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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?
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
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.
-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.
-Normally, before the final boss convo, you see the final room for 1 second.-The earthquake effect is very slow during the escape sequence on my calc. For the screen to go up and down, it takes about 0.7 seconds and the timer seems a little bit slower than normal seconds.-When you hold down 2nd while moving during the escape sequence, the earthquake animation and timer both moves about 5-6 times faster.-Zeroes are missing from the timer (minutes and when there is under 10 seconds)
In the original game actually, the enemy death animation was just their black pixels flashing and the gray remaining intact. The same thing happened when it was their turn to attack too (kinda like in Final Fantasy) but not for as long. The difference with the final boss was that it flashed for much longer before disappearing entirely.
-Normally, before the final boss convo, you see the final room for 1 second.
-The earthquake effect is very slow during the escape sequence on my calc. For the screen to go up and down, it takes about 0.7 seconds and the timer seems a little bit slower than normal seconds.-When you hold down 2nd while moving during the escape sequence, the earthquake animation and timer both moves about 5-6 times faster.-Zeroes are missing from the timer (minutes and when there is under 10 seconds)
EDIT And another one: The bridge collapsing animation during the escape sequence is missing.
Ooh nice idea about 2nd . As for earthquake, it's much better now, but try making it shake by 3 pixels instead of 4. I'm sure grayscale will look much better. Also before leaving the final battle room, maybe show it shake for 2 seconds like in the original game?
That reminds me, I should perhaps try to make one. But it will probably be different (perhaps more based on the readme.doc)EDIT: Ok I just realized the bitbucket version was still being updated so I tried it and so far it's very great with the issues fixed. The only thing I noticed is that:-the beach cloud background doesn't use the new cloud tile I posted a few pages ago (that isn't as dark) isn't being used.
-Also when exiting, the 2nd cursor is enabled by default.
-During the escape sequence, we can swim, which is impossible in the original game (since the water becomes black)
-During the final battle, most damage numbers are still cutoff by the enemy sprite. When he casts lightning the 100's digit is cutoff, same when you use Ginseng where pretty much everything is cutoff. I think you might have to display every damage number at the top rather than just the enemy ones.