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Post by Draeroz on Jan 3, 2009 10:23:42 GMT -5
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Post by Strife on Jan 3, 2009 13:07:58 GMT -5
That's awesome! ^_^ Thanks, JH! Tess's boss battle definitely took me a while to build and code, but i'm really proud of the result.
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Post by Vyt: Down, but Not Out on Jan 4, 2009 13:38:24 GMT -5
That's weird, Ginz, it's never happened to me... And I've finished Vyt's av : "Normally I enjoy walking around at night... but with all these monsters around, I'm having second thoughts" Oh sweet, I'm such a [jerk] with that look. Nice work, Pacmanite. Weee, nice save, Stal. Sorry about the word.
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Post by Gelquie on Feb 8, 2009 3:47:36 GMT -5
I downloaded the game and finally played through it with Patjade. It's fun! Although fighting Tess took me forever. When I was fighting and didn't know the strategy, I figured I had to literally aim precisely at one tiny part of the scythe to knock it out of her hand. Very frustrating. Then I finally figured out that no, I didn't have to do that. That was a fun boss fight, though! I also managed to beat Tundra Wasteland with three hearts with Patjade, though I had only have a heart left when I finished. I haven't tried it with Wandy yet. I did find a bug, though. Technically, it was covered in the Bug List thread, buuuut... If you go to any intro screen on any level, leave the game alone for a long period of time, then come back, and press any button, the password and the "press any button to continue" button disappear, but then nothing happens. Then I'm stuck at the start-up screen and have to reset the game. I tried to repeat it without tabbing out and got the same thing. EDIT: Found another bug with Wandy on Frozen Wasteland. If Wandy's at low health, stops moving, and tries firing with lightning, the lightning is lowered and doesn't go as far.
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Post by Killix on Feb 8, 2009 15:37:04 GMT -5
I already reported the lightning bug... it doesn't just happen when he's at low health, or when he's not moving.
He had a similar bug with his lightning in one of the Alpha releases, too, seems it came back. XD
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Post by Gelquie on Feb 8, 2009 18:39:44 GMT -5
Did you? <.<; I only checked the reported bug list... Well, if it came back. Although I brought up the game and went to reproduce the bug. It doesn't happen when he's at good health (AKA, not panting for breath). If I move him while he's at low health, the lightning works fine (even if it doesn't kill them in one shot). Only at low health and standing still. >.> *Just saw something.* Except for when he's standing right at the edge of land with nothing in front of him, apparently. Seems like the ground has something to do with it...
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Post by Killix on Feb 8, 2009 18:57:37 GMT -5
I did a lot of tests when I reported it a few pages back. His health or movement doesn't matter.
I think it might depend on his location on the map.
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Post by Gelquie on Feb 8, 2009 19:09:22 GMT -5
Looking in previous pages, it looks like you did report it this version. But I played through the whole thing with Wandy-- keeping his health up as much as possible-- and the lightning worked fine. I wonder why we're not getting the same thing...
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Post by Killix on Feb 9, 2009 11:05:43 GMT -5
Hm. I don't know. Strife will look into it, anyway.
It's an annoying bug, that's for sure. XD
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Post by Jacob on Feb 19, 2009 14:05:47 GMT -5
I am very happy to see that this game is still around. Played it over a year ago when it was only...6 levels? Was very enjoyable, and I had fun defeating the lone boss in that version, which was a giant slug. Need to look into playing this again.
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Post by Omni on Feb 20, 2009 0:37:22 GMT -5
Hi! Got back to playing/testing. Enjoying it so far. I think I encountered a couple minor bugs… -For some reason, in Rockfall Path, the first target-switch I encountered (the one where you hit it to rotate the wall you stand on and let you drop to the area below) had to be hit twice in order to work. (Or maybe I hit it wrong, I'm not sure… Still, thought it's worth mentioning.) -In The Overgrowth, I seemed to do a double-jump without the power up. Since I was at a tree, I thought maybe it was an easter egg where you could jump from the branches of the tree. I didn't manage it a second time, though. There aren't any monsters in that level that use the same jumping sound as you, are there? There are also a couple things I was wondering about the monsters. -First, aside from the monster abilities you can get as Patjade, are you planning on having the monsters do any item drops, particularly random chance ones? Like, maybe there could be a small, random chance that a certain monster would drop a cookie. (I seem to remember a mention of Thundy Clones dropping cookies, but other than that, I don't remember anything.) -Secondly, is there going to be some way to view individual monsters and their names? It can help to know monster names, but there doesn't seem to be a way to find the monster names mid-game, and I was thinking it would be handy if there was, say, a way to purchase monster information 'sets' that you could view later.
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Post by Pacmanite on Feb 20, 2009 2:26:05 GMT -5
Hey Strife, I tried another play through the game, and I completely adore all the pretty colours in the early levels and the way they set the mood of the scenery and stuff. Except that in level 3, Central Park, there's this obstacle course of very spike-y spike-balls at the end of it, and I think that sort of jars with the happy fluffy mood a little. I mean, it's definitely a good idea, having a simple trap mechanism at the end of an easy level to get the player used to their controls, but I get scared easily, and suddenly seeing a spiky steel death-trap on level 3 makes me want to flee in terror. And I realise this is all just about the graphics and has nothing to do with the core elements of the game, but... in keeping with the general feel of the scenery, maybe it would be better if you made the spike traps look somehow fluffier and happy? Maybe make them like pretty blocks with smiley faces on them... Ok, you don't have to do that, but, if there was some way to make the spike-balls look like playground equipment or something inane and not very serious, that would be good. xD Just a little suggestion.
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Post by Killix on Feb 20, 2009 18:27:47 GMT -5
Turn the deadly spike balls into playground equipment?
...
"oh boy, swings and a slide!" *runs up to playground* "aaaaaaggggggggghhhhhhhhhhhhh!!!!"
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Post by Omni on Feb 21, 2009 23:55:16 GMT -5
More bug reports. -In… I think it was Island Hopping (whichever one is labeled as level 12 when you enter it in the beta), I hit the red switch, and after that, when I attached, the attack would go to the right, even though I was facing left (I think when I was facing right as well, I'm not sure). I think it reset when I got hit by an enemy (sabertooth fish, I think), either that or the timing was just good. -In level 15 (Switchpad Grove?), I got a coffee rush, ran, stepped on a switch, and ran into the wall, waiting for the coffee rush to wear off. After about two or three seconds, and maybe a few turnarounds, I ended up in the wall and died. -I also noticed that the heart containers fill back up before the screen fades out. -I had more satellite problems. This time, I flew off the top of the screen, then suddenly appeared on the ground stuck in this pose. The enemies couldn't hurt me. -In Bug House, after dying, I had to enter the front door twice before I was actually in the house. Got to Tower of the Emeralds. Enjoying it so far. Though there's this one monster where I'm wondering if it might be a bit too much like a Thwomp. Then again, you have Pirana Plants in there so… *shrug* ADD ON: I got caught in the wall, again. I was using the double-jump, hugging the wall, trying to get the trophy. I landed on the platform, drifted into the wall, died. Just a suggestion: Maybe you could code the walls so that, if you happen to get stuck in them, depending on which side of 'block' you're closest to, you'll be pushed out of the wall in a certain direction. Say, if you're more to the left side of a block than the right, you'd be pushed left. Might work with up and down, too. I just think that it might help to 'eject' the character. Also, when you die, are you supposed to go back to three hearts? I was under the impression that you'd only lose one, if you had more than three. Suggestion, not bug related: Do you think you could add a way to drop power ups you don't want?
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Post by PFA on Mar 2, 2009 20:52:47 GMT -5
Oookayyy, so PFA finally managed to get a chance to play the game on something far less lagtastic than Virtual PC... and let me just say that it is both easier and harder at full speed. XDDDD What I mean is some things are easier when played at the right speed, and others are... not. *shifty glance at a certain Tower of the Emeralds boss* Though that brings up a question... what IS the normal speed supposed to be, exactly? XD; I thought that it was playing at the right speed, but Omni kept claiming it was too fast. For a point of reference, how fast is the countdown supposed to be for the penguin bombs? A number per second, or faster than that? 'Cause it was doing the latter. And finally, a few Tower of the Emerald bugs I noticed. I didn't manage to get any screenies, 'cause the comp didn't wanna screenie JP for whatever reason, so I'll just have to describe them. Okay, so the blue key room on the right... you know after you walk through that door and go down the stairs, and the floor that gives out beneath you? Well, I tried falling down there after the floor was gone, and I like... landed on midair. Like I was standing in a pit, but not. I haven't tried to recreate it in VPC yet to see if it was just the comp, but if I do I'll get a screenie.EDIT: Got a couple screenies. Because of the previously mentioned glitch, I couldn't get back up and had to reset. XD; Well, before getting to that point, I had managed to unlock both blue doors and grab one of the yellow keys. Anyways, after reseting, I started going through the level again, grabbing both the blue keys.
After getting the keys and going to unlock the blue doors, I suddenly realized that the said doors were already unlocked. I was like, "erm... kayyy... should report that to Strife..." but continued on. Unfortunately, however, I was forced to stop when I made it to the area where I found the yellow key I had picked up before the reset... just to find that the key wasn't there. Had to quit the game and start it up again to get the keys to come back. (Which of course meant I had to start up the level again, but hey.) Sometimes during the Evil Tess fight, I noticed some of those painful green orb things all clumped together (and falling down I believe) somewhere on the rightish side of the room. During one of the attacks I think, can't recall which one, aside from the fact that it was one of the ones where the green orbs usually DON'T appear.
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