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Buelle Tester's Log. Release - 4/2/09
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sun Mar 22, 2009 8:43 am    Post subject: Buelle Tester's Log. Release - 4/2/09 Reply with quote

Only play-testers should be able to see this.

I'm hoping to use this thread as a compilation of bug-reports and suggestions.

The date at the top of the thread signals the most recent update of the game in the link I sent to all of you.

I'd like for everybody to be able to clear the fortress.



Resolved Bugs from initial responses:

All right, I think I've just about fixed everything that needed fixing that you guys have brought up.

- Hitstun/Invincibility: Buelle can now attack during his time of invincibility.
- Armor-Goblin miniboss' clipping. I haven't been able to reproduce the bug where he clips into the floor, but I've increased his hit-box so that you can still win the fight if this occurs (theoretically).
- Buelle's hitbox has been shrunk and so have those of the enemies. I hope this'll make things easier to judge.

- Tunnelous: There was quite a few problems reported with the cave, so I'm removing it all together for now. It seems kind of unnecessary this early into the game, now that I think about it.

-Evil Red Guy's slimes: Apparently getting killed by the first wave made the game freeze. This has been fixed in my play-throughs.

-ASX-ASD: It was brought up that ASD might be a more comfortable configuration and I think it'd be good. So I changed the jump button from [x] to [d].
-Hitting Esc: Now pauses the game and asks if you want to end it or not.
-[Up] to leave: Was silly on my part and has been replaced by a collision check.
-Map Captions: Have been lengthened.


Last edited by TwinHamster on Thu Apr 09, 2009 9:23 pm; edited 8 times in total
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sun Mar 22, 2009 8:56 am    Post subject: Bugs and messes Reply with quote

Crazy Bugs that need fixing:

Last edited by TwinHamster on Sun Mar 22, 2009 1:19 pm; edited 3 times in total
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TwinHamster
♫ Furious souls, burn eternally! ♫




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Posts: 1352

PostPosted: Sun Mar 22, 2009 8:56 am    Post subject: Suggestions/Improvements Reply with quote

Jumping on enemies: It was brought up that jumping on the slimes seemed like an obvious option, so I'm thinking of letting players hop on slimes to get a little vertical boost while temporarily stunning the slimes at the same time.
I may even give every enemy some effect from being hopped on.


Save Points: I definitely need to pop a few into the game, yeah.

Flashing Enemies: Make it easily noticeable when you deal damage.

Sound Effects: Some sort of failure sound so that players know their attacks are ineffective.

Treadmill: The Wild's crumbled blocks seem kind of hard to see, so I'm going to add a Kirby-type treadmill that launches you into the blocks.


Last edited by TwinHamster on Tue Mar 24, 2009 4:33 pm; edited 6 times in total
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Spoon Weaver




Joined: 18 Nov 2008
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PostPosted: Sun Mar 22, 2009 9:57 am    Post subject: Reply with quote

lets see,

-I still think you get stunned too long

-you can jump over the wall and avoid the dwarf guard guy

-the goblins still only shoot right

-oh and here's a big one. the ogre is now unbeatable. he jumps up everytime you get close enough to hit him (which makes him invincible). It just seems odd to me that you can't hit him while he's jumping. Maybe if he changed colors or something. Not that that would change the fact that he's unbeatable now.
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TwinHamster
♫ Furious souls, burn eternally! ♫




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Posts: 1352

PostPosted: Sun Mar 22, 2009 10:02 am    Post subject: Reply with quote

Spoon Weaver wrote:
-I still think you get stunned too long

I'll take this into consideration.

Quote:
-you can jump over the wall and avoid the dwarf guard guy

Whoa, fixed.

Quote:
-the goblins still only shoot right

Really? They're shooting left for me just fine. Could you identify which part of the fortress this is happening in?

Quote:

-oh and here's a big one. the ogre is now unbeatable. he jumps up everytime you get close enough to hit him (which makes him invincible). It just seems odd to me that you can't hit him while he's jumping. Maybe if he changed colors or something. Not that that would change the fact that he's unbeatable now.

I should really give him one steel boot and make his exposed foot extra large.
[Hint: You can run under him while he's in the air]
Once you figure out what you need to do, you can actually beat him without getting hit. Neutral

I should add a sound effect so that you know when some attacks are ineffective.
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Spoon Weaver




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PostPosted: Sun Mar 22, 2009 10:18 am    Post subject: Reply with quote

about the ogre. what i mean is that he jumps when you get close to him. and keeps jumping. only stopping when you're too far away to hit him.
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TwinHamster
♫ Furious souls, burn eternally! ♫




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PostPosted: Sun Mar 22, 2009 10:37 am    Post subject: Reply with quote

Spoon Weaver wrote:
about the ogre. what i mean is that he jumps when you get close to him. and keeps jumping. only stopping when you're too far away to hit him.


I'm still not quite sure what the problem is.
Is he just jumping over and over while missing you each time?
There is supposed to be a harmful dust-cloud that appears each time he lands.
I would think that this should discourage the player from standing in front of him for too long.

I made an error in fixing the miniboss in today's update which made it extremely difficult to hit him from the right.

I have just updated the file for the purpose for testing the fortress.
You now start in the fortress and pressing [x] enables your spear.
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The Wobbler




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PostPosted: Sun Mar 22, 2009 1:00 pm    Post subject: Reply with quote

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TwinHamster
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PostPosted: Sun Mar 22, 2009 1:16 pm    Post subject: Reply with quote

Surlaw wrote:
-I died in the fortress's first room and it sent me back to the village, where I fell into an abyss.

Oh yeah, I should've mentioned that.
I've reuploaded and this should be taken care of.

Quote:
-I got killed by the boss at the same time I damaged him, and when I went to fight him again he was still in his damaged pose and once he was done hopping around he misaligned with the floor:

Oh, I think Newbie was telling me about this, but I wasn't sure what he meant.
Fixed now, thanks.

Quote:
-I'm still having a ton of trouble getting by the first two slingshot goblins without taking damage. Maybe have them die in one strike instead, or lower the rate of fire? I can get one clean hit on the bottom one, but by the time I do I'm bombarded with rocks.


I was personally just running past them.
Figured not everything needed to be killed.
But I've made them one-shot-able now.

Quote:
-I can't seem to damage the boss from the front without getting hit.

You're not supposed to hit his front Sad...

Quote:
Maybe make it so that while he's in his hopping pained state contact with him doesn't damage you? I beat him once I realized you could hit him from behind without taking damage, but I was really confused when attacking him from the front hurt me. It's a good fight aside from that. He gives you plenty of time to run under him and it's obvious when his attack can damage you.


I've made it so that while he's hopping around, you'll safely bounce off of him instead of getting hurt.
It's pretty fun to bounce around on him while he's hopping around in horrible pain, so I think I'll expand this fight so that you have to jump somewhere near his head to actually damage him.

Quote:
Either this or having enemies flash when damaged would be great.


Oh, flashing enemies sounds fantastic.
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Spoon Weaver




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PostPosted: Sun Mar 22, 2009 3:18 pm    Post subject: Reply with quote

I think the way you have to hit the ogre in a certain place is fairly confusing. Maybe you could have the spot flashing or something.

Quote:

Quote:

Quote:
Really? They're shooting left for me just fine. Could you identify which part of the fortress this is happening in?


They're shooting fine for me too.

yea um this is my fault I had the wrong game.exe and that appearantly messes with them for some unknown reason. updating to the very newest nightly corrected the problem for me. So sorry for the miss information.

The rest is mostly the DEMO'ish version:
I had been having a problem starting out and sometimes not having the lance and having to go back but it was never really that big a problem so don't worry about it. Also after beating the goblin prospector and going back to the dwarf town i end up being able to kill the dwarf chief and the end routine from the goblin prospector happens again but with different npcs. kinda neat.
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The Wobbler




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PostPosted: Sun Mar 22, 2009 3:37 pm    Post subject: Reply with quote

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Newbie_Power




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PostPosted: Sun Mar 22, 2009 7:13 pm    Post subject: Reply with quote

I think the hitstun time is fine, but if you make it so that the knockback is more horizontal and less vertical, it would be less problematic.

Collision hitboxes still seem larger than the character graphics, though I assume you're still working on this.

I noticed a bug during the ogre fight. During his hitstun, if you're too close Buelle will begin to slide under him uncontrollably to the other side.

The last boss fight in the game is INCREDIBLY bugged. Random floating around.
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TwinHamster
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PostPosted: Mon Mar 23, 2009 10:41 am    Post subject: Reply with quote

Newbie_Power wrote:
I think the hitstun time is fine, but if you make it so that the knockback is more horizontal and less vertical, it would be less problematic.

Collision hitboxes still seem larger than the character graphics, though I assume you're still working on this.

I noticed a bug during the ogre fight. During his hitstun, if you're too close Buelle will begin to slide under him uncontrollably to the other side.

The last boss fight in the game is INCREDIBLY bugged. Random floating around.


Buelle's pain
Hitstun has been drastically reduced, invincibility increased.
There is now more horizontal Knockback and less vertical.

Armor-Goblin
Displacement glitch no longer occurs.

Scavenger
Happy Bouncing, begone!

For later
I don't want you guys to burn out with all this bug-finding, so I'm going to wait a little longer before releasing the next test-version.

Great work so far, guys. Thanks!
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Spoon Weaver




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PostPosted: Mon Mar 23, 2009 11:19 am    Post subject: Reply with quote

when can we expect the next dungeon?

and how many do you think the game will have?
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TwinHamster
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PostPosted: Mon Mar 23, 2009 11:22 am    Post subject: Reply with quote

Spoon Weaver wrote:
when can we expect the next dungeon?

and how many do you think the game will have?


Uh, you might be a little disappointed if you're expecting an entirely new dungeon by the next update.

I would estimate about 4 major ones and a couple more mini ones like the fortress.
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