Jan 13, 2009 at 5:06 PM
graters gonna grate
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Join Date: Jul 2, 2008
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Age: 31
That sounds like a good idea, yes, that will be in the next release
I second this, it's very nicely done.wedge of cheese said:Also, be sure to play from the beginning so that you can see the new intro sequence.
Bad Beholder said:Really amazing work with the new content. I have a few bugs/glitchs to reveal, though...1. Is it supposed to be possible to access the 2nd part (Puzzle room) of the Land of Enchantment by dropping down the pit with the spikes above it BEFORE defeating the Demonic Dragon Twins?
2. Whenever I try to use any combination with the black stone (The one exactly on the left side of the set of stones) in the puzzle room, the game locks up entirely, forcing me to Ctrl+Alt+Delete out. I only hope I don't have to move this one to complete the puzzle...
3. Though probably intentional, the Dark Dragons in Mortanro's Castle are now able to shoot through the floor, while the giant bats cannot.
How is invincibility cheating, that doesn't even make sense...Brickman said:(as is only mercy invincibility from the enemies above made it tolerable, and that's cheating),
Brickman said:The core boss battle was a bit unexpected but ok; I'd complain about the fact that he's at the end of a long level but he's not actually too hard. His area is FAR too big though; the left side of the mountain was sort of unnecessary, and even just counting the area you fight him in, it's considerably larger than the area he was meant to be fought in so his attacks don't reach all the way. Most notably the lightning balls disappear after a certain distance, which you could very well be behind.
realcsfan said:Oh.....
I played the first one, downloaded the second, but saw the beginning was the same, so I just thought it was all the same. I'll try it now.
wut? could you be more specific?DoubleThink said:-A couple of dialogues in the near the beginning are missing full stops
I experienced that bug once before, I asked for help and nobody seemed able to fix it, so I'll ask again: anyone know how to fix this??DoubleThink said:-The golem fell through the floor after I killed him :<
What do you mean? I'm pretty sure I didn't change the graphics for that area.DoubleThink said:-The blackness that surrounded the hole leading to Dragzeloid's Kitchen is gone, don't know if that was intentional or not.
True, I'll add that to my list of things to change for next release.DoubleThink said:-It'd be nice if you could decrease the number of homing beetles that chase you around, about ten seem to come out of nowhere at once. A lot of mods do this, I wish people would use them a bit more sparingly...
I'm assuming the player has the Rage by the time they get there, so that's like a penalty for not getting the Rage first.DoubleThink said:-Stuff it, I'm gonna kill Monster X instead. Or Magma X, as the case may be... but then I get to Dragzelire Fist and they won't let me in ;_; Well, back to cookin'... There's also one jump in the Underground Passage that is impossible to clear, forcing you to take a hit. Again, dunno if that was intentional.
Interesting, wasn't intentional, but interesting nonetheless.DoubleThink said:-It might just be me but I swear the kitchen's music has the same beat as the sound made when walking... it says the tempo is set to 200 in the .org file. Well, howzabout that...
That, unfortunately is one of those bugs like the Golem one that I have no idea how to fix, but it happens so rarely, it's not that big of a deal.DoubleThink said:-MASSIVE GLITCH DISCOVERY! If you kill Balrog/hamburger at the moment you're grabbed, your sprite disappears and you can't move, and you will only appear/gain movement again when something reverses this state (like getting grabbed and released again). It's also possible to get trapped in-between the multiple Balrogs, continually take damage, and then die multiple times. And for some blasted reason I can't even get back to the Dragon fight now... at least not without burning all of my Ghost ammo :/ I guess you can just avoid them but that seems riskier somehow...
DoubleThink;44072-Huh... if you go back up a ways you can make the hamburgers disappear altogether. Wish I'd found that out sooner >_> Yay for bug finding.[/QUOTE said:Not a bug, that was intentional. I'm taking pity on you
More taking pity.DoubleThink said:-They're not back up the top either, but if you save and reset then they appear again.
Meh, I like the challenge of having to level up a pathetic weapon, so I think I'll leave that the way it is. I might change the max experience, though.DoubleThink said:-This Rage weapon... I can see its main use is for boosting and not really rapid-fire, but maybe you could upgrade its damage a bit so that the lower levels are still usable? Because level 1 is pretty pathetic... does 4/5/6 sound okay? And/or maybe up level 3's exp capacity so it can take a couple of hits before conking out. Not by much, maybe 15 instead of 10, to take a 6-damage hit (nothing does 7 to my knowledge and 13 just looks silly).
Added to to-do list.DoubleThink said:-Argh, they STILL won't let me in... guess I gotta go to Mortanro's Castle. I made a copy of my Profile.dat in case that happened, but you might wanna put in some kind of indicator as to what is needed so that people don't go trudging back there by accident.
I thought I already put a <KEY in? I'll double check that.DoubleThink said:-When entering the door to Mortanro's Castle, you can still move around while the scene changes. Needs a <PRI methinks.
This issue has already been addressed. You have to hold the jump key while you're flying. Don't hold the shoot key down, just press it repeatedly, lest you run out of mana. On some computers, you can't hold down, jump, and shoot at the same to which makes Mortanro's Castle/Land of Enchantment almost impossible, so I'm going to put an option at the beginning to make those levels easier for those who have computers like that.DoubleThink said:-The first part of the castle is pretty brutal. The first two dragons can be killed with the Snake, but having them shoot through the blocks they're on means even trying to jump can get you wrecked... and you gotta jump. The black sparky things that shoot look cool though.
-Well, I'm stuck :/ I have no idea how I'm supposed to get up to the fourth block, it's waaay out of Rage range and there doesn't appear to be anything else to jump onto. Help? D:
Meh, that sounds like too much work xP. I'm not that good at making facepics anyway. If anyone else wants to make a main char facepic, I'd be happy to use it and mention you in the opening credits. I don't really care if it's masculine, feminine, or ambiguous, as long as it fits with the sprite.DoubleThink said:Maybe instead of having the main character look ambiguous you could provide two Face.pbm files for a guy and a girl, or ask it as a question first thing in the game and then set a flag to run the dialogue with the appropriate piccie.
Lmao, my new sig wasn't really a complaint, it was just a subtle way to plug my mod. The misspellings don't really bother me that much. I'll probably change my sig back to the wedge of cheese in java class fairly soon.DoubleThink said:*Looks up*
Hahaha wow, maybe it's a good thing I didn't get any further. Oh and if you're wondering, yes I can spell the Wrath of Radishcandles properly, but now I feel like I'd be breaking tradition
Some of the dialogues are missing full stops at the end of the sentence. Like thiswedge of cheese said:wut? could you be more specific?
The charred area of the ground used to be black, but now it's see-through. Maybe you re-coloured it to the default background colour by accident?What do you mean? I'm pretty sure I didn't change the graphics for that area.
Actually now that I'm playing with it it's not that bad at all. Never mind >_>Meh, I like the challenge of having to level up a pathetic weapon, so I think I'll leave that the way it is. I might change the max experience, though.
Holy colanders you can do that!? I mean, it was like this in the original Cave Story? You can maintain a jump off the momentum of your own bullets? PHYSIIIIIIIIIIIIICSThis issue has already been addressed. You have to hold the jump key while you're flying. Don't hold the shoot key down, just press it repeatedly, lest you run out of mana.
Oh, you mean they're missing punctuation at sentence end? Ok, to-do listed.DoubleThink said:Some of the dialogues are missing full stops at the end of the sentence. Like this
Lolwut? That wasn't intentional! I'll have to double-check that.DoubleThink said:The charred area of the ground used to be black, but now it's see-through. Maybe you re-coloured it to the default background colour by accident?
Meh, I might change that, might not. Right now, I'm using <KEY at all scene changes rather than <PRI (It also looks weird if the rest of the level randomly freezes as you change scene.DoubleThink said:-When jumping up to the Tower, again you still move while the scene changes.
Out of curiosity, is your computer one of the screwey ones that doesn't let you hold all three keys at once? If so, don't worry, the tower will change if you select screwey computer mode in the next release. If not, I'll consider changing it depending on what others say. I personally don't find it all that difficult, but maybe that's just me.DoubleThink said:-Argh... this part is pretty unforgiving. You could keep the same challenge but remove some of the tedium by moving the saving altar up to that ledge near the top of the castle, or maybe put in a one-square rest point before the harder part of the Tower, because my hand is starting to cramp up by the end of it >_> It didn't take me too many tries, but I don't wanna think how hard things are gonna get later on
You're not the first to say this, so I think I will make him a little harder. At the very least, I will increase the HP of his second form, because right now, you usually kill him so fast that he doesn't even have a chance to do his hover-and-let-the-balls-fly (yes, I'm aware of how perverted that sounded) attack.DoubleThink said:-Mortanro looks freaky o_O He ain't that tough though. Maybe you could add some obstacles into the arena to mix things up a bit.
Oh, snap, thanks for pointing that out. My first thought was to put an energy capsule there, but then you could just farm your spirit core up to level three before you even have to face any enemies. I think what I'll do is put an alternate path to return to the main part of the castle which forces you to touch two -10 spikes, and if you don't have the level 3 Rage, you are forced to take that path as a penalty.DoubleThink said:-If you lose your level 3 Rage in the Mortanro fight, then it's impossible to get back down, and you can't just jump for it either. Not a big issue, but it's still possible to get completely stuck.
It does make sense for it do be unlimited, because the Spiritual Talisman provides unlimited spiritual mana. In my original 3d RPG, the way magic works is that you have nine types of mana (air, water, earth, fire, god, death, life, speed, body). You have a limited amount of each, and there are various talismans that you can collect which provide you with an unlimited amount of mana in of one or more types. But then Mortanro discovered that there was actually a tenth type of mana called "spiritual mana", and that your starting amount of spiritual mana is zero (hence it went undiscovered for so long). This means that the only way to cast spells that use spiritual mana is to have a talisman that provides it.DoubleThink said:-Since the Spirit Core is a mana spell, would it make sense for it to have limited mana? Because it's pretty powerful as an unlimited weapon. Makes mincemeat of everything in the Underground Passage, and at level 3 it kind of replaces the Guardian Spirits as an unlimited protective weapon. With that and Rage, I predict the Magma X fight would be a lot easier, and it was already easier than both the Tower and the Kitchen. Not that I'm complaining, mind <_<
-Oh well you can trade it anyway. Think I'll stick with it for now though.
I'm probably going to redo that map anyway.DoubleThink said:-The Titan of Thunder looks pretty nifty, though the pink mountain looks a but out of place
To-do listedDoubleThink said:-Augh, another area that really needs enemies to appear only when you get near them. Do there really need to be that many as well? Half the enemies are redundant due to invincibility time. The place looks nice and I like the music a lot... but I can barely hear it at some points
Huh? What blocks?DoubleThink said:-I'm not sure what the point of the blocks in the first area is, when it's possible and in fact preferable to just head along the ground. It's also a noise-filled pain getting back there if your Rage spell is de-levelled.
I don't have a save file, but you can edit the script. In the script for map number 13, right after #3001, before the <DNP3001, put "<TRA0051:3000:0010:0017". That will take you to right before the boss fight.DoubleThink said:Aaand now I'm stuck, and I don't really feel like going back and doing Mortanro's Castle again just to do one fight :x If you have a save file there with the Spirit Core, then I'd like to ask for it; if not, then could you please add in a small scripted object that will teleport me back to the previous save point if I use it? I can wait for the next release, but I'll still be stuck in the puzzle area with this save file.
No no no, my comp is fine in that regard. Like I said it wasn't that hard once I got the hang of it, but climbing all the way back up each time was a bit tedious. Moving the save point up would technically balance by making the first part of the castle a big tougher at the same time, but it's up to you. Usually it's not too hard if I can manage it >_>;wedge of cheese said:Out of curiosity, is your computer one of the screwey ones that doesn't let you hold all three keys at once? If so, don't worry, the tower will change if you select screwey computer mode in the next release. If not, I'll consider changing it depending on what others say. I personally don't find it all that difficult, but maybe that's just me.
In the first part of the first area of the LoE, there are a number of large 2x2 blocks above and a flat path below. There's no point in jumping across the blocks because it's easier to just head beneath them, so I have to wonder what their purpose is other than to maybe block enemy projectiles and provide some cover.Huh? What blocks?