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Zodiac, Story of the Guardian


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#706 C-Dawg

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Posted 29 July 2015 - 10:58 PM

31. Removed all special music from rooms containing doors to other Zodiac areas.  Maybe I'll add transitions later, but probably not.  I've got to stop adding features every time I tweak something or I'll never be done!

32. Located and removed bug that was making Shield Armor boss vulnerable even during its damage animation, and thus fatally weak to constant-damage weapons like a charged up Scorpio shot.

33. Fixed Ray Crystal 2 Boss to ensure he'll die normally.


Edited by C-Dawg, 29 July 2015 - 11:13 PM.


#707 newstarshipsmell

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Posted 29 July 2015 - 11:06 PM

Libra: The freezing aliens... if you're on ice and moving slowly/stopped when they freeze you, you'll start moving quickly when you unfreeze, sometimes in the direction you were moving, sometimes in the opposite direction (maybe because of which direction you're facing?) This happens when you release the D-pad so you're slowing down.

Edited by newstarshipsmell, 29 July 2015 - 11:07 PM.


#708 C-Dawg

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Posted 29 July 2015 - 11:14 PM

Okay well

 

34. Added a line that makes freezing statutes zero out your momentum.

35. Fixed bug allowing Skelesnake's body part no. 7 to drift away after death.  Also removed corner case allowing the skelesnake to pause but not actually die if you got it to exactly 100 HP remaining.

36. Removed same corner case from Silk Sprayer.  While I was in there, I also made the boss move all the way to the sides of the screens... no more safe zones over there!  You're not welcome!

 

For NSS:

<<37. The clicking effect on death is because I changed some of the sound effects.  ZClassic uses the same sound for equipping an item and the character dying.  So, you get the ch-chiank sound in both cases.>>

<<38. CSet errors during the corridors are rare enough now that I'm going to let them be for the moment.  It's not a huge problem, and I'm not sure why it persists in some cases.>>

<<39. The Flameskull boss now moves differently, yes.  He was too easy before.  Now, after he's taken some damage, he starts moving around.>>

<<40. Yes, Gemini Room 6B is hard.  It's not TOO hard, though, so it stays as-is.>>

41.  Since everyone seems to dislike Crabbor's propensity to get stuck, I removed it.  He is now free to wreck your shit in his second form regardless of where you run.

42. Fixed graphical oddity at Scorpio 5,0.

<<43. Subscreen cursor apperance is a big "who knows" and I don't think it's worth hunting for a solution at the moment.  Perhaps later.>>

<<44. The mineral/energy/money system is more or less how I'd like it.  I can't vouch for the best path to collect the most money, and I can add more money drops to secret parts of the Labyrinth, but generally you should have enough minerals to buy whatever you want early in the game, then as you start getting into it later you should find costs high enough to require you to save up.  Nothing critical requires minerals to purchase, remember; it's all optional.>> 

45. I removed the "sword grabs item" rule because it was very strange looking.  I'll re-enable it if you find it really that aggravating.

46. Added sound effects to recharge stations.

47. Corrected imprecise measurements used by Stun Beam to remove Spacefish eggs that was allowing destruction of nearby blocks.

<<48. I think that being damaged by damage combos directly below you is a new feature of this version of Zelda Classic.  Perhaps 2.5.1.  I cant seem to fix it.>>

 

That's enough for now.  Tomorrow I'll tackle the biggie still on the list : how to make momentum not be super aggravating with conveyers.  Worst case scenario: I just remove all conveyer combos and come up with a scripted solution.


Edited by C-Dawg, 30 July 2015 - 12:03 AM.


#709 newstarshipsmell

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Posted 30 July 2015 - 12:33 AM

<<43. Subscreen cursor apperance is a big "who knows" and I don't think it's worth hunting for a solution at the moment. Perhaps later.>>

Okay, not a big deal. But since the subscreen item select works poorly with few items (e.g. you can't move up/down a row if there's no item above/below the current cursor position) could you have a bunch of custom dummy items that do nothing, have blank/black sprites and act as placeholders and populate the subscreen menu with them, replaced by items as you gain them? This would let you move the cursor around freely, though you'd also have to move over all the empty spaces it presently skips past (many games do the former.) The only two I'm not sure about are the Life Tanks and Overcharge Adaptors - could they be replaced when exhausted with the placeholders? If not, you could always put them in the 1st/2nd slots on the bottom row where they're out of the way.

45. I removed the "sword grabs item" rule because it was very strange looking. I'll re-enable it if you find it really that aggravating.

Actually, I just realized I can turn on hitbox visibility in Cheat mode. So now I see that the item drops' hitboxes actually lock to a whole 16x16 position, which they stick out of sometimes. So that would be why items sticking slightly out of the walls aren't accessible sometimes - their hitboxes are entirely within the solid combo which they stick out of. If you can't do much about that, sobeit. Minor.

<<48. I think that being damaged by damage combos directly below you is a new feature of this version of Zelda Classic. Perhaps 2.5.1. I cant seem to fix it.>>

Ugh. Yeah, it's happening with everything, it seems. Even the moving flames in Taurus.

Libra 12: Enemies are old snowmen (who don't explode into snowflakes)

Libra 19: The slipperiness of the ice in this boss fight is kinda ridiculous. If I'm standing still and jump straight up and land without pressing left/right, I'll still go zooming across the ice.

Libra 2E: Combo above iceblock in center of room still flashes old freeze way. (Not sure if this was already reported/fixed.)

Libra 76: Speaking of hitboxes, I noticed during the boss fight that his hitbox only seems to appear on the left side (kind of hard to tell since ZC uses the sprite's palette to pick the hitbox color, so it frequently blends in with the sprite...) But when he's moving to the left and I'm shooting at him, my shots seem to miss/pass through him more frequently, so I think he doesn't have a hitbox on the right side.

Taurus 07: Recommend you put a fireball-spawning floor-volcano underneath the lava on the right side. Besides the existing fireballs (none of which will subsequently respawn if any are killed) it only has one lone robot wandering around slowly. Now that the lava no longer induces knockback, it's impossible to boost-jump up onto the far right ledge, so accidentally clearing any/all of the fireballs before reaching it makes passing this screen excessively tedious...

Leo 5E: I passed this cutscene, then died later before setting a subsequent continue point. Resumed inside the upper-left corner. Think you said you fixed these already for the next release? Posting just in case. It happened again after the cutscene at Leo 00, sticking me in the wall/upper-left corner of Leo 01.

Leo 00: The Wall of Flesh seems kind of jerky when it moves right, not sure if it's supposed to look like that.

Ice Beam: This may apply to other enemies. The little metroids in Cancer/Gemini, if you freeze one, it places a frozen block on the nearest whole combo position - if the enemy freezes, but sticking out of the block, you'll take damage if you contact it. It seems like if there's more than one (two or more spawned at the same location, and moved in tandem) when you strike it, neither will be frozen, but a frozen cube will be generated at their spot.

Libra: Freezing screens allow you to face directions and fire weapons while frozen, wasn't sure if that was intentional or "a bug."

Libra: If you hit any of the warps that lead to Libra 22, it resets your Continue point to the level entrance instead of last door entered/exited.

Pisces/Capricorn: I can confirm that in the current demo, the entrance warps between them are fucked and put you in the upper-left corner, though neither gets you stuck... ETA: Warp Return Square A is set to 00 for both screens. I changed them to next to their respective doors, saved, and it works correctly now.

Capricorn 72: When you exit the cave door, both large metroids spawn in the upper-left corner, practically on top of you.

Edited by newstarshipsmell, 30 July 2015 - 06:16 AM.


#710 C-Dawg

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Posted 30 July 2015 - 08:33 AM

49. Replaced conveyors with a scripted solution.  It feels much more smooth to me, and it's certainly consistent.



#711 newstarshipsmell

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Posted 30 July 2015 - 08:40 AM

49. Replaced conveyors with a scripted solution. It feels much more smooth to me, and it's certainly consistent.

LOL excellent. I nearly just ragequit* while trying to pass Capricorn 32-22-12.
*by "nearly just ragequit" I mean "almost noclipped instead"

Anyways...

Capricorn 14: With the Sidearm Speed powered up enough (currently I have P16 S16 E18 with the Rapidfire Sidearm) you can stand next to the closed gate and fire downwards, and your spread-out shots will go past the right edge of the three alien-symbol blocks underneath you, but still trigger the switch directly to their left, thus allowing you to skip a huge section of Capricorn. Sweet!

Capricorn 43: The spider spawns hanging from midair or inside solid combos in this room.

Capricorn 07: When you exit the recharge room, the spider and other enemy always spawn right above you and immediately deal damage.

Edited by newstarshipsmell, 30 July 2015 - 09:28 AM.


#712 C-Dawg

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Posted 30 July 2015 - 09:43 AM

Capricorn 14: With the Sidearm Speed powered up enough (currently I have P16 S16 E18 with the Rapidfire Sidearm) you can stand next to the closed gate and fire downwards, and your spread-out shots will go past the right edge of the three alien-symbol blocks underneath you, but still trigger the switch directly to their left, thus allowing you to skip a huge section of Capricorn. Sweet!

 

Hmm... well, consider this a reward for properly upgrading your sidearm and not just focusing solely on power and efficiency, the upgrades that give you more instant gratification.  I think I'll leave that in.



#713 newstarshipsmell

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Posted 30 July 2015 - 09:48 AM

Heh, or you could just move the switch left one column.

M34 S3C: Recommend adding a wall combo at Pos 111 matching the combo on M33; that way, when you destroy the bubble/wall in Capricorn 3C, you walk through/underneath the wall there and into the next room, and there isn't an ugly black gap between the edge of the water in 3C and the running water in 3D.

Gemini 7D/7E/7F: Gates are green; doors turn orange after opening.

Aries 08/09: Gate is blue-grey, doors turn sea green.

Virgo 37: This room displays "3B" with the Advanced Comsat, but there's nothing at 3B. In ZQ it shows that both screen 37 and 2B have "Screen State carries over to 31:43". Screen 2B+Comsat displays "43". Either this is an extraneous switch or somewhere there's a gate/path that isn't opening like it should be... (or maybe you meant to have two switches for the same gate, but put the wrong coords in the script for one room?)

Edited by newstarshipsmell, 30 July 2015 - 12:13 PM.


#714 C-Dawg

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Posted 30 July 2015 - 05:22 PM

50.  Fixed oddity with Virgo switches.  The switch at 2B allows you to get to the switch at 37 which allows you to open the door to the Stomp Boots.

51. Fixed door color at Aries and Gemini around Zodiac bosses.

52. Revamped secret combos at Capricorn 3C to look better in transition.

53. Spider problems: Capricorn 07 - It doesn't ALWAYS happen, but you get clobbered by the spawning enemies often enough that I just removed em. Capricorn 43 - Again, it cant find a good place.  Replaced with a mollusk.

54. Fixed continue points after plot events on second visit to Leo.

 

 

 

Ice Beam: This may apply to other enemies. The little metroids in Cancer/Gemini, if you freeze one, it places a frozen block on the nearest whole combo position - if the enemy freezes, but sticking out of the block, you'll take damage if you contact it. It seems like if there's more than one (two or more spawned at the same location, and moved in tandem) when you strike it, neither will be frozen, but a frozen cube will be generated at their spot.

 

Yeah, so, what you're seeing is that the Ice Beam always makes a walkable block, but doesn't necessarily freeze the enemy unless it's taken damage.  There were two Blooptroids on top of each other, and your ice beam froze one of them.  The other one was stuck in the block but not frozen.  When you hopped on it, you got damaged by the active one.

 

The fix to this would be change the enemy spawning code to avoid two enemies spawning on the same tile.  That is more work than it sounds like, so this is a problem that is added to the "maybe later, I'm getting tired of this" category.

 

55. Fixed the extra-slippery ice at the Libra miniboss.  What was happening was I had the old ice_slip code working, and  that interacted constructively with the new momentum code.
 

56. Added some silence to the end of the corridor intro track so that it doesn't loop on ya.

 

 


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

 

Yes.  If I spawned the player right on top of a door, I'd have to add more code to avoid having the player keep spamming between the room and the labyrinth if they hold the up button. 

 


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.

 

Another entry into the "too much work to fix" category.  For now. 


Edited by C-Dawg, 30 July 2015 - 06:13 PM.


#715 newstarshipsmell

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Posted 30 July 2015 - 09:02 PM

The fix to this would be change the enemy spawning code to avoid two enemies spawning on the same tile. That is more work than it sounds like, so this is a problem that is added to the "maybe later, I'm getting tired of this" category.
...
Yes. If I spawned the player right on top of a door, I'd have to add more code to avoid having the player keep spamming between the room and the labyrinth if they hold the up button.
...
Another entry into the "too much work to fix" category. For now.

Right, sounds good. I'm trying to avoid making any suggestions whose payoff vs. work aren't justified this close to the finish line, but obviously everything that doesn't break the game horribly is a candidate for 2.0/DX version down the road, if you want to improve it further.

I asked about the doors, since... I think that's going to be a minor aesthetic displeasure to some. Most games warp you on top of the doors, and TLOZ was an exception. Since it generally uses autowarps obviously you can't return the player on top of warps normally, but I figured with Up required, all you'd need to do is store some info about the previous frame:
IF (PrevFramePlayerOverDoor=true AND PrevFrameUpDepressed=false) AND (CurrFramePlayerOverDoor=true AND CurrFrameUpDepressed=true) THEN WARP
etc. This would force the player to release Up to go back through the door after coming out, right?
It would also have the added benefit (?) of forcing the player to release/depress Up when moving onto the door in the first place, so if you're aiming up and firing while moving sideways or jumping up onto one, it doesn't force you into the cave room.

It's pretty trivial/cosmetic and I have no strong feeling about it one way or the other. I might lean towards arguing for it if you hadn't made design choices that placed the player far from the door when exiting some cave rooms.
Basically I'm just grasping at straws here. You've mostly run me out of things to complain about... :)

And I agree about the multiple scrolls - actually, I haven't noticed it even one single time since posting. Went back and did a little testing, and lo and behold, the two rooms where it double-scrolled if I fell while holding jump, it turns out that having High Jump kills the bug. Took away HJ while keeping DJ1, DJB and WCB and tried it - I got an extra up/down scroll. Added HJ back, and extra scrolls went bye-bye. I still get the little hop producing a double-scroll when landing on second-row platforms, but I think why I hadn't noticed it again is probably because once I got higher jumping ability, I'm far less likely to just barely clear the tops of these 2nd row platforms, and hence more likely to release L when falling in the room above and avoid producing it.

And Gleeok - re: quickscrolling jerkiness - it's actually fine, for me. When I first tried it out I had too much else going on, but just enough that while it didn't impact the regular sprite movement in ZC, it made the scrolling noticeably unsmooth and hence I assumed it was the engine. Later on when the entire engine dropped FPS to jerk city, I tried reducing the CPU/RAM load and everything, including the quickscroll, ran smoothly again.

Bug Reports:

T19nrNJ.png
The smaller enemy - not sure if v1 in Cancer does this too (probably does) or whether it happens on the right side too - if you stand on the left side of the room and let him move past you offscreen, he'll remain offscreen indefinitely, and fire his shots into the 1st/2nd columns, even if you move away from the left side (he won't follow you back onscreen.) Probably not a big deal since I doubt any rooms require clearing these guys to proceed.

The bigger enemy seems to have a hitbox that shifts offcenter to the left when it moves left (I think? or right, not sure.) He also applies damage to me when there's over a halftile worth of space between me and the visible right edge of his sprite, though I forget if this applies to it moving in both directions or just one.

Also, can you tweak the enemy FFCs that walk, and reverse upon reaching a wall or platform edge, so they can detect when their walking space is equal/slightly wider than their sprite, and code it to suppress the direction reverse while they're facing towards the player? This would prevent the ugly, repetitive flipping of their sprites when stuck on tiny platforms - the big plant always spawns on one of the two 3-combo-wide platforms in Virgo 0C when you enter from the left, and thus looks like a mess. The robomailboxes would especially benefit from this, as they do this more frequently than most of the enemies, and look terrible when they do.

Aries Zodiac Boss animation looks crappy sometimes - he'll stand there firing missiles at you and then suddenly flip to a different sprite for a single frame and then back, not sure why/what he's doing, but it looks weird.

Gemini Zodiac Boss drops a little wriggling worm enemy - is he supposed to do that? It's one of the TLOZ enemies resprited to a wriggling worm that grows into a wormpile you used to have in the gut section of Cancer.

Leo Zodiac Boss - his weakness is the Virgo Whip, but it seems like the whip's graphic extends farther than its hitbox. Strangely, I could stun Leo with the end of the whip, but not actually damage him. And getting in close enough to actually deal damage with it had me constantly taking contact damage from the boss.

Capricorn Zodiac Boss - I killed him with a single charged Leo shot (he stopped near the ceiling and I did a vertical shot, which I think kept me in contact with him longer while dealing damage or something.)

Haven't noticed any other bugs/graphic glitches with the other ZW bosses.

Aries 1C/1D: Gate/door CSet mismatch - gates are bluegrey, doors turn sea green after opening.

Leo 1B: Another screwy door. You don't change position when warping back to Leo from the cave room, dropping out near the lower-right corner instead.

Leo 2B: Leo Zodiac Boss doesn't stay dead - keeps warping back to boss fight after defeating him. Had to cheat/trap him in right corner to kill him and move into ZW room without rewarping.

Also, I've been having trouble gaining some of the subsequent ZWs. I think the problem is always with ones I approach from the left, which includes Aquarius (where I triggered the initial message and had trouble, and had to switch to regular 2.50.1 version to gain weapon.)
The last two times I've had this trouble closing the message string without selecting "No" from the prompt, instead of saving/quitting/loading 2.50.1/returning, I just noclipped out and around to the other side of the ZW interface room, and approached from right instead, and had no trouble gaining the item.

Gemini 2B: So yeah, finally found it. Dunno how I feel about you switching them now. I was just careless and overlooked this one / didn't use my x-ray scope. Might be most players will find this one first, which makes rewarding them with a useless item for beating a corridor later kinda lame.
Anyways, the two rooms with enemies, they generate explosion sounds when clearing the enemies, but no path is cleared anywhere - the way forward is open to begin with.

ETA: Actually, if you wanted to hide it really deviously, you could move the entire structure from 2B to 18, set up sidewarps along 18's adjacent edges in 08, 17 and 19 to skip over it, and make 28 a Maze Path, exit: south. You could use sets of 1, 2, 3 and 4 stars near the edges of 28 for clues to the solution, and/or maybe place a cave terminal somewhere, with a clue about avoiding a spacetime anomoly at those coords? Then you'd pretty much need the Infinite Jump Boots or Grappler 2 to find it (or at least, the Anti-Gravity Device and several Life Tanks) locking it in as an endgame item.

Capricorn 6D: Opening doors are bluegray - gate and opened doors are sea green.

Libra 7D: This switch also can be triggered with the Sidearm with sufficient Speed upgrades spreading it. Room is designed to force player to approach from below, but you can enter from above and shoot right while between the alien statues and trigger it.

Libra: It's still possible to have your sprite turned black by warping through a door as a windrobe warp hits you, which can only be restored by death/F6 or leaving Libra (I think?) Can this be fixed or is it a ZC bug?

Libra 6D: Like 6C, this room also has the freezing alien in the upper-left corner, on top of an iceblock, instead of within the room. Unlike 6C, it does not appear to contain any empty unwalkable positions where the alien ought to be.

Libra 5B: Sometimes the turrets spawn underneath spikes instead of a ceiling block. When they do, they immediately vanish with a death explosion sound. (They do this in other rooms too. Intentional?)

Libra 5A/6A: The tile warps on the top-left side of 6A are still messing these rooms up badly. After fiddling with ZQ all morning I think I understand what you've tried to set up here and why/how it's breaking.

Maybe I'm wrong (I have no quest-making experience after all) but I do not think you can use scrolling warps with tile warps (instead of side warps.) You've got four tile warp A's along the top row of 6A, but they're direct warps, which according to ZQ ignore the warp destination square(s) on the target screen. So when you jump up into one, rather than scrolling the screen up and placing you on the bottom (with your jump momentum carrying you upwards) as I assume you've intended, instead it's scrolling into 5A but keeping you at the top of the screen; if you're facing left/right, it then scrolls you again, pushing your character to the side of the screen.

Even if that worked, it still would mess up falling into 6A from 5A, since I don't think you can tell ZQ/ZC to ignore the tile warps along the top row, when scrolling in from above. So when I fall into the pit, the screen scrolls, and I immediately warp/scroll back up into 5A, and then scroll again in the direction I'm facing (when facing up, for some reason I remain on the bottom of 5A and immediately fall back into 6A, entering a loop.)

So I don't think scrolling is an option here. I tried setting up a pair of rows of four separate (A,B,C,D) Sensitive Warps along the bottom of 5A and top of 6A, and placing the Warp Return Squares on the second row from the edge in each screen, all with Insta-Warps, so that you warp past the the warps on the screen edge and avoid looping that way. It's jarring, but it works. I assume if you just used Stair warps then you could fall/jump up between them and either get stuck in a loop, or side warp and bounce off the bottom row of 6A, so the squares have to go a full row above/below the warps rather than overlapping a halftile. Maybe it would look better with a 2x4 block of swirling warp tiles on top of the warps... I dunno.

Alternatively, you could just scrap the tile warps altogether and either put a floor on the left side of 5A's bottom row, or redesign it something like this?
454a154.png

Edited by newstarshipsmell, 31 July 2015 - 07:19 AM.


#716 Ranagus

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Posted 30 July 2015 - 11:20 PM

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

Wow, I can’t recreate it either.  Weird.

 

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

Really?  I can’t not recreate it, even when I warped directly to the boss room after setting up a continue point.  But I found another bug on the way! 

zelda098_zpsmrqvjnty.png

I’m standing on an invisible block.  I think the freeze alien, which is in the upper left corner, is supposed to be there.

 

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

Beat the other corridor first. 

 

<<27. The wall-cling glitch when transitioning between screens is difficult to tweak since I can't detect screen changes until they happen.>>

Actually this is very easy to fix –just tweak one of the numbers in the cling script.  This modification I have here also fixes a bug that I forgot to report.  The guardian can’t cling while her back against the edge of the screen. 

 

//====================
// Wall Clinging Script

if (
(Link->Item[56]) &&
(Link->InputL == false) &&
(!((Link->Y< 8) || (Link->Y>160))) &&      //removed part of this line
    (
        (
            (Link->InputLeft) &&
            (!(Link->X< 8)) &&        //added this line

            (   (!canMove(Link->X-1, Link->Y+ 8)) ||
                (!canMove(Link->X-1, Link->Y+12))
            )

        )
        ||(

            (Link->InputRight) &&
            (!(Link->X>236)) &&     //added this line, changed 240 to 236

            (   (!canMove(Link->X+17, Link->Y+ 8)) ||
                (!canMove(Link->X+17, Link->Y+12))
            )

        )
    ) &&
...

I couldn’t copy/paste this from the buffer, so hopefully it’s correct.

 

 

You may also want to look at your energy refill code.  The third and fourth levels check for the same item.   

 


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#717 C-Dawg

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Posted 31 July 2015 - 07:58 AM

57.  Fixed energy refill code to reference proper item.

58. Tweaked Wall Cling code to avoid strange behavior at the screen edge with Ranagus' proposed fix.  I guess it's not too much work if someone else noodles through the logic for me! 



#718 newstarshipsmell

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Posted 31 July 2015 - 08:14 AM

Pisces 72: First time I killed this boss with the Capricorn Wave. His ghost wandered around afterwards shooting fireballs at me. I F6'ed and returned, and fought him with the Sidearm instead. He died that time. But it was a really boring fight. I just latched onto the wall and let the sidearm rip - when I saw he was barely damaging me faster than my level 2 recharger regained it, I just uncapped FPS and yawned...

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

Wow, I can’t recreate it either. Weird.

I think he meant Virgo 68. It links to M40 S1B. 66 links to M40 S1C. The cave rooms are identical looking.
I can verify that warping into M40 S1B from Virgo 68 erroneously lands you in the upper-left corner.

M37 S18: Appears to have a CSet error - the pipes are bright yellow, and purple/green colors do not match the other Virgo screens on this row.

M35 S02: At position 156 there's an Energy upgrade stuck inside a pillar which I do not think you can collect.

M35 S72/73: These rooms plays boss music and display a boss lifemeter, presumably for the round ice boss, though its accompanied by several other non-boss enemies. You're not forced to fight them - can leave room at will. Is the boss music intentional? The life meter?

Scorpio 3E: Sandblocks vanish when swordstruck rather than exploding. Destruction is permanent.

Scorpio 4E: Gate is sea green, opening doors are blue-grey, opened doors are orange.

Scorpio 4D: Gate and opening doors are sea green, open doors are orange.

Aquarius 06: Yeah, forget this boss was that boss. I haven't picked up the Ship Cannon 3 yet - need to go back and get that. When it became apparent that there was zero chance I could kill this boss before he regenerated, I F6'ed to go get the damn cannon upgrade. When I continued, it put me on a corridor victory theme/screen, and I landed at Leo 5F.

Capricorn 0F: I give up. You win.
(But I will add that his life meter was fucked. One color - dark green, I think - peeled away to reveal all black, and I kept shooting him for quite a while with nothing happening with the meter, unsure whether I was actually doing damage. Eventually, it began peeling away with white underneath, so I guess I must've gone through two or three bars that were black. CSet error I guess, or mistake in the meter code picking black a bunch of times.)

Edited by newstarshipsmell, 31 July 2015 - 02:53 PM.


#719 C-Dawg

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Posted 31 July 2015 - 01:37 PM

Aquarius 06: Yeah, forget this boss was that boss. I haven't picked up the Ship Cannon 3 yet - need to go back and get that. When it became apparent that there was zero chance I could kill this boss before he regenerated, 

 

The other option is to burn an Overdrive tank and spam your big laser, I think.

 

59. Labyrinth rematch with Silk Sprayer jacked up to 11.  You think you can turn off frame skip and easy-mode your way past him?  No sir.  Also fixed the possibility of death animation not occurring.

60. Fixed door and graphics issues reported in NSSS' last post.

23. Removed what was possibly causing interaction between Taurus Corridor 2 and 1 if you did them in reverse order.

61. Fixed freezing alien statute at Libra 6C and 6D.

62. Tile warp removed at Libra 6A.

 

 


Libra 5B: Sometimes the turrets spawn underneath spikes instead of a ceiling block. When they do, they immediately vanish with a death explosion sound. (They do this in other rooms too. Intentional?)

 

Yea.  The idea here is that they don't hang in mid-air if the platform they spawn below is removed.

 

 


Gemini 2B: So yeah, finally found it. Dunno how I feel about you switching them now. I was just careless and overlooked this one / didn't use my x-ray scope. Might be most players will find this one first, which makes rewarding them with a useless item for beating a corridor later kinda lame.
Anyways, the two rooms with enemies, they generate explosion sounds when clearing the enemies, but no path is cleared anywhere - the way forward is open to begin with.

 

Better idea: make falling from above into a sidewarp skipping the screen altogether and let the player try and figure it out. 

 

...Nah, I really should put a clue somewhere in the late game about that or no one will find it.  Otherwise it's "finding the Triforce in a cave in Hyrule field" level of obscurity.

 

63. Designed around Windrobe bug by removing them from any screen with a door.

64. Tweaked Leo Zodiac Boss code to remove what I think was causing your repeated failure to set the screen state to defeated.

 

 


Gemini Zodiac Boss drops a little wriggling worm enemy - is he supposed to do that? It's one of the TLOZ enemies resprited to a wriggling worm that grows into a wormpile you used to have in the gut section of Cancer.

Leo Zodiac Boss - his weakness is the Virgo Whip, but it seems like the whip's graphic extends farther than its hitbox. Strangely, I could stun Leo with the end of the whip, but not actually damage him. And getting in close enough to actually deal damage with it had me constantly taking contact damage from the boss.

 

Yeah, both are intentional.  Leo in particular.  If I allowed you to permastun the boss with no repercussions, that would be too easy.  So, you need to find a rhythm of hitting him with your whip and something else, like Missiles.  If you mess up, the boss will fire his big blast at you and you'll be hit directly by it. 

 

 


Also, can you tweak the enemy FFCs that walk, and reverse upon reaching a wall or platform edge, so they can detect when their walking space is equal/slightly wider than their sprite, and code it to suppress the direction reverse while they're facing towards the player?

 

I could, but this requires tweaking like twenty of my enemies... so... too much work at this stage.  It's not a huge deal from my perspective.


Edited by C-Dawg, 31 July 2015 - 11:31 PM.


#720 C-Dawg

C-Dawg

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Posted 31 July 2015 - 11:55 PM

Alright, so I think I addressed everything you folks reported, with the exception of the non-critical issues that I deemed to weigh badly on the effort/payoff ratio.  I'll wait to upload the new version till tomorrow morning, so if you are finishing the game and have more bugs to report, you can do so.  I'd like to upload the Polished Beta tomorrow as long as we don't find any more critical bugs.

 

Then I'll turn my attention to the extra stuff and, for releases featuring it, I'll probably lock the quest.  Since this will involve two additional bosses, a new area to explore, a new flying level, several new secret areas to find, alternative endings, and some bonus features after that, I don't expect to actually finish it until the end of August at the earliest.




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