-w).exe runs with Cap FPS - F1 disabled, whereas the zlauncher enables it by default. Running !!!! RUN ME !!!! (zc-zodiac build-w).exe seems to de-select it in zlauncher as well? This means the game will run lightning fast - again, new users will think it's fucked up rather than realizing they just need to cap FPS/press F1.

I gotta run - can't stick around and play through to the Labyrinth and pass judgement on the new screen scrolling. Tonight.

Edited by newstarshipsmell, 13 July 2015 - 10:25 AM.


#682 C-Dawg

C-Dawg

    Magus

  • Members

Posted 13 July 2015 - 12:14 PM

I'll take a look and maybe fix the download link.

 

Per your reports:

 

I fixed all the bugs you reported in the new build already except for the fireball permanent death and the lack of warps bouncing around in Libra.  I can add them back again, maybe, but I took them out to spare the user irritation for the moment.

 

And the Level 2 bombs are different.  Level 1 makes one little purple poof; Level 2 makes two of them; and Level 3 makes three of them.  At least, thats how it seems to be running on my end.


Edited by C-Dawg, 13 July 2015 - 12:24 PM.


#683 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 14 July 2015 - 04:28 AM

No, I just meant their sprites on the subscreen/when you lay them. I realize the explosions are bigger.

As far as the new demo...

The custom build does not seem to support using B to advance to the next message string. This is the build, not your quest - it works as it always has in the regular copy of ZC. A will speed up strings being printed, or advance to the next string. B will complete a string that's being printed or advance if the entire string is displayed - meaning you can hold down B to breeze through the message strings. In the custom build, B only completes the strings, but does not advance them, so you must alternate pressing B, A, B, A, etc. to blow through them.

The quickscroll is a bit jerky, but I much prefer it over the old slow scrolling and no scrolling options.

You included a backup copy of the .qst file in the bundle archive - might want to check and delete/remove any backups before making bundles in the future.

If you want a one-click option, I fiddled around with the command lines and guessed the correct one (since googling it wasn't much help.) ZLauncher has an enable quickload quest option that skips the intros and menu and loads whatever's in slot X. I tried guessing command line options in cmd.exe until I got it: "-load X".

So if you have the custom quest loaded correctly, you should be able to add a simple batch file that launches ZC and automatically runs the game, bypassing all the setup stuff that's likely to confuse the non-ZC people.

It still won't work if users unpack/"install" it anywhere, unless the absolute paths can be changed to relative paths. Best bet is to advise downloaders they must unpack the archive directly in C:\, or be prepared to correct the .qst file path manually (which must be hand-typed into ZC, as it doesn't allow you to paste the clipboard into the path box.)

So I'd recommend creating a main folder "Zodiac The Guardian Story" in C:\, put the .bat file there, create a subfolder called "Gamedata" or something, and put your .qst file, OGGs, and all the ZC files inside that subfolder. Then you can put your manual and walkthrough and whatnot inside sibling folders inside the parent folder. Remember that you need to add your custom quest in ZC after you've created these folders and moved the ZC files there, or it'll save the wrong absolute path again.

Batch file(s):

Play Zodiac.bat
@cd Gamedata
@zelda-w.exe -load 1

Play Zodiac Quickscroll.bat
@cd Gamedata
@zc-zodiac-build-w.exe -load 1

^ Rename the custom build something like that, but without spaces in the filename, or it won't work...

"-fast" will skip the AG and TLOZ intros, going straight to the menu. So if you want to, you could make a simple menu in the batch file that lets the user pick whether they want quickscroll turned on/off, and whether they want to load the game or the main menu (maybe even let them pick the slot to load, if that isn't error-prone.)

#684 Gleeok

Gleeok

    It's dangerous to dough alone, bake this.

  • Members
  • Real Name:Pillsbury
  • Location:Magical Land of Dough

Posted 14 July 2015 - 05:07 AM

The quickscroll is a bit jerky, but I much prefer it over the old slow scrolling and no scrolling options.


What do you mean by "jerky?" ..I thought it worked pretty good. :(
I could make another slower option I guess. (Putting sinusoidal interpolating screen scrolling into the existing ZC scrolling might be a bit tricky though...)

I also just fixed the "file not found" path bug in ZC today, and there shouldn't be any need for batch files since the next release would replace any other builds.

Any unique bugs in that version are tricky though, since they don't actually exist (or shouldn't) in any future 2.5.x releases.

#685 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 14 July 2015 - 03:07 PM

What do you mean by "jerky?" ..I thought it worked pretty good. :(
I could make another slower option I guess. (Putting sinusoidal interpolating screen scrolling into the existing ZC scrolling might be a bit tricky though...)
I also just fixed the "file not found" path bug in ZC today, and there shouldn't be any need for batch files since the next release would replace any other builds.
Any unique bugs in that version are tricky though, since they don't actually exist (or shouldn't) in any future 2.5.x releases.

It's fine, really. Probably just unused to it, compared to old slow scrolling and instant noscroll. It's not tearing or anything like that. After another ten minutes of play I probably won't even notice. It's probably just lower FPS on my old, low-end machine making it appear to scroll less than smoothly (i.e. moving more or less pixels in one frame than the next.) The speed it's scrolling at is perfect, so don't slow it down, or at least, not by much. Don't waste effort trying to make it look fancier.

That's good to know about the relative paths in future versions. Do you mean the bug with B only completing strings/not advancing them won't recur later - it's just a quirk of this temporary custom build? I did notice the custom build is substantially smaller than the regular build, so I'm guessing it had a bunch of other stuff cut out or something, just to test whether the quickscroll worked well and was worth incorporating into the next release.

Also, the menu's kind of screwy for me in fullscreen mode (and maybe for others too?) Because it enlarges the main screen to the full monitor, it draws the menubar above the top of the screen, and cuts off the Game menu dropdown on the left side (so you see "ontinue ESC", "oad Quest..." etc.) I can't screencapture it to demonstrate, if this is not a known and easily reproduceable bug. If you can fix the menu in fullscreen mode so it all displays onscreen, great. If not, could you map F11 (or some other key, if that's in use for something else) to the Misc/Fullscreen command? This would at least allow for ZC launching in fullscreen mode by default (without using ZLauncher) and let the player quickly and easily get to windowed mode, where the menu is easier to navigate (documenting the F11 key in the site quest description/manual/readme so they can find it easily.) It would probably be somewhat frustrating as-is for non-ZC users, since not only must they mess around with the cut off menu to find the Fullscreen option, the first dropdown item on Settings is Controls, which will open a submenu if you right-arrow, so you must down-arrow to the next menu item and right-arrow to get to the Misc dropdown.

It also doesn't always display the menu when you press ESC, depending upon ZC's state if/when you alt+tab away from and back to it. The controller button assigned to Menu seems to always open the menu, but not ESC. So new players could easily get frustrated with the fullscreen mode menu being inaccessible and unable to configure their keyboard/controller settings and whatnot. Fullscreen hotkey would resolve all this.

You could also accomplish bypassing the intros to the menu or quickloading the slot 1 quest with Windows shortcuts, rather than batch files, getting rid of the cmd.exe window sitting around while you're playing, but those would presumably suffer the same requirement to unpack the archive to the same exact path as it was packed with - is it possible to pre-configure the ag.cfg file to automatically quickload the slot 1 quest when running zelda-w.exe? Or can zelda-w.exe be modified to support doing that? It would be easy enough to document in the manual/readme that running the exe will jump straight into the game, but that you can F6/Retry to get to the main menu, if you want to copy/back up your save file. I suggest this entirely with the non-ZC folks in mind. Having everything preconfigured to simply run by clicking one thing is probably the best for them. The manual/readme could instruct seasoned ZC players on which ag.cfg options to change if you want it to start normally or skip to the main menu instead of quickloading slot 1.

ETA: Where are my manners? LOL! Gleeok, thank you very much for adding the quickscroll feature. I've been bitching about this for months and finally gotten what I wanted. It's great! But I'm on the fence whether the scrolling speed should be a variable, rather than simply a "much faster" option, and whether it should be a ZQ setting for the quest creator to set or a ZC setting for the player to set. There's really no reason for it in the vast majority of custom quests that are overhead Zelda quests...

Edited by newstarshipsmell, 14 July 2015 - 03:20 PM.


#686 Ranagus

Ranagus

  • Members

Posted 14 July 2015 - 04:46 PM

I had that problem with stuttered-scrolling too.  Going into ag.cfg and changing frame_rest_suggest to = 0 fixed it for me, though I can’t recreate the issue now… 


Edited by Ranagus, 14 July 2015 - 04:47 PM.


#687 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 14 July 2015 - 06:06 PM

I had that problem with stuttered-scrolling too. Going into ag.cfg and changing frame_rest_suggest to = 0 fixed it for me, though I can’t recreate the issue now…

I tried changing that and it made gameplay much worse for me (stuff frequently got really laggy) without having any apparent effect on the quickscrolls, so I changed it back. As predicted, the quickscroll now looks fine to me, after playing for a while. No complaints, except...

Excessive room scrolling:
Using the quickscroll build (instead of 2.50 with No Room Scrolling enabled) brought an old bug back to my attention - the screen sometimes scrolls up/down an extra time due to holding the jump button down.

I typically don't release the Jump/L button after reaching the top of my jump, and continue holding it down while falling, and sometimes don't even release it after landing until I want to press it again to jump. In most other games I play, this never affects gameplay, or at least, not adversely so. I do this so I never cut a jump height short, and am just lazy about releasing it while falling.

So the extra scrolls are happening to me in two differen situations:

a) In Zodiac, when you jump up on top of a platform, you'll oftentimes do a little halftile hop when you land, if you're still holding the jump button down, due to how the jump code works, I guess. So when I land on a 2nd row platform and do a little hop, that scrolls the screen up and down. I found this really annoying with normal room scrolling and gleefully eliminated it with the No Room Scrolling setting when I found out about it, and then forgot about it.

b) The other situation this is occuring with is not so clearcut to me. I can reproduce this bug in Aquarius 5D every time I try it. If I jump and fall off the bottom of the screen while holding Jump/L, the screen will scroll down, then up, then down again. I can also do this in Aquarius 6E/7E, but only if I jump against/fall along the left wall - jumping into the middle of the bottom row and holding jump does not produce it. And I'm having no luck reproducing it in most other vertical room transitions, so I'm not sure what's triggering it exactly, just that holding down Jump and hitting the bottom sometimes enables it to happen.

So maybe not a big deal - I dunno how many other players hold their jump buttons down long after topping their jumps like I do. And with quickscroll, at least it happens lightning-fast so while it's visually displeasing, it doesn't become near the nuisance it does with regular scrolling speed. I have to learn to stop doing it when I reach the WCBs anyways, since holding L down interferes with using them.

Bug reports:

Pick Three Cave Rooms:
When you grab a sidearm upgrade from a pick-three room, while you're holding it up, a piece of energy/money appears at Pos 115 and disappears when you finish holding it up. This has happened in every single pick-3 room I've visited so far (about 10 of them?)

The platforms the upgrades sit on absorb bullets fired just above them. If you stand on them and fire sideways, your bullets are immediately absorbed.

Scorpio 17: This cave room still exits on the left side of the screen rather than on top of or near the door - is this intentional? Think I asked before but forget.

Is there a reason you stuck with having the player exit next to doors instead of directly on top of them? At first I thought it was because ZC somehow couldn't handle the latter, but obviously you've set some of them that way (after I bitched about them, like Aquarius 71.) Just seems like it would be more uniform to set them all directly on top of their respective doors, though I know on some of them (e.g. Aries 42) you offset them deliberately. And some of them, like Cancer 1D, don't have visible doors when you re-enter the room anyways...

Scorpio 65: When I enter the room from the right (66) I quickly zip left to just left of the door, partially inside the sandfall - even if I let go of the left button while scrolling into the room. I guess this is a result of your fix for dropping midair when you exit the cave room - since when I exit it, I still appear above and right of the door, then disappear/reappear to the left of it - so I'm guessing entering from the right is triggering the same fix.

Aires 00: The corridor entrance music cuts off abruptly at the end of the entry sequence. It then begins playing again for a second during the warp wipe at the beginning of the corridor; the corridor music begins playing at the end of the wipe. It does this for Cancer 6E and Scorpio 74, so presumably it does this on every corridor.

Scorpio 74: Corridor boss's bones drop fairy hearts.

Aquarius 02: Missiles disappeared again during the boss fight. Not nearly as frequently though.

Aquarius 03: With the quickscroll copy of ZC, it is impossible (I believe) to select Yes for the initial "do you want to interface?" prompt. Since pressing B only completes strings but doesn't advance the message... pressing A to advance immediately selects No. I saved and returned with the regular build and was able to acquire it. (And holy crap those room scrolls are annoying... thanks again Gleeok! :D)

Obviously this won't be a problem once quickscrolling is built into the official client and it doesn't carry this B-advance bug (or any other bugs I have yet to uncover.) In the meantime, should I stick to the official 2.50.1 client rather than using the custom build, so as to avoid discovering/reporting more bugs that are limited to using this test client? I believe we've established that quickscroll is awesome; I can go back to No Screen Scrolling until a new build is released.

But it makes me wonder... if you wouldn't be better off simply avoiding these prompts altogether. It wouldn't take much work to stick a message terminal in each ZW room that displays similar strings ("do you want to interface?" and "do you want to exchange?") and build them into the base of the interface, and make it so stepping into the field obtains the ZW without any prompt.

Then again, the shop prompts are working just fine for me in the quickscroll build, so maybe this is something you can easily resolve without waiting for another version of ZC.

ETA: I was able to grab the Scorpio ZW (2nd one I got) with no problem in the quickscroll build, so presumably the rest will work fine. So it's just the first ZW that is problematic in the custom build.

Pisces 79: The vertical halftile platform at position 67+83 vanishes when I warp back after beating the boss. In ZQ on M17 S79, when I hit X,S for preview,triggersecrets, it disappears too.

Continue Points: In Pisces, if I exit a cave room and F6/Continue during the entrance wipe into the Labyrinth room, it will resume from the Labyrinth entrance instead of the door I just exited from. This happened for every room I tried it on (Pisces 45, 56, 66 and 78) so I assume it happens with all of them. Doing the reverse - F6/Continue during the entrance wipe inside the cave room - resumes inside the correct cave room (tested on three of them) so I don't think it can be exploited to continue-warp around the Inside Pisces map(s). I don't think you can actually die during a wipe like this, so this can only affect users deliberately F6'ing. I haven't tried this on any other maps, but this might explain a couple similar bugs (resuming from the labyrinth entrance when I expected to resume somewhere else) that I'd experienced before but couldn't reproduce and forgot about. If nothing else... it's a convenient trick to save-warp back to the level entrance without having to exit to the main menu. :)

Pisces: The squids that fire at you... their horizontal shots will now damage you when you're standing on the row above them. They didn't before. They don't touch you at all as they're traveling along the row below you.

Actually, it seems like either my hitbox is shifted downwards a bit, or a bunch of things that deal damage have their hitboxes shifted upwards a bit. I'm taking damage from spikes/spikeballs/etc when I'm standing on the row above them and inching slightly over them. Like in Gemini 40 - if I stand on the right end of the 1x4 block near the center, and move a bit to the right, the spikeball below will deal damage to me.

Pisces 3D: One of the Sixway-shooters stopped and remained stationary on 2nd-to-bottom row. When I beat the first Cancer corridor, one of these enemies once again either continued generating firing sounds after dying, or spawned offscreen and fired away in limbo for 10 seconds or so before going silent.

Corridors: Ship Cannon shots are drawn underneath the pyramids that shoot those homing shots.

Intro corridor: Saw lots of CSet mismatches again. Haven't seen any in any of the Zodaic corridors yet.

Gemini 43: The clear-enemies-item-prize sound plays when entering this room - but there are no enemies here, so the sound is out of place.

Momentum: Can you zero the momentum when warping through doors and resuming the game? It looks odd when you move a little and make a skid puff upon resuming your game or exiting a door.

Stun Beam: It can destroy combos above fish eggs, when fired between them from the right.

In Gemini 61, if I shoot the stun beam to the right from the left side of the room, and hit just above or below the fish egg in the center, so my shot hits directly between it and the Armos above or below, it generates an explosion left and above where the shot strikes, without hatching the egg. No biggie. If I do the same from the right side, shooting left, striking between the egg and Armos below will hatch the egg - but striking between the egg and Armos above it will replace the Armos above with an explosion which turns into an empty walkable combo. I did the same thing in 62 from the door, and removed the solid bubble combo at pos 58 by shooting between it and the egg.

Guessing this is probably related to the spikes and squid shots damaging me on the row above them - seems like some stuff is shifted up a bit somewhere in the code.

Suggestions (old and new):

Recharge rooms: Add some sort of continuous energy sound (perhaps high-pitched for life, low-pitched for energy?) and maybe some sort of short concussive sound for missiles, for recharging. Have them play back while the meters are refilling and go silent when the respective meter is full. It seems weird to recharge silently.

Pulse Hammer: Revamp its graphics. It looks weird because it seems to randomly pick which frames to display or skip when you use it, so a lot of the time you only see short bursts rather than the full length graphic.

Item Drops: If you're going to stick with the sword-strike-doesn't-grab-itemdrops setting, please consider extending the distance you pick up drops within, so if an item drops in the middle of a wall combo, you can walk up against the wall combo and acquire it. That would be more uniform, I think, with the corridors, as I believe you made it easier to grab items by doing the same thing there. It's frustrating since your sidearm bullets travel through solid combos, so it's nigh-impossible to avoid constantly killing enemies inside walls where you can't grab their drops. (Alternatively, if not a huge pain in the ass, maybe you could script the drops to pop out of the walls: check their position when they drop, if inside a solid combo, then have them quickly move in the cardinal direction closest towards the player, and stop when they move into a walkable combo/position. They'd still end up popping into inaccessible locations or falling off the screen sometimes, but at least wouldn't end up uselessly stuck inside walls where you can't grab them.)

Money/Energy: The money/energy is kind of frustrating. It seems like I'm always out when I need a lot, and always come upon the huge 200 rupees when I'm already maxed out, so I have to skip them and backtrack later after using up my money. I've backtracked to Cancer and that ?-block room above the entrance a few times last playthrough/demo just to max my money out so I could resume buying upgrades, as the rate at which you acquire money simply playing through and killing enemies doesn't seem near fast enough to keep up with upgrade purchases you come across. This could be tweaked by a) increasing the chance that enemies drop money instead of relatively useless drops like Star energy and Missiles, or boosting the value of their money/energy drops, or b) add a lot more hidden money/energy items scattered across the labyrinths in breakable blocks and kill-all-enemies screens (will this work with scripted enemies?) 20-rupees spread around for players to find seems like a reasonable amount. Also, I'm playing through knowing where to go next, so first-time players might not experience this problem as much, if they're wandering around and grinding more. I dunno. Not a huge issue, just throwing it out there.

Subscreen Cursor: The cursor position relative to inventory items on the subscreen is still not standard. It appears behind the Pulse Hammer and Sidearm, but in front of the Missile Launcher and Life Tank. If you don't care, say so and I'll drop it. Otherwise, I can make a list of whether it appears on top of or behind each item, if you want to make them all standard later.

Level Entrance Room Music: might deserve the axe. It sounds jarring when you're in or near one and scroll back and forth (like when you're trying to jump up/right from Aquarius 70 to 60 and miss the jump, or jumping up into Aquarius 0F from 1F and scrolling back down to land on the platform.) The repeated restarts of the entrance music and level music just sounds bad, so I might recommend removing it and extending the level music to cover the entrance rooms. Cosmetic - your call of course.

Alternatively, you could make a cosmetic change to the Labyrinth transitions - reuse the corridor entrance/exit cutscene, but modified so when you enter a Labyrinth door, you cut to the inside of a giant moving conduit (or just reuse the corridor transition graphics, if you prefer it) at the bottom of the screen, move up to the center while spinning/transforming into spacecraft, then speed up the scrolling and stay in spacecraft for a few seconds, then slow the scrolling back down and spin/transform into guardian mode while moving up off the screen top. This would give the impression of distance traveled between Zodiac areas, if that is desirable. And you could have your entrance music play during the transition, rather than inside the entrance labyrinth rooms, avoiding the jarring music restarts with frequent back-and-forth room scrolls.

Boss Lifemeters: Instead of having them all on the same scale, set each one with a custom HP/width so that each boss's max HP exactly fills the entire lifemeter. This would avoid the early bosses having meters that are mostly empty to begin with. I like the different colors for the long fights with high-HP bosses; to retain those, you'd just figure out the number of colors you want the meter to go through, and multiply the HP/width by that number, rolling them over like they do now.

Edited by newstarshipsmell, 15 July 2015 - 01:47 PM.


#688 C-Dawg

C-Dawg

    Magus

  • Members

Posted 18 July 2015 - 08:04 PM

Just about over my jet lag in another part of the world, thought id check in. Thanks for the reports, nsss, but it looks like no one else is reporting anything. Good sign, I suppose? No more errors being found in the early game?

#689 Ranagus

Ranagus

  • Members

Posted 19 July 2015 - 04:25 PM

zelda283_zpsvq1jqfbm.png

This one's on the old version but..  The Cancer corridor 1 boss didn't die.

(everything else is on the new version)

 

zelda018_zpsgbkeurcx.png

Bone Snake is stuck on the bottom of the screen.  Fortunately I had missiles to finish him off.

 

zelda020_zps8vnw2tj8.png

Crab is stuck again.. Thank goodness. 

 

zelda017_zpsxwsa27eg.png

Revealed part of the door with my blaster -kind of odd.

 

zelda025_zpsvu7hh3fc.pngzelda026_zps6mrlc49w.png

The screen freezing effect is still buggy in some places.  You probably know. 

 

zelda027_zps16fz6gif.png

Is the fire supposed to move?  There's no way to get across without taking damage.

 

zelda015_zpsxycbp8q1.png

The falling sand covers up the block at pos 141 & 142 and looks odd.

 

You might also want to check the boss guarding the Red Ring.  It doesn't die properly and sometimes not at all  .And it has some strange behavior too; scan beam doesn't seem to do damage, projectiles stay on the screen, and missiles disappear at certain points -at least in the last version it did.  I only fought it once this time.  Also, am I the only one who thinks this fight is a little too hard?  I can't win with fewer than 4 potions, most of the time I get by with only one, or none at all. 

 



#690 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 19 July 2015 - 07:22 PM

Crab is stuck again.. Thank goodness.

Heh. Last time I complained about that behavior... he told me to consider it a "feature" at that point...
 

Revealed part of the door with my blaster -kind of odd.

Thank goodness I'm not the only one it bothers...
 

Is the fire supposed to move?  There's no way to get across without taking damage.

Well in theory, you could freeze an enemy below, fall down onto it and freeze another to the left, jump over and up, without taking damage... Chances of that actually happening? I usually just grapple across and eat the flame damage.

C-Dawg, I was mostly out of the house this past week, so my current play through ground to an abrupt halt. I'm going to try to make some more progress tonight and see what I find.

As far as the money, how did that work out for you on your last playthrough? Did you find yourself short on money with upgrades to purchase and having to grind or backtrack to an easy money spot? I just got to Libra and got the 999 wallet, so it might not be such a big deal on the back half of the game.

Just a friendly reminder, the approach to the High Jump is still sort of an F6 trap, in that it forces you to fight the boss and win or die, or F6, to backtrack out of the 3 screens before the boss. Probably okay that way?

But yeah, overall, playing long segments without spotting any bugs... getting close to a release-worthy version. Hope you're enjoying your vacation! (It is vacation, yes?)

Bug reports:

Pisces 64: Charged Scorpio weapon kills this boss in 1 or 2 shots, as it deals large damage to him and his damage-invulnerability phase is very brief or non-existent. Also, I think his lifemeter completely disappeared when I dropped his HP down to nearly zero. I noticed it was gone, and my next shot killed him.

Pisces 6B: Clearing the eggs and getting up onto the ledge on the left is kind of a pain, since the Stun Beam only shoots forward now, rather than 8-way, and is blocked by other solid combos, so you have to clear the eggs by jumping up and firing left several times in a row (and falling into the spikes a lot) or eat a bunch of damage clearing some of them while standing in the spikes below. Just pointing it out - you can easily regain your health in the next room grinding egg fish.

Pisces 79: This corridor boss normally stays in the center column of the screen, moving slowly up and down. After I dropped maybe like half his health I hit him with a missile from the side and he seemed to take a knockback to the left, and then began moving left and right across the screen as he moved up and down the rest of the fight. Is he supposed to move left/right to begin with? Or is he supposed to start doing that after you've done a certain amount of damage? I don't recall ever seeing him move sideways before, at any point in the battle.

He's also got a tiny hitbox it seems like - most of my missiles fired sideways at him go through him without exploding, unless I hit him along precisely the right row, though they also explode against the skulls/homing shots spawning on top of him, as often as not. They also disappear before hitting him sometimes. I fired one missile that went through him and traveled another three combos before vanishing on the far side with nothing near it.

I saw numerous CSet errors during the shooter level.

Susbcreen: Every once in a while, the cursor movement sound is muted when I move the cursor.

Death: I hear some out-of-place clicking sound effect when I die. Not sure if it happens every time I die or just sometimes. Doesn't happen when F6'ing.

I'd like to reiterate that the momentum code really needs some tweaking, especially how it interacts with conveyors and when trying to jump/fall into 1-combo-high sideways passages in walls (particularly when you have to reverse direction to enter them.)

The movement on platforms and conveyors is very jerky and causes unpredictable movement, e.g. the spinning combos in Gemini, which sometimes if you land on after releasing left/right, your momentum will help carry you over the edge and fall off them, while other times you'll come to a stop on the corner, like you used to every time.

You get pushed around jerkily on the moving platforms, especially when they change direction, and this sometimes pushes you off of them. You can also frequently land inside the platforms (standing a halftile below their top) if you land on their corners while they move towards you (I believe this causes them to move through you while you remain stationary, so you'll fall out the far side if it moves past you - I can't remember whether or not you can jump up/out of them and land on top or if you're just stuck inside them.)

You used to be able to simply hold left/right while falling along a wall and move into a sideways passage. I mentioned before that one passage in Cancer where you'd either fall past or enter it depending on whether you're holding up/down. I think it also has something to do with whether you're slightly inside the wall or flush against it. At Gemini 01, where you have to fall down and hug right to land on the bottom platform, it's really frustrating, because it seems like whether you enter it is purely luck. You have to move left off the edge of the platform above it, so if you change directions soon enough to start falling inside the wall, you'll land on the ledge, but if you move entirely past the end, it seems like you usually end up falling past the ledge below, no matter what you do. This leads to a frustrating sequence of repetitive backtracking through 7-8 rooms just to reach that spot again.

Also, I haven't played through to the Wall Cling Boots in ages, but I remember they used to not work when partially inside a wall. Would be great if you could code them to work then as well, instead of forcing the player to move away from and back up against a wall to activate them.

Edited by newstarshipsmell, 20 July 2015 - 08:01 PM.



1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users