At the time of testing (Zodiac: story of the guardian) have any difficulties. In Particular, Calf area - it is impossible to adrift the door with boots of repulsion from the walls. Also to be revealed. the passage from the Zone Fish in Zone Capricorn - as indicated in the PC data area in Fish (3,C ) ...At the moment passed the Bosses - Leo (prize double jump), Scorpio (the weapon of the Zodiac), Pisces (the weapon of the Zodiac), Aries (the weapon of the zodiac), Aquarius(zodiac weapon),Cancer (the weapon of the zodiac), Gemini (the arms of the zodiac). Found - blue and pink ball is painted in light blue armor,regenerator lives 2 helmet-signal amplifier, container stock crystals of up to 500,enhanced main weapon(red) from the scale area...enhanced grenade launcher from the zone of Scorpio. It is impossible to advance further without heavy explosives or impossible to find a secret passage in the zone of Capricorn...Trying to find anything useful in all areas - but without success...
Zodiac, Story of the Guardian
#826
Posted 08 October 2015 - 06:34 AM
#827
Posted 08 October 2015 - 09:42 AM
You need to return to Libra (scales) and explore further there. There's a door at 19 which you need to trigger a switch in 42 to open. You then need to make it to 1F and you'll find an additional item.At the time of testing (Zodiac: story of the guardian) have any difficulties. In Particular, Calf area - it is impossible to adrift the door with boots of repulsion from the walls. Also to be revealed. the passage from the Zone Fish in Zone Capricorn - as indicated in the PC data area in Fish (3,C ) ...At the moment passed the Bosses - Leo (prize double jump), Scorpio (the weapon of the Zodiac), Pisces (the weapon of the Zodiac), Aries (the weapon of the zodiac), Aquarius(zodiac weapon),Cancer (the weapon of the zodiac), Gemini (the arms of the zodiac). Found - blue and pink ball is painted in light blue armor,regenerator lives 2 helmet-signal amplifier, container stock crystals of up to 500,enhanced main weapon(red) from the scale area...enhanced grenade launcher from the zone of Scorpio. It is impossible to advance further without heavy explosives or impossible to find a secret passage in the zone of Capricorn...Trying to find anything useful in all areas - but without success...
This item will allow you to proceed up the vertical shaft in Taurus (calf?) that you cannot ascend (room 4E.) At the end of that path (0F) is a switch that opens the door (04) to the bosses guarding the Wall Cling Boots.
ETA: To everyone else, DartArthur appears to have composed his post in his native language, and used an online translation tool to translate it (badly) into English. If you quote him in reply, make sure you manually copy the text from his post, click the lightswitch on your reply box, and paste over the body of his quote between the quote tags - otherwise, all the extra tags he's copying/pasting from his translation page will garbage up the quote in your reply when you post it.
DartArthur, the forums support HTML tags, so if you copy your translated text directly into the comment box, it will include all these excessive HTML tags. You can use an extension like Copy Plain Text 2 for Firefox or Copy as plain text for Chrome, and copy it without all the tags. Or you can just paste it into Notepad.exe or something similar, then copy the unformatted text from Notepad into the comment box here.
Edited by newstarshipsmell, 08 October 2015 - 10:44 AM.
#828
Posted 09 October 2015 - 10:49 PM

There's an unwalkable empty halftile underneath me.

Uh oh, removing the statue actually allows minor sequence breaking - a properly times dashing jump will clear the ceiling above and land on the upper-right ledge. But player still can't advance beyond the subsequent grapple challenges to either the ZW boss or Aries entrance, so not really a big deal.
Easy fix would be adding another solid combo to the ceiling, which will guarantee Guardian will bounce and fail the jump. That might make a tight fit for grappling up there, in which case the combo jutting out from the door could probably be removed.
Edited by newstarshipsmell, 09 October 2015 - 10:57 PM.
#829
Posted 17 October 2015 - 07:50 PM
Noticed during MW's LP video today, he went through Pisces 2F, after triggering the switch several videos back, and later grabbing the Scanner, yet that room isn't now displaying coordinates "23" for the target screen. Perhaps he wouldn't have fucked off for five minutes trying to get to that door from the wrong way, lol, if he'd been flashed the coords to the other corridor. I was so badly hoping he'd fall right in, but I forgot the warp is dead until the doors finish opening, so you can't just fall into it like that.
And the terminal message at Pisces 65 misspells "PASSSAGE".
Edited by newstarshipsmell, 17 October 2015 - 07:58 PM.
#830
Posted 17 October 2015 - 08:11 PM
The face doesn't change when the blue armor is grabbed either.
#831
Posted 18 October 2015 - 12:32 PM
The face doesn't change when the blue armor is grabbed either.
Nor does the portrait on the subscreen...
I think I posted this before, so this is probably just a friendly reminder... In Capricorn 14, due to the Speed upgrade's widening shots and where the absorbing combos are placed, you can hit the switch in the bottom half of the room by firing right from the lowest point on the top half; this needs to be fixed in order to force the player to take the intended path to the switch rather than skipping that route entirely.

Awwww... how cute! He's taking a bath! ETA: Nice, it always spawns inside the vat. Too bad it left its loofah sitting on top of the lid.
Capricorn 4E: After playing out the first cutscene, if you come back, moving to the center of the screen triggers the follow-up <11ZW cutscene, and after closing the message, you warp several combos left towards the side of the screen, which looks weird - warping slightly left of the cutscene warp/trigger would still look weird, but not as bad.
Edited by newstarshipsmell, 19 October 2015 - 05:28 AM.
#832
Posted 22 October 2015 - 03:10 PM
Found some cosmetic bugginess with the sound effects.
In the regular build, the enemy explosions and your damage sound will be panned correctly when panning is turned on.
However, your shots and and item pickup sound are always centered, instead of panning based on where you are onscreen.
Additionally, in the custom build, your damage sound will still pan correctly, but your shots and enemy explosion sounds will always be panned slightly left of center, regardless of what setting the SFX Pan slider is set to. Item pickup sounds are still always centered.
ETA: The custom music (and presumably the fallback music within the .qst file) play normally in both regular and custom builds.
Edited by newstarshipsmell, 22 October 2015 - 03:25 PM.
#833
Posted 22 October 2015 - 05:48 PM
Whoa... I didnt even know panning was a thing! Since when did ZClassic do that?
#834
Posted 22 October 2015 - 09:26 PM
See, now that's what I'm here for: finding bugs in features you weren't even aware of... that have zero impact on the game.
ETA: Actually, I guess I'm wrong about the MIDI music playing normally. The TGL opening theme in the intro didn't get replaced with an OGG, so when I started a new game (with my headphones on) I noticed that it too also plays panned slightly left of center.
Also, the message strings are sometimes silent, and sometimes generate the rupee sfx for each character displayed. I forget if the Commander's message strings in the intro corridor were silent or not, but the very first string in his first terminal message to you uses the sfx; the subsequent strings in that same message are silent. All the subsequent messages from the terminals themselves and the spy's communications were silent, but the pick-three rooms use the sfx. Not sure if the shops do.
Both Scorpio entrances at Aquarius 70 and 0B incorrectly display the Virgo sign instead of the Scorpio sign. The Scorpio/Virgo entrances have the correct sign displayed on each side (as do all the other Labyrinth entrances.) And LOL, I noticed this due to something else, which prompted some confusion on my part, and caused me to belatedly realize what order a particular something was in. Nice!
Can't recall if I reported this one before - the cave room in Virgo 15 seems to have a CSet issue - the pipe is bright yellow, so I think this is supposed to be the other purple/greenish CSet? Actually a bunch of them are like this - are the bright yellow pipes intentional?
Virgo 5D - I killed this boss and he spawned a bunch of enemies when he exploded. They just fell onto the ground and did nothing while I killed them, not sure if they would've starting doing something if I hadn't killed them so quickly, though.
And I know you're well past the point of accepting new suggestions that aren't trivial to implement, so file this under DX ideas. The damage counters for continuous damage look kind of terrible, streaming 1s and 2s and not really doing a good job of visually indicating how quickly you're taking damage. If you could script it so that you have two damage counter scripts running - one for regular damage, and another for continuous damage - you could code the latter to display a running total of how much damage you've taken continuously, and have it hover near you, and give it a threshold for time-since-last-damage which passing causes it to fade out and reset. Then you could see how quickly your damage is accumulating without having to glance up at your lifemeter and away from the action, and you wouldn't have a semi-legible stream of numbers on top of each other.
I can't think of any way to exploit this, but if you manage to end up stuck inside a solid combo, either entirely inside or with your lower half stuck in its upper half, you can use the AGD to pop up out of it, so long as the space above it is open. If the combo above you is unwalkable, this won't work. So for this to be useful there'd need to be somewhere you can get yourself into a solid combo (perhaps with the Grapple Beam?) where there's open space above it, and part of a path you aren't supposed to reach. Probably nowhere this is useful.
I believe Scanner 2 is an F6 trap, if you manage to find it without/before WCBs? That last tall pillar on the right side of the big room would prevent you from getting back out. Perhaps you could place a door to the right of it, that simply leads back out to the Labyrinth screen? It would double as both a way out without WCB/AGD/etc., and a fun setback trap for the player who just made it over the pillar and wants to see where the door goes, instead of proceeding right... Also, purchasing the item triggers secrets and blows open the hole to the big room - that probably shouldn't do that? Originally I thought it was purchasing the item that triggered it to open, then realized it can be bombed open.
Edited by newstarshipsmell, 01 November 2015 - 04:16 AM.
- Avaro likes this
#835
Posted 31 October 2015 - 10:31 PM
Coming out of the wrong corridor exit was when I beat Cancer 6,E. I came out of Libra 7,6. Neither one completed when that happened.
I started playing this seriously after watching the Let's Plays recently and I got to this point and had the same thing happen. (Although in my case, i actually beat the Cancer 6,E corridor.) I'm playing on the demo listed as most current, which was released on August 1 of this year.
There was one other thing that happened which I'm not sure whether it was intentional, or just overlooked. While fighting the boss for the Jump Upgrade in Aries, his vertical laser didn't hurt me allowing a fairly painless victory.
Overall, I'm enjoying this and would like to continue... but doing so while there are problems like this which show up makes it much harder.
#836
Posted 01 November 2015 - 12:30 PM
- Deedee likes this
#837
Posted 01 November 2015 - 04:11 PM
I looked at the setup of the tile and side warps within the quest file itself for the corridor (the one labeled Zodiac rather than the one labeled 1st quest) and those seem to be set up properly. So it must be something to do with the script.
As for the boss, I found out that his vertical laser didn't hurt me quite by accident. Once that was the case, it was merely a matter of avoiding his other shots.
There were a few other bugs related to how the enemies spawned occasionally in a few places, where enemies would be stuck on tiny platforms in the air rather than on the ground and one where they spawned inside the walls near the boss which gives you the Pulse Hammer. I neglected to take a screenshot, unfortunately.
#838
Posted 02 November 2015 - 05:54 PM
M40 S57: The Speed upgrade wasn't accessible from the rest of the game in the last public demo; does this one count towards the item 100% completion?

#839
Posted 02 November 2015 - 06:01 PM
Hrm. This is the first report I've had of that bug. I'll address it, but there shouldn't be many (any!) of those kind of boss. ..
I don't think this is the first you've heard of that laser bug. Didn't I report it in the demo reviews or something?
#840
Posted 02 November 2015 - 06:13 PM
Oh, no, not that one. I'm talking about the warp bug from the end of the corridor.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

