
The warp into Sagittarius takes you to the wrong place after getting Iron. I reported this earlier but I saw no mention of it being fixed.
Posted 01 August 2015 - 03:32 PM

The warp into Sagittarius takes you to the wrong place after getting Iron. I reported this earlier but I saw no mention of it being fixed.
Posted 01 August 2015 - 03:35 PM
Hah, and JUST as I was preparing an upload, too. I tried to recreate that on my side and it wasn't working. Let me try again.
Are you encountering this bug before or after you talk to Dr. Mo in Aries?
EDIT: N'm, found it and fixed it.
Edited by C-Dawg, 01 August 2015 - 03:51 PM.
Posted 01 August 2015 - 03:58 PM
I'm not sure, maybe after? The warp I used was in the version of Mo's lab with her and Iron missing.
I went back to the lab just now to try and recreate this (after visiting the Pandora) and got the screen and dialog from earlier in the plot.

Posted 01 August 2015 - 05:49 PM
That's unusual... tell me, after you reached that screen, were you still able to access the Pandora?
Posted 01 August 2015 - 07:52 PM
Yes.
EDIT:
To clarify, this happened before I confronted the final boss. When I tried it on another save with the first fight done, the lab worked as intended.
Edited by Ranagus, 01 August 2015 - 08:09 PM.
Posted 01 August 2015 - 08:09 PM
Posted 01 August 2015 - 08:42 PM
Actually after more testing, winning the boss fight isn't causing the lab to correct its self. I have no idea what the difference is between the 2 saves.
Edited by Ranagus, 01 August 2015 - 08:43 PM.
Posted 02 August 2015 - 10:29 AM
Doing my own playthrough now... looks like some of the very early bosses missed the memo on relative hit points. Whoops!
Posted 06 August 2015 - 01:54 PM
Finished drawing the sprites for the first boss of the optional material. As I wrap up Zodiac, I'm branching out to use utilities that I can use when I start working in other programming languages. I'm learning how to use Aseprite at the moment for drawing art assets, and man, is that a cool thing. It's like MS Paint, but you can add "frames" so all of your animation is organized in the same file, you can use layers like photoshop, you can zoom in much more deeply, and -- this is the best part -- if you load a .png you exported from Zelda Classic, the program automatically detects the palette used and puts it on the side so you can draw in the same colors. When you're done, you can export another .png and it will seamlessly load back into ZQuest without recoloring. Sweet.
One thing I did wrong here; make the transparent color in your palette something OTHER than black or white. Doing that means I still have to recolor those colors, since ZQuest can't tell what's the transparent color (alpha channel?) when it imports.
Also, the wife gave me a WACOM to mess with. I'll try this out and see if it also takes my spiriting to a new level.
Anyway, all of this lets me make larger, better animated, and more complicated bosses. So expect a few of those along the alternative route through the game, once you get to it.
And, our good friend MeleeWizard is starting his Let's Play of the August 1 polished beta. So, look for that later in the month on his YouTube channel. That should be some amazing "marketing" material, and I encourage folks to subscribe to his channel as a thank you for his help.
Posted 12 August 2015 - 11:42 AM
First boss of the alternative route is done, except for some minor tweaking. I won't spoil it for you, but suffice to say this one manipulates the field of battle in a more serious way than any other boss does. There's an element of random unfairness at play, but I'm tweaking it try and ensure it's frustrating but not impossible and that your death will still be your own fault.
Next steps:
1. Code an item to replace the Wall Cling on the alternate path;
2. Ensure you cannot have Wall Cling if you start on this path;
3. Check carefully on back part of game to make sure this new item gives you an alternate path through the end game stuff, not necessarily the same path as the one used when you have Wall Cling;
4. Code replacement cut-scenes for new path;
5. Design new secret area for next plot branch (perhaps Snake Zone will live again, albiet in a modified form).
6. Code the secrets to find if you end up on the best possible path;
7. Code the cutscenes at the end game for both the alternate and best possible paths;
8. Design best two endings based on the same.
9. Code a very sneaky absolute-no-kidding-best ending. I won't tell you how to get it, but if I can do what I think I can do, it should take me very little time at all to code and be almost impossible to beta test. (Mystery!)
10. Design boss rush mode. (Pretty much just point-and-click.)
11. Design TGL mode. (A little bit more complicated)
Hopefully, by the time I'm done with that, MeleeWizard's exhaustive playthrough will have identified any remaining gameplay issues I can correct, and we can finally call this project complete. He's starting his uploads on August 16, so I hear, so mark your calendars.
Edited by C-Dawg, 12 August 2015 - 11:47 AM.
Posted 12 August 2015 - 07:27 PM
Edited by newstarshipsmell, 12 August 2015 - 08:09 PM.
Posted 12 August 2015 - 11:32 PM
Cool, more bugs! Will get on those.
I've completed the final item: the Magnet Grabber. There are some blocks (grey metal things with four rivets) that this item allows the Guardian to pick up and throw. They deal damage, but they also stick to solid combos where you throw them, so it can be used as a way to both clear barriers and to create new platforms. Working on allowing the player to access Libra with this item, and then tweaking the design of various areas to allow a combination of Libra's charge and the Grabber to allow you to proceed (WITHOUT the Wall-Cling.)
EDIT: Linked up the boss and Magnet Grabber to the game, and redesigned some rooms. You can now sneak in there and start the alternate plot path, abandoning Wall Cling in the process. I THINK it's now possible to basically play the whole game with the Grabber instead of the Wall Cling after that. Grabber makes some rooms that were formerly twitchy platformers into more like puzzles, so thats cool. Leo, Virgo, Capricorn, Sagittarius, and Libra got some overhauls to account for the possible different item makeup. Once you get the Libra charged shot, Anti-Gravity Device, and Leo Charged shot, you should be able to make up for the lack of mobility. This stuff probably needs testing, but we'll get there. Virgo also becomes inaccessible till you get the AGD, which means you go into Capricorn less powered. Nice.
Left to do:
4. Code replacement cut-scenes for new path;
5. Design new secret area for next plot branch (perhaps Snake Zone will live again, albiet in a modified form).
6. Code the secrets to find if you end up on the best possible path;
7. Code the cutscenes at the end game for both the alternate and best possible paths;
8. Design best two endings based on the same.
9. Code a very sneaky absolute-no-kidding-best ending. I won't tell you how to get it, but if I can do what I think I can do, it should take me very little time at all to code and be almost impossible to beta test. (Mystery!)
10. Design boss rush mode. (Pretty much just point-and-click.)
11. Design TGL mode. (A little bit more complicated)
EDIT2: Oh, also, I think there's a bug where if you save and quit after facing the wall 'o flesh but before actually finishing the corridor afterwards, you get stuck because you can't get back there to retrieve the Super Missiles. Will fix!
EDIT3: Made the Wall Cling / Magnet Grab choice actually mutually exclusive. I had initially forgotten to disable the Grabber if you got the Cling first. Fixed!
Edited by C-Dawg, 15 August 2015 - 10:52 PM.
Posted 16 August 2015 - 01:45 PM
Edited by newstarshipsmell, 16 August 2015 - 01:47 PM.
Posted 16 August 2015 - 02:12 PM
Got it.
Also, MeleeWizard's LP is up now. Hooray!
https://www.youtube....h?v=V-R12t5BTYk
Its really interesting to watch someone thinking out loud as they play, learning the mechanics in real time. I've already decided you were right about the message terminals , for example -- there should be more indication that there is more to listen to after an over-ride.
Posted 16 August 2015 - 05:35 PM
Edited by newstarshipsmell, 17 August 2015 - 01:38 AM.
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