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* Art_of_camelot pokes his head in. I'm gonna work on a small font for you like you asked, and probably the title screen as well.
Aaah I see. Good luck .Also is the current version the one with working saves or is it the one that crashed? I think I read in the IRC logs that I should avoid saving because it froze the calc then you said saves now work, but the version I just downloaded is from 4 hours ago.
Reuben intensifies
Something I noticed in the last demo that had battles and working NPC's:-When you attack enemies, there's an earthquake animation that wasn't originally there in the BASIC games nor Reuben 1 Axe.
-There is a very long delay when the enemy/Reuben animations are done and some animations seems to freeze in place during that moment, which looks strange. To increase the pace of battles I would suggest reducing the delay by half or even remove it entirely. Battles should probably at least be at the same speed as in the Axe remake.
-There is a bug with the dog/garden puzzle: Normally, as long as the guy is standing here, you shouldn't even be able to destroy bushes, even after you acquired the bottle. He's protecting his garden, not the bottle
-There is a long white flash after the saving animation. Is that intentional?
-Controls are very confusing, as typical calculator games always use 2nd to confirm and ALPHA to cancel and since ALPHA is often used to access the menu as well, then I have the habit to use Del in this case to try to access the menu, only to end up exiting the game by mistake.
Quote from: Sorunome on October 28, 2014, 06:54:41 amReuben intensifiesNote that the escape sequence at the end of the game was not grayscale. Basically all gray areas were turned black. It was mainly because the earthquake routine I was using was a 8xp ASM program called with Asm(prgmNAME) so it took a long while to launch compared to an xLIB/Omnicalc command, resulting into massive flicker/slowdown. By the way do you plan to make that sequence 83+/83+SE compatible like in the original game even though it uses some sort of clock? (I think you had 2 minutes to escape and there was no battle)
-Nope, if you check Ev Awakening and the original Lost Mirror, you'll notice it doesn't shake when you attack enemies:
-As for the dog puzzle, Once you got the bottle, if you exit the area then comes back in so that the dog and guy are back, you can still destroy bushes even though they're there. Normally you shouldn't be able to do so while they're there (you have to throw the dog's bone away again). Unless this was fixed in the beta?
-For the rest, glad to hear . As for controls I definitively think a confirm dialog will help. As for exiting the menu do you think you could make it so you can also use MODE to exit, so that the same key can be used to enter and exit?
Ah ok. I think it was the first version I downloaded that had random encounters enabled. Anyway I can't seem to reproduce it now, so it was a one-time event I guess. It's strange that it randomly happened, though >.<
EDIT: By the way, unless this was fixed in the beta, the battle background for the beach is still wrong.
Also from what I could remember, there is no random battle encounter at the first save point. If there were then I guess perhaps they could be removed anyway because it would be annoying to have to go through the entire intro again just because you ran into a battle and died just 1 pixel away from the first save point EDIT: Wow in WabbitEmu Reuben moves even slower than in the original game *stabs Wabbitemu*