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Legend of Lana Gaiden

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Public Beta (v0.5)


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#31 Mani Kanina

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Posted 25 October 2015 - 03:49 PM

I'm just saying, that if you use a script for the save tile (which wouldn't surprise me: I believe built in save tiles act more regularly), you should use Abs() to check if link it on the tile, instead of checking to see if the x and y positions are equal. Because I cannot play this until the save game issue is resolved.

If you had read the thread you would have known that, yes, this is in fact the standard ZC save tile feature:
 

In regards to everyone talking about the save tile: I'm a bit surprised people have issues saving on it to be honest, I could probably expand it by making the tiles next to it also save tiles, (This is, after all, a standard ZC feature... although not often used.) Personally I find it fairly forgiving where you can stand on it, but if this is an issue for people then I'll have to fix it.


Although your method is evidently useless in this scenario, I had no problem with that. But I do have a problem with you and cool gamer starting an discussion over scripting methods in regards to it. Now I ask you, to drop the matter or take it to PMs with each other.

#32 Mani Kanina

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Posted 26 October 2015 - 06:07 PM

Version 0.6 is out.

Changelog:

1. Fixed a few bugs mentioned in this thread.
2. added more save tiles around the current one, this should in theory make it easier to save.
3. Unavailable in the beta currently, but more progression was made on the last floor.



I haven't done any difficulty rebalancing with this update though.

#33 Mani Kanina

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Posted 28 October 2015 - 06:39 PM

You know that blue gravestone at the end of the second stratum? I'm throwing in an extra optional floor there. (Though, you'll have to backtrack from later in the quest to do it.)


#34 Epsalon ZX

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Posted 29 October 2015 - 09:11 AM

Hello. Your quest has been a lot of fun. I don't normally do beta testing (this is actually my first one), so my feedback may be a little rough.

 

Some ideas...

 

First the leveling. I understand how it works, but could you possibly allocate the skill points instead? It makes it hard for someone who plays with a balanced approach, especially since to spam magic skills, you need to use magic (this could be a challenge factor. Lana is a sorceress after all, so playing thru with mostly magic makes sense to a degree). It also seems that you need to level a particular attribute five times or more, to even notice a change to begin with (at least it was for power). I'm also unsure of what contributes to leveling Vigor and Luck. I assume Vigor is HP recovery and maybe defense. Luck...is it money drop rate? I can't think of anything else.

 

The save tile everyone has mentioned, still seems buggy. Not sure if it can be fixed, but it seems to not work when you're standing exactly on the tile. if your're slightly off in position, then it works fine.

 

Stratum 4...I love it. Very nostalgic. But did you seriously intend it to be so easy? For a late level in the game, I had the easiest and quickest time here than anywhere else. Its golden for grinding too. Also, I'm not sure of the point of the Magical Key. This one dungeon in particular has had only one door, and looking at the rest of them, the Magical Key could potentially be game breaking. 

 

Bombs and arrows, almost feel unnecessary. There is only one chest blocked with a bombable rock, unless there are secret caves I can't find. No puzzles, or Gohmas that require the use of arrows. Its like they were just thrown in to be there. Could you add some practical uses for them? Or are they merely optional. This is a bit extreme for a play style, since they can only be bought, there is only one shop, and money is rare to come by in the first place. The Ocarina seems almost pointless too. Only one Diddogger, no secrets, and no wind warps. The Ocarina might do good as a permanent alternative to using the consumable Warp Wire once you've found it. 

 

This last one is minor. I'm having trouble with the image hosting though, so I can submit a screenshot. In the side scrolling area to the flippers, fourth screen, there are three tiles in between the first two ladders that should be walls, but instead, you can walk on/thru them. They're shaped differently too. I found this one by accident. 

 

That should be it. Hope it helps. :)


Edited by Epsalon ZX, 29 October 2015 - 12:34 PM.

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#35 Mani Kanina

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Posted 04 November 2015 - 10:40 PM

Version 0.7 is out.

->Heal spell is now scripted, and gives a percentage of your max life. How high the percentage is is based on your magic level.
->Time Freeze now properly gives magic AP when used.
->Slight increased AP gain on the four magic spells.
->Time Freeze now only gains half as much extra time per magic levels as it used to. (It still stackable though.)(It used to be really insane and you could cheese most things.)
->Added an AP counter in the inventory for beta testing purposes.
->Wall spell now blocks boss fireballs.
->Wall spell gains less extra time per magic level then it used to.
->Changed around the things gained from levels in Power. (Requires new character in order to get the rewards in the levels you have already passed.)
--->There are now more things gained from levels in power, such as spin attack. Steps were taken to make sure you get something for every level. (That was not the case before.)
->The manhandla heads on the stratum 3 boss no longer shoots fireballs.
->Added a bonus floor (B7F) with optional stuff. It's accessed from the end of stratum 2 but requires the flippers to properly be explored.
->Boosted damage on some enemies in stratum 4.
->Some small changes to things in the inventory screen.
->Misc bug fixes or other changes. (Fixed the locates for the down arrow for string boxes, etc.)

Edited by Lunaria, 04 November 2015 - 10:42 PM.

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#36 Mani Kanina

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Posted 17 November 2015 - 06:09 PM

zelda157.png

The Eternal Tome got a graphical update, also added a middle level book in between the starting one and the Eternal Tome. Among other things, I'll be rolling up an update to the beta in a few days. I got a bunch of changes, balance wise it's mostly stratum 3 enemies and rooms getting a look over. Phase 1 of the final boss is almost done too, so this is going forward.


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