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Messages - Sorunome
Pages: 1 ... 66 67 [68] 69 70 ... 591
1006
« on: October 29, 2014, 04:08:55 pm »
Regarding the beach enemy bug involving the boss as random encounter, could it be why I never seem to encounter the LV 10 Metroid enemy there?
Yeah those were linked and that one is also fixed EDIT: Also, during the final battle, due to the grayscale being handled differently than in the original game and the different spriting, the battle command HUD is next to impossible to see over the boss shield. In the original game it wasn't as much of an issue because the parts that were overlapping over the boss sprite were pretty much inverted but now the attack icon is almost invisible. Not sure if much can be done about it, though, other than moving the HUD away for just this particular battle. (lol the boss sprite takes 65% of the screen)
EDIT: It seems damage is almost impossible to see either
Yeah imma make a special case for that then EDIT: Another set of bugs: -When the boss dies, the death animation doesn't erase him entirely. THe first 16 rows of pixels (where a background is normally located) remains intact. oh right I need more special cases.... -The boss death animation is the same as other bosses and enemies. In the original game, the final boss death animation lasted about 3-4 times longer.
OH, ok, i'll have to check the yt vid
1007
« on: October 29, 2014, 12:49:36 pm »
You gotta love streetwalrus' message
1008
« on: October 29, 2014, 12:41:31 pm »
Oh yeah i already noticed that bug too and fixed it and didn't mention it in the todo
1009
« on: October 29, 2014, 12:36:50 pm »
Yeah, the final boss has a blank background, and good idea on the black sky.
1010
« on: October 29, 2014, 12:33:29 pm »
oh ok >.<
-Also I forgot to mention that bug, but I had it happen when I beat the first dungeon: When you hit the 2nd switch in Golem palace, the blocked path won't open automatically. You have to exit then enter the room again to see the change.
Right, forgot to add that one to the bugs list EDIT: The Dwarf cavern has the wrong battle background too. It should be the same as Kyle Cave. The final area (Dark World) should have the Kyle cave background as well.
Battle backgrounds Also, IMO the one of reuben1 wind peak fits the other world better
1011
« on: October 29, 2014, 11:38:55 am »
The text isn't the issue, the lines are
1012
« on: October 29, 2014, 11:36:03 am »
About enemy backgrounds, I'm pointing out in case you forgot or decided to leave them as is for the final version, like in the Axe game
Anyway I just ran into two other issues:
-When shopping, you exit immediately after purchasing an item and being thanked for your purchase. So if you buy 4 items you have to enter the shop over and over, which is annoying. I am torn between wontfix and willfix on this one as implemention won't be straight-forward -The key items such as Golem gloves, swim suit and hammer are not showing up in the menu like they did in the original, so it can be hard to tell where you left off if you didn't play for a while.
Dang it, you noticed Creating such a screen is such a PITA in asm EDIT: also, http://reubenquest.net/r2_todo.html
1013
« on: October 29, 2014, 11:27:53 am »
A suggestion would be to make it so you can talk to NPCs by walking into them while holding 2nd, rather than having to mash enter and arrows back and forth 90 times a second desperately in hopes to register a connection
Currently, everything stops when you hold down 2nd.
Too much work... >.> EDIT: So here are the bugs I ran into in the version I got: -The Golem Ruins uses the wrong battle background. Instead of using the same wall bg like in the first Reuben 1 dungeon, it currently uses the background from the Mountain in the first game. -The beach still has the wrong background (it should normally be the new cloud tile I posted a few days ago on top of 1 row of water tiles) Haven't done the enemy backgrounds yet -On the beach, sometimes the boss appears as random enemy encounter. I think you added him in the beach enemy pool by mistake. >.< Yeah I noticed this too and fixed it. -The bug where you don't exit back to the right map after beating a boss is still present. The boss map with the battle background remains intact until you beat another enemy. Again, it is fixed Unless they were fixed after I downloaded that version, those might be stuff you might want to look into.
Oh, yeah, with 'it is fixed' i mean that in my version it is fixed, i don't feel like changing the beta atm, though
1014
« on: October 29, 2014, 11:22:34 am »
inb4 your ram clears when viewing the boards xD
1015
« on: October 29, 2014, 11:08:47 am »
The board supports TeX now? Awesome. It will be pretty useful for you math people. I remember last year when I had university math courses and I did pretty much all my homework in LaTeX it's pretty powerful.
It already supported that since quite some time
1016
« on: October 29, 2014, 08:51:47 am »
Sounds like a nice idea, good luck with it!
1017
« on: October 28, 2014, 04:48:10 pm »
Better late then never! Welcome to Omnimaga, I hope you'll enjoy your stay!
1018
« on: October 28, 2014, 11:03:18 am »
That is why you tackle a save point from the side *shrug*
1019
« on: October 28, 2014, 10:56:15 am »
Well that is pretty unlikley
1020
« on: October 28, 2014, 10:52:55 am »
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