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Zodiac, Story of the Guardian


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#691 C-Dawg

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Posted 24 July 2015 - 09:48 AM

I'm not home yet, but I am back in the United States now,  It was a vacation, but a very tiring one!

 

So far, it looks like the only problems to fix are:

 

1) Make conveyers work better with momentum;

2) Improve shield armor boss (I assume your references to Pisces above are supposed to be Gemini, NSSS).

3) Tweak Ray Crystal2 (and probably 1 as well) bosses.  Note that Ray Crystal 2 (guarding the Black Hole Armor) is not hard one you find the safe spot.

4) Remaining old-style freeze screens in Libra (thought I nabbed all of them, but will fix those reported)

5) Revisit bone snake boss and find out whats going on with his death routine

6) Check the Silksprayer (Cancer 1) boss for death routine issues,

7) Boss life meters - return to a mostly relative life bar format.

8) Make pulse hammer graphics more consistent, possibly splashier.  Note that I don't want to give the disentigrator or pulse hammer and interesting new effects since they are overwritten by the more powerful Zodiac Weapons.  Any changes to these items will be purely cosmetic.

9) Tweak the collision of the squid damage combos to make it more fair.  I think I can just reduce the hitbox size of the combo itself without too much trouble.

10) Tweak how corridor transitions happen.  You're right that the musical change can be jarring; perhaps a transition screen would work better.

11) Revisit the code that handles on-screen menus to make it work better.  This is a good idea anyway; while I'm here, I should re-do the way the Yes and No options are drawn to make it look better.  

12) Various other little things.

 

Still, this is good.  Not that many reports.  Either everything is working well or no one is reporting anything. Looks like I will be able to patch up the remaining issues this week, do another release, and then roll into the optional stuff.  Since MeleeWizard didn't get around to starting his Lets Play yet, the new version might be done before that.  Nice!

 

Has anyone finished the game entirely on this build?  It would be nice to see if the later parts have bugs still.



#692 Ranagus

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Posted 24 July 2015 - 07:00 PM

Shortcut to Libra:  You technically pass though the entrance room to Libra on the way to the switch at 7A.  Just f6 continue from there and save yourself some trouble!

 

Virgo 69:  The right side of platform at pos 41 doesn’t have a proper edge.

 

Virgo 6A:  Misplaced tile at pos 90.

 

Capricorn 38:  F6 continuing inside of the door warps you to Libra.  I didn’t check any other doors.

 

Capricorn 14:  The magnets don't seem to have any effect, either on the top or the bottom of the screen. 

 

Capricorn 22:  Black square of doom at the top left corner. 

 

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If you have the cling boots and change screens horizontally while falling from a platform (without jumping), the guardian will do the cling animation while scrolling. 

 

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I did f6 continue while falling down the shaft after the story sequence at Leo 0F and got stuck. 

 

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The door to Capricorn doesn’t have a warp return point set on either side.


Edited by Ranagus, 24 July 2015 - 07:06 PM.

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#693 C-Dawg

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Posted 25 July 2015 - 07:08 AM

Thanks for the reports.

That Capricorn entrance bug is very odd. Those warps have been working for ages and I didn't change them. Still, I'll take a peek at it.

#694 Ranagus

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Posted 26 July 2015 - 12:19 AM

The Cancer boss dies now, but it respawns immediately afterward.

 

Capricorn 07, 18, 0C, and 7F:  F6 continuing inside any of these doors warps you to another zone.  I’m going to assume all the rooms in this zone are like this.

 

Capricorn 23 and 33:  Black square in the upper left.

 

Taurus 14:  F6 continuing inside of this door warps you to another part of Taurus.

 

Taurus corridor 1 (at 15):  I made it to the boss and the game immediately skipped to the victory screen.

 

Aries Corridor 2:  Boss screen uses the Libra background. 

 

Aries 0F:  F6 continued inside the door and ended up in Taurus. 

 

Virgo 50 & 7B:  The boss respawns every time you enter the room.  Fortunately it’s not really a threat.

 

Virgo 6D:  Misplaced tile at pos 86.

 

Virgo 6E:  Misplaced tile at pos 69.

 

There’s no pickup animation for the Supernova Armor, just sound.

 

I died to the boss guarding Dash 2 and it took me back to the start of the zone, I think I set up a checkpoint.

 

I noticed that Dash 2 uses twice as much energy as dash 1.  I went into Link Data and removed the lower level item; this returned the energy consumption back to normal.  So it seems that the script is counting both versions of the item.  Intended or not, it’s irritating to be penalized for a feature I don’t always use. 

 

Gemini 75:  I waited until late in the game to do this corridor.  As I was jumping though the room with the Spin-Attack, I hit an invisible trigger which closed the corridor.  The trigger sounded like an enemy being killed and is located somewhere around pos 103.  I was able to repeat this several times. 

 

Sagittarius 3B:  The old midi music played briefly after entering the door.

 

I tried to enter Sagittarius after getting Iron and ended up somewhere I shouldn’t be. 

 

 

 

 

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Iron appeared in the top left corner when I got him.

 

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An X appears on the invisible boss occasionally.

 

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These enemies don’t respawn normally, if ever. 

 

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Entered this room in the top left corner.  I know this didn't happen last time.

 

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Taurus 50:  Jumped into the tile at pos 3 and ended up in a TLoZ passage way.

 

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The Pandora is still quite buggy.  Also when I died here, it took me back to the cut scene at the beginning of the game.


Edited by Ranagus, 26 July 2015 - 01:00 AM.


#695 newstarshipsmell

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Posted 27 July 2015 - 11:11 PM

Aries 0D: When you enter the screen from the right you immediately warp to just left of the door. Since you're usually holding left while jumping into the screen, this means you end up walking left off the platform and falling below.

Presumably this is another one of your "fixes" for not exiting the cave room where you intend the player to. Honestly, I think you should remove these fixes. They make it worse rather than fixing the "problem."

Obviously you want them to work as intended, so if you can figure that out, fantastic. Otherwise, go back to dropping out of the air.

Leo 39: Not a bug per se, but you can still bypass the 37-27-28-29 path here by destroying the secret passage, eating the 64HP leaping off the right-most spikes and up into the tunnel, then leaping up into 29 and grappling.

I know you've said you're fine with minor shortcuts like these so long as they don't sequence-break, and I'm only pointing it out in case you overlooked it and don't like this one.

Player has to know the tunnel is there anyways to exploit it, so it's probably not a first-time-playthrough shortcut. Unless someone really enjoys jumping on spikes and shooting missiles everywhere. And they can't get to anything inside the tunnel.

Leo 66: I managed to grapple myself into the block here:
CqPOQ52.png

Guessing this may have something to do with many things and/or everything being offset, like the spikes/projectiles on the row below me dealing damage. I have reproduced the squid shots in Pisces on the row below damaging me in both the 2.50.1 and custom builds, so it is not some bug in the custom build causing it.

Edited by newstarshipsmell, 27 July 2015 - 11:40 PM.


#696 C-Dawg

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Posted 28 July 2015 - 09:03 AM

Hey all.  I'm back home, and I will get to work today examining and cataloging your bugs.  Thanks for the reports!

 

I did have a few followup questions:

 

NewStarShipSmell: Are you experiencing a problem with the blue and green squares (arrival location after a warp) on the entrance between Pisces and Capricorn?

Also, is the patch around the doors acting wonky really annoying?  If so, theres' another way to skin the cat.  I could just give up and move the door on that screen to wherever ZeldaClassic wants it to be.  That is, move the door to the warp location, since I can't move the warp location to the door.

 

Ranagus: Are you F6ing in all interior rooms / cut scenes, and the reports are the ones that you actually found to be problematic?  Or, did you just happen to quit out of those rooms and find a problem?  Did you F6 in other areas?  Were there problems there, too?



#697 Ranagus

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Posted 28 July 2015 - 06:32 PM

I’ve been F6ing deliberately ever since I stumbled on that first room in Capricorn.  I haven’t made it a point to check every room and cut scene in the game yet, but I do plan to work on it in my next play though. 

 

Oh, and I figured out what’s going on with the screwy doors.  You have the “Auto-Warps are Direct” flag set in the corresponding interior rooms.  I just fixed Scorpio 65 and 4F by unchecking it.

 

 

While we’re here…

 

All the Sagittarius interiors play the old music and continue warp to Libra.

 

Pandora 05:  The block at pos 19 doesn’t cycle, making the intended route impossible (I think).

 

Pandora 17:  The spikes at pos 5, 6, and 7 are an unescapable death trap  -you can’t jump out.  Making a completely walkable version of the middle spike should fix it. 

 

The Virgo Whip doesn’t display when the guardian’s back is against the side of the screen or when used at the very top.  And I thought it was supposed to restore health somehow. 

 

 

 

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The block I’m standing on acts like a conveyor.


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#698 C-Dawg

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Posted 28 July 2015 - 10:23 PM

1. Stabilized animation for Pulse Hammer.

2. Narrowed the collision detection for the squid-cannon things and redesigned rooms that still were problematic.

3. Fixed problem with door-workaround at Aries 0D.

4. Leo 39 is fine.  I'm ok with difficult shortcuts if they don't break anything.

<<5. Leo 66 and similar areas sometimes let you grapple into the wall a tad.  Since you can't get truly stuck, I'm calling this "good enough" for now.>>

6. Fixed projectile graphics from Bouncer2 (the enemies at the Pandora spaceflight).

7. Can't tell why cruiser blast (Pandora spaceflight) sometimes fills up the whole screen, at least not initially.  Will come back to it.

8. Removed errant warp at Taurus 05.

9. Fixed what I think is causing the "X" at the Aries invisible bosses.

10.

<<9. Virgo 66 - you reported an errant landing location.  Everything is configured properly in ZQuest.  I checked and cannot recreate the problem.>>

10. Removed square'o'doom from Capricorn rooms.  I think.

11. Tweaked the code having Iron appear that should place him near the player.

 

 

 

 

Oh, and I figured out what’s going on with the screwy doors.  You have the “Auto-Warps are Direct” flag set in the corresponding interior rooms.  I just fixed Scorpio 65 and 4F by unchecking it.

 

The expressions that spring to mind here would all be inappropriate for a family web-forum.  Suffice to say: THANK YOU from the deepest pits of my digestive tract.  Holy crap this has been a thorn in my side for so long....

 

12. Fixed Pandora issues inside.

13. Corrected the door issue and removed relevant door script fixes due to not needing them anymore.

14. Set level numbers for interiors in later game; I think this fixes the continue point problems reported.

15. Fixed issues with tiles in the secret-secret room leading to Explosives 3.

16. Fixed music in Sagittarius interior.

17. Removed "Enemies->Secret" from Gemini 75.

18. Stopped Level 2 dash from using more energy than Level 1.  Testers are right; it's kind of a dick move.

>> 19. Not sure what to do with report about death at squid rematch around Dash 2.  It's working correctly when I try it.<<

20. Virgo 6D and 6E redrawn to avoid offending artistic sensibilities. 

21. The rematches with the Crabbor in Virgo are intended to be repeat encounters.  Perhaps I should remove the boss music to make it less strange seeming?

22. Cloak Wing 2 background fixed.

>>23. Could not reproduce instant-death of Megamagma in Taurus Corridor 1.<<

24. Cancer boss death is now permanent.

 

And, whew, that's all I got in me tonight.  Will tackle the rest of your reports starting tomorrow.


Edited by C-Dawg, 28 July 2015 - 11:37 PM.


#699 newstarshipsmell

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Posted 29 July 2015 - 03:42 AM

NewStarShipSmell: Are you experiencing a problem with the blue and green squares (arrival location after a warp) on the entrance between Pisces and Capricorn?

I haven't gotten that far in the current demo, sorry. Just got to the DJBs.

1. Stabilized animation for Pulse Hammer.

Cool. I didn't want/expect anything beyond a slight graphic overhaul - but the way it looked has mildly annoyed me since I began playing and I just never got around to complaining about it until now, it was so trivial. But still worth tweaking. You can tell I'm really scraping the bottom of the barrel. Hopefully I can spot a few things Raganus missed/overlooked in the back half. If not, home stretch and all.

Edited by newstarshipsmell, 29 July 2015 - 03:47 AM.


#700 C-Dawg

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Posted 29 July 2015 - 10:39 AM

25. Removed freezing room errors in Libra in two rooms where I missed them.
26. Coded up a relative enemy life bar that works.  In doing so, I wonder if there is a better way.  You know that little empty space on the active subscreen between the mineral and missile counters?  It would be small, but I could put the enemy life bar in there.  This would be tiny, but efficient, and save space on the screen.  What do you think?



#701 Astromeow

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Posted 29 July 2015 - 10:53 AM

I screwed up by not playing this. Amazing stuff here! Inspires me heavily to complete FunshineDX.

 

Im looking forward to playing later today.



#702 C-Dawg

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Posted 29 July 2015 - 11:06 AM

Awesome, glad to have you!  I'm wrapping up the final bugs and problems rooted out by the testers, as you can see, and once that's done all I have to do is make it possible to get a better ending and code up some rewards for doing so.  It's a great time to try the game out, since you are playing a game that is ALMOST completely polished, and yet you can still contribute by reporting any remaining rough spots to sand out.  Be liberal with your opinions and experiences!



#703 newstarshipsmell

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Posted 29 July 2015 - 06:45 PM

When you die in a corridor, you still appear briefly as a ship sprite when you Continue from the save point/level entrance.

Scorpio 0F: When I fly into the upper-left corner during the boss fight, I take damage from it. Not sure if that's offscreen shots applying damage (like the Cancer bomb launchers' bombs that sometimes detonate offscreen in the upper-left corner) or the left end of the boss's lifemeter. I haven't noticed it on any other corridor boss fights, but I don't specifically recall flying into the upper-left corner during any of them.

Cancer 73: This room has one of the door warp fixes that are now obsolete - just posting in case you overlooked it.

Cancer 61/62: The gate doors turn from purple to orange when they finish opening.

Edited by newstarshipsmell, 29 July 2015 - 09:13 PM.


#704 C-Dawg

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Posted 29 July 2015 - 07:51 PM

Wow, you found... some things.

As to the brief appearance as a ship, there's nothing I can do about that within reason. See, you become a ship because the game gives you an item that affects your character tile offset. I remove the item when the game starts if it happens to start outside of a corridor. Now, if there is a script to run on death (maybe there is) I can remedy this. Otherwise, unless I use a different method to draw the Guardian in Fighter Mode, I can't fix this.

The damage you take might be from the ghosted tile used for enemy damage? It gets stashed at -16,-16 when not in use, and in Fighter stages you can probably wedge yourself up there since I made the screen larger.

And the screen color... I have no idea. That's a new one on me, and probably a ZClassic glitch. Sometimes it makes strange palette choices on my rig, too.

EDIT

<<27. The wall-cling glitch when transitioning between screens is difficult to tweak since I can't detect screen changes until they happen.>>
<<28. You can't use the Virgo whip (or any other special weapon) on the sides of the screen. If I allowed you to do that, then the engine could draw FFCs off to the side of the screen and this would allow them to sometimes be zeroed out by the engine and stop functioning. This is a relic of how I use 3 dedicated FFCs for most weapons to avoid conflicts. And, yea, the Virgo whip does restore health. Each time it hits something you get a hit point back.>>
29. Changed all bosses to use relative hit point bars.
30. Updated shop and Zodiac Weapon equip scripts a bit. It looks better now, and it should only trigger when you PRESS a button rather than hold it. Should avoid and extraneous pushes.

Edited by C-Dawg, 29 July 2015 - 10:34 PM.


#705 newstarshipsmell

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Posted 29 July 2015 - 09:15 PM

I know you said you fixed the squid projectiles. Did you fix the spikeballs/spikes/etc. so they don't deal damage to you from the row below? Did this start happening because you tweaked them to prevent the player from standing on their corners?
 

26. Coded up a relative enemy life bar that works. In doing so, I wonder if there is a better way. You know that little empty space on the active subscreen between the mineral and missile counters? It would be small, but I could put the enemy life bar in there. This would be tiny, but efficient, and save space on the screen. What do you think?

I think that would be terrible. One of the reasons I'd suggested changing it was because some of the bosses (like the missile boss and the dash jets boss I think) have small bars that fill a fraction of the meter. It's more satisfying to the player when they see larger chunks taken off with each hit - even if it means the same amount of damage. It also lets them see more accurately how much damage various weapons are dealing comparatively, so they can experiment and use whatever's most effective - probably not such a big deal outside of the Zodiac Bosses, but there's no way besides trial and error for the player to determine the various weapons' relative strengths.

Top row still seems like a good spot for it - though it can obscure stuff. You could make it thinner - maybe 4 pixels for the bar and a pixel above/below for the frame. You could make it translucent. Dunno if it's possible, but if you could draw it on top of the background but underneath the player/enemy/projectile sprites, that might work best (except large bosses that hang out on the top of the screen, like the intro shooter boss, might then present the opposite problem of having the action obscure the lifemeter...)
 

And the screen color... I have no idea. That's a new one on me, and probably a ZClassic glitch. Sometimes it makes strange palette choices on my rig, too.

Disregard that, I deleted it. I was cheating and hit L thinking it restored Life when I meant to hit H for Health. L toggles the lantern effect or something and was responsible for the palette shift. So not a bug.

Taurus 15: Corridor boss death - part of his head remained drawn onscreen while he was exploding.

F8kJphZ.png
One of these enemies shot a very slow moving fireball along the top row, beginning from the upper-left corner and traveling right across the top. He did not spawn in the upper-left corner when he fired it.

At another point in the corridor I had two of these enemies onscreen and killed one on the far right side. When it died, the other one, on the far left side, which I hadn't been shooting, died at exactly the same time.

Taurus 73: Nevermind, not a bug.

Like the squid-shots, the horizontal shots from the 3-way shooting hardhats also damage you when you're standing on the row above them. In Taurus, at least. Probably all of them.

Edited by newstarshipsmell, 29 July 2015 - 10:09 PM.



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