Jump to content

Photo

Zodiac, Story of the Guardian


  • Please log in to reply
899 replies to this topic

#736 C-Dawg

C-Dawg

    Magus

  • Members

Posted 17 August 2015 - 11:00 PM

So, I made those snake things with the wiggly body platforms sort of like what you see in Snake Man's stage in MM3.

 

EDIT: And, keeping in line with NewStarShipSmell's wishes, the optional area I'm designing as part of the alternate plot line is heavily inspired by that stage.  Got some bugs to work out.  Once I have this done and some of the lead-up to it, those of you who have been testing since the beginning can take a look at the new version if you like.  I'll password protect it this time, but I can set up the init data so that you start exactly where you need to be to begin the alternate plot... assuming you can find it.  This is the part of the game I want to keep under wraps until we're done so at least there is SOME mystery for new players.

 

Anyone who is interested in testing these last bits as I work on them, and beta tested before in this thread, let me know by the weekend.


Edited by C-Dawg, 18 August 2015 - 11:05 AM.


#737 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 18 August 2015 - 12:44 PM

Anyone who is interested in testing these last bits as I work on them, and beta tested before in this thread, let me know by the weekend.

Heh, you know I'm interested.

#738 C-Dawg

C-Dawg

    Magus

  • Members

Posted 18 August 2015 - 12:46 PM

Oh, naturally.  I meant other than you.



#739 ShadowTiger

ShadowTiger

    The Doctor Is In

  • Members

Posted 18 August 2015 - 02:25 PM

I can come back. I'm one of those sorts of people that finds not seeing a viable solution irritating, and likes to invent solutions of my own by attrition.

Plus the whole spelling and grammar nazi thing that I am so annoyingly known for.

#740 C-Dawg

C-Dawg

    Magus

  • Members

Posted 19 August 2015 - 10:24 PM

Finished up the new secret area and boss and linked it to the game.  Also, added two of the new cut scenes.

 

4. Code replacement cut-scene for new path at pandora gantry;

5. Code interaction with general in sick bay;

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)

 

EDIT: Gantry updated, sick bay interaction fixed, and a few more cutscenes updated.  Started drawing the new artwork I need for character portraits and ending splash screens.

 

EDIT2: Cleaned up some of the code and made the fixes to warps and secret combos suggested by NSSS on the last page.  Gonna add the secret rooms involved in the alternate path, and then send out a version to the interested folks only.  You'll be able to look for and play all the new stuff, but there won't be a payoff yet; no new endings or bonus features added just yet.

 

EDIT3: Oh my.  Feature creep is coming to a quick end -- I think I'm about to max out the tile pages in Zelda Classic.  I've only got 17 or so tile screens left to work with!  Thats ok, it should be sufficient for what I have planned.


Edited by C-Dawg, 21 August 2015 - 10:41 PM.


#741 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 22 August 2015 - 10:44 PM

Libra Crystal
So when you charge up the Libra Crystal and create an ice sphere, it aligns with the closest 2x2 set of combos and runs some check to determine whether they're solid combos or empty ones, suppressing each corner that's on a solid combo.

But it's extremely buggy and produces undesired results with any walkable (or partially-walkable) combos that are not empty spaces.

It will almost always overwrite them, and leave an empty combo upon disintegrating. If the combo was linked to a warp, the warp is removed as well.

All of these effects are temporary, of course, and the room resets to normal upon leaving/returning.

Combos which it can remove:
  • Labyrinth entrance doors (both the warping combo and the halftile-unwalkable combo above it) - but not regular Cave doors
  • Corridor entrances - both the opening and closed door combo as well as the frame combos around it
  • Shop/Corridor item boxes, both unbroken and broken combos
  • Various halftile combos (hanging vines in Aquarius, half-rocks in Scorpio, etc.)
  • Sandfalls in Scorpio
  • Damage dealing spikes, lava, spikeballs, spinning blades in Capricorn, etc.
  • Cactii in Scorpio (with their kiddy-corner unwalkability, sometimes the ice sphere overwrites them, other times it does not, presumably due to how the walkability checking code checks and your relative position when firing it?)
  • Opened and closed doors on room-edge gates (but not the frames themselves since they're on another layer) - obviously, this is the worst, since it lets you sequence-break through unopened gates, and escape boss fights into adjacent Inside DMap screens
  • The top row and lower corners of the Warp Zone warps
Presumably a bunch of other combos as well...

Shop/Corridor Prize Boxes & Dash Jets 2
Here's another bug, that probably doesn't even matter unless you mess with the Dash Jets 2 code.

It seems impossible (but I'm not sure) to phase through a wall to a single-combo-high space on the far side unless you are standing on ground that is adjacent to the wall and aligned with the floor below the space on the far side (guessing that your vertical momentum midair/midjump interferes with lining it up perfectly but being vertically stationary on the ground does line it up perfectly?)

I tried for several minutes to jump and phase through to the inside of a corridor prize box with no luck. But I don't know that it's impossible to do so.

I do know that upon noclipping inside the box, you acquire the item, and while standing inside it (with noclipping turned back off) you can phase through the side of it with DJ2.

So it might be possible to phase inside the prize box through repetition/luck and grab the item without beating the corridor (or without purchasing it, if inside a shop.)

I checked all the corridors and none of them have lined-up platforms that would allow easily exploiting this; I didn't bother checking all the shops since they generally all have the same layout with the box suspended from the ceiling (i.e. nothing nearby for an easy exploit.)

So this isn't probably anything that needs addressing, unless you tweak the Dash Jets 2 collision detection code or whatever to make it easier to enter tight spaces, in which case this will suddenly become relevant.

At any rate, probably not that big of a deal since I think all the late-game corridors' prizes are not sequence-relevant, so this would just let clever players gain items early (or for free) since they still must beat the corridors to complete the game. Gaining the item from a corridor box also clears it, so you cannot gain it again when it normally drops after beating the corridor and returning to the labyrinth screen with the box broken (I tested this to be sure, though this is probably obvious to you.)

ETA: This may end up becoming more of an issue if you add any special Magnet Grabber blocks to any of the relevant screens, depending upon how it works, if using it allows you to attach a block where the exploit becomes easier.

Edited by newstarshipsmell, 22 August 2015 - 10:55 PM.


#742 C-Dawg

C-Dawg

    Magus

  • Members

Posted 23 August 2015 - 08:58 AM

Whoa, I wrecked my post somehow.  Whoops!

 

Well, I fixed your Libra problem, checked if the Dash Jets 2 make a problem with the item blocks (they dont) and implemented new cutscenes up to the departure from the Zodiac.


Edited by C-Dawg, 23 August 2015 - 01:05 PM.


#743 newstarshipsmell

newstarshipsmell

    Musky Pawgazer

  • Members
  • Location:Skure, Dezoris

Posted 23 August 2015 - 05:11 PM

M1 S51: F6 trap - requires a three-combo-high jump on the left side to backtrack out of and you can come in here before gaining the High Jump.
9bHrQNY.png

Pisces: These conveyors don't seem to work here. The yellow highlights I wasn't sure if they were supposed to or not - several other similar spots on other screens push you left or right there.
yj3fRUp.png
I checked all the other screens on the right side of Pisces and they all work properly, but I haven't checked the left side yet.
ETA: Only one screen on the left side that doesn't work normally:
l2e4I9J.png

M10 S2D: I came in here and destroyed each sandblock one by one en route to pick up the energy prize, but didn't destroy all the sandblocks before leaving. Destroying any single one of them did not trigger the rest to explode/turn into grey blocks, nor did gaining the prize trigger. But upon leaving and re-entering this room, all the sandblocks explode/turn into grey stone blocks immediately. Not sure what triggered them to explode on subsequent revisits.
XnFYLSZ.png

Cancer: These bubble combos (circled yellow) used to look like the others (circled green) before walking on top of them, and began cycling through this tile, the next, and a blank tile upon contacting them. Now they begin on the tiles seen instead. Is this intentional?
hGkuuHc.png
(This applies to all of them, I believe, not just those on these three screens.)

Scorpio75: Either SkeleSnake or his bones (not sure which) are still dropping Fairy Hearts instead of stacked-hearts.

And just in case you forgot to note down and fix this one after the LP video...
M13 S28: F6 trap before you gain High Jump:
TweE6Sm.png

And after reviewing Aries, here's what I believe are all the remaining pre-High Jump F6 traps (including any Inside Aries screens you can reach without them):

ef3tt8y.png
(I'd recommend simply yanking the statues from 28 and 2A - if you add anything in the lower-right of 2A to jump back up onto the statue without High Jump, it'll allow the player to reach the upper-right ledge with High Jump but without the Grapple Beam.)

WUVH8dL.png sugg: YddtzxT.png

782j1W6.png sugg: ccBx49V.png
 
uIeYM8g.png sugg: QPTXfrh.png

3QWCwTa.png sugg: o4iQyD8.png

HaTsIfK.png sugg: e2GvS5J.png
 
7HTCvYC.pngILPmBRL.png
S34 has identical phaseblock placement as S36 and S46, but in a different cycle. Without High Jump, it's possible to escape from S46 and S36 by jumping up from 2 to 4 as it phases in, landing inside/on top of it and then jumping up and out. In S34, standing on the 2 blocks, it's not possible, I believe, to jump up to the higher 1 blocks, so it becomes a certain death trap if you fall into here without High Jump.

Again, not really an F6 trap per se, but forces you to defeat the RayCrystal and gain High Jump in order to backtrack out of...
MA9BMCS.png sugg: iif5xzi.png
 


The only other remaining potential F6 trap I see would require damage-boosting off the hopping enemies and up onto the upper-right ledge in Aries 2A (not sure that's possible) with the gate opened, and defeating the miniboss at 2C (not sure how possible that is early and underpowered) then dropping from 2D to 4D and bombing through the wall into 4C, falling down between the pillar and wall on the right side. Seems pretty unlikely.

M10 S32: That is kind of shitty making High Jump required to reach the bonus prize at position 50, but not required to reach the room and kill the enemies. Maybe move it to pos 98 instead?

Interesting watching the LP videos... When I was proofreading the messages, I wasn't reading them out loud since I'm neither a five-year-old nor recording a gameplay video. So apparently I was only paying attention to misspellings and overlooking a few grammatical errors, that became evident in the LP videos when MeleeWizard stumbled over them. Did you note and fix those, or should I go through and note what needs revision and post?

Damage dealt from row below
So that bug with ZC 2.50.1 that applies damage from the row below... I'm guessing it has something to do with Sideview Gravity being turned on and/or how your momentum code and/or collision detection code works? I know you said you couldn't fix it, but messed around just to see if I could provide any helpful feedback, so I dunno if this helps at all...

It works normally in 2.50, but not in 2.50.1/Zodiac build.

I've only noticed it with damage-dealing combos, like spikes, spikeballs, cactii, etc., but not scripted ones like lava, and shots like the crustacean enemies' "gun (13)" script.

If I turn Sideview Gravity off on a screen where this is apparent, e.g. Gemini 70, I can move around freely and, in this example, move onto position 103 (I also removed the two spikeballs directly to the left so I wouldn't hit them) and I can inch right above the spikeball at position 120 without it damaging me, as it would with Sideview Gravity turned on.

If I then walk right past the spikeballs and move down a little, I can move as far as 3 pixels into the row below and walk left across the tops of them without taking damage - at any of these vertical positions (1, 2 or 3 pixels into the row below) if I walk left/right into the solid combos on that row, I'll pop upwards onto the row above and walk across them. 4 or more pixels into the row below, I'll come to a stop against them, and I'll take damage from walking across the top of the spikeballs.

Hope that helps.


Edited by newstarshipsmell, 24 August 2015 - 10:26 PM.


#744 C-Dawg

C-Dawg

    Magus

  • Members

Posted 26 August 2015 - 12:00 AM

I think that the whole "damage combo below you damages you" thing is an attempt by the ZClassic devs to allow you to create solid damage combos for side view areas.  It's unfortunate that it has this effect on Zodiac.  I see your bugs, and I'll address all of em.  Thanks!

 

Tonight, though, I spent all my time drawing sprites for optional stuff.  Whew.  Making the Vikings transform like the Guardian does took a lot of frames of animation to make look fluid...

 

EDIT: Addressed the possible traps in Aries.  As for the grammar, other than "There you will be find," I didnt see any other obvious issues from the Let's Play..  Feel free to point them out if I missed em!


Edited by C-Dawg, 26 August 2015 - 12:20 AM.


#745 NightSprinter

NightSprinter

    Newbie

  • Members

Posted 26 August 2015 - 09:48 AM

Noticed a warp point bug in two rooms.  Going into the room found at Virgo 6,8 and coming into Capricorn from Pisces 0,3 results in the Guardian getting stuck in the upper-left corner instead of appearing next to the door.  I had to use the walk-through-walls cheat in order to get out of the corner.



#746 Deedee

Deedee

    Small Pixie Dragon

  • Administrators
  • Real Name:Deedee
  • Pronouns:She / Her, They / Them
  • Location:Canada

Posted 26 August 2015 - 10:08 AM

I forget which version I have, and I am pretty sure this is fixed already, but there is a bug in my version where getting the bombs will not make the story progress. I think this is because you didn't set the plot item script to them.

Actually, just checked, its the may 21 version. Probably fixed by now, but just pointing it out.

Finally, I noticed from MeleeWizards LP that you changed the music for pretty much everything, including the awesome boss music. Why? I'm pretty sure I'm not the only one who liked the boss music, or the Aquarius theme.



#747 C-Dawg

C-Dawg

    Magus

  • Members

Posted 26 August 2015 - 11:25 AM

I don't want to use music that I don't have the copyright for. So, I now use enhanced music for which I either purchased rights, got approval from the author, or obtained under creative commons. If it really bugs you, the old music is still there in the newer betas; it just doesn't play if the enhanced music is in the right place. So, if you don't download the .ogg files, old music will play. That will not be true when I finish the final release.

Also, the new music rocks hardcore. Give it a try, yo.

Anyway, don't play early, buggy versions. Play the latest final beta for now.

 

EDIT:  Congratulations to Chocobotheif, who I THINK -- might be wrong -- is the first person to actually finish Zodiac from beginning to end with no cheats whatever. 

 

Last night I compiled code for new enemies needed for the optional chase scene at the end.  (If you manage to save the entire crew, then the Commander will come after you and you have to fight off the surviving Guardian robots in a combined space shooter + side scrolling boss fight).  My cold then put me to sleep before I could test for runtime errors.  That, and adding a few more enemy types, is tonight's job.

 

To-do list:

 

1. Finish final battle for best ending;

2. Code the cutscenes at the end game for both the alternate and best possible paths;

3. Draw final splash for best ending; add text in both endings. 

4. Design boss rush mode.   (Pretty much just point-and-click.)

5. Design TGL mode.  (A little bit more complicated)

6. Make corrections noted by testers


EDIT2: Got the enemy types for final battle space section working.  Gotta set up the human-form side of things and then put in some global code to manage the transition between the two.


Edited by C-Dawg, 29 August 2015 - 07:04 AM.


#748 C-Dawg

C-Dawg

    Magus

  • Members

Posted 29 August 2015 - 08:46 PM

Very productive day. All endings now implemented, including the extra battle associated with the best ending. Just need some tweaking, bug checking, and then adding the boss rus and fighter rush modes. Then we're ready for final release!

 

EDIT: Tank stash system is working -- the game stashes your Life Tanks for later recovery if you go into Boss Rush mode, because then you choose how many you want to attempt the bosses with at the outset.  Working on the Rush mode itself.  I think I'll get that done, then address some bug reports, and then send another version to the beta testers only.

 

Anyone else wanna test the alternate plot / bonus feature stuff?


Edited by C-Dawg, 30 August 2015 - 12:04 AM.

  • ShadowTiger likes this

#749 C-Dawg

C-Dawg

    Magus

  • Members

Posted 30 August 2015 - 10:55 PM

...hearing no takers, the latest sealed beta just went out to the current testers.  All four endings now live.

 

It is now possible to rescue Dr. Mo, General Schlefen, and even... some other folks you have heard about during your excursions on the Zodiac.  However, if you manage to save everyone (unlikely) your Commander might have something to say about it.  He has limits, and letting his most powerful robot fly off with the enemy general kinda pushes them.  

 

Assuming you AT LEAST rescue Dr. Mo, there is now a Boss Rush you can access.  Are you a bad enough dude to tackle 30ish bosses in a row?  How about with no Life Tanks?

 

All that's left to do now is:

 

1) Bug test, fix balance issues

2) Allow certain plot points to expire if you don't do them at the right time

3) Code Fighter Rush mode

4) Add ploty stuff to Boss Rush mode.

 

Phew.  Originally, I was gonna do a "Nintendo Power" parody strategy guide to come with the game.  A walkthrough using the graphic stylings of the 90s, ya know?  But, I'm getting tired.  Anyone want to help with that little project?  Graphic designers welcome, or even those who only want to make maps.  I was thinking of having the complete maps of each Zone with all items marked, but then also have smaller chunks of each Zone showing where you can go at each stage with a route marked as well.    If someone wanted to assist with at least the raw screenshot/map images, that would help move the process along.

 

Oh, and I need to update and clean up the manual, right.

 

End in sight, though!  My goal is to finish a final release before MeleeWizard finishes his Let's Play.  Given that he took a week to find the High Jump Boots, I think I'll be ok. ;)


Edited by C-Dawg, 31 August 2015 - 11:17 AM.

  • newstarshipsmell likes this

#750 ShadowTiger

ShadowTiger

    The Doctor Is In

  • Members

Posted 31 August 2015 - 08:17 AM

Phew. Originally, I was gonna do a "Nintendo Power" parody strategy guide to come with the game. A walkthrough using the graphic stylings of the 90s, ya know? But, I'm getting tired. Anyone want to help with that little project? Graphic designers welcome, or even those who only want to make maps. I was thinking of having the complete maps of each Zone with all items marked, but then also have smaller chunks of each Zone showing where you can go at each stage with a route marked as well. If someone wanted to assist with at least the raw screenshot/map images, that would help move the process along.

I was actually thinking over the weekend about doing exactly this! I would do this primarily in Photoshop, by highlighting the screens beneath a layered 16x8 single-pixel-wide grid, then selectively make certain areas far, far darker depending on where you are able to visit at any particular stage of gameplay based on the powerups that you have, though that's quite a challenge if you can visit multiple zones with a new powerup. Eh, that's fine.

How would we handle interior items though? Some of those Inside rooms have secrets in them. Theoretically, a tiny logo of the item could just appear in one corner of the grid-room outside of the Inside Room. Or, maybe it could be against a black background, rather than with a transparent background. Or maybe a color-coded background depending on a green-to-red chronological scale of progress. Green is early game, (Hi-Jump boots?) and red is near the end of the game, I suppose.

Then there are spoilers. I guess spoilers probably wouldn't be too much of a thing when it's a strategy guide.

It's really up to you. You've done more than anyone's fair share on this project, and if people want to help, that's a hell of a sincere form of support there. I will admit that there have been times when I have wanted to draw backgrounds for many of the zones, but then the game wouldn't be 100% completely hand-drawn by one person. I feel like that would be quite a blow.


2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users