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kurath

pt 2

Sep 3rd, 2017
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  1.  
  2. Don’t need to show “press + to change character” during the title sequence. - While I'd agree personally, my "market research" indicates that there is a demographic who would be bothered by not knowing they are able to be the kid immediately.
  3.  
  4. Tutorial
  5. Screen 1
  6. Huh, did the tutorial spikes change since the first version? They look good. - I reskinned the entire area. It had the last vestiges of the ugly tileset from the original world 1 which was a really bland needle area so I decided to kill it all in a ceremonial gesture to demonstrate how far the game has come.
  7. 3rd set of text a little hidden by a tree “You will” (need to jump once…). - Yeah, the trees are new and I realized that I wasn't careful enough about this.
  8. Screen 2
  9. First set of text – “These will” (block shots…) same case as above.
  10. “Exceptions where you need to travel down will be clearly identified” This pit is surrounded by torches, clearly a path DansGame. - Maybe its a secret that you just have to hit the right triggers for. Did you try turning the lights off first?
  11. “Bonus stars will autosave when acquired” Except for this one, because it’s a fake, lol go screw yourself :(.
  12. Screen 3
  13. The “Press +” thing at the start is re-mentioned here, so definitely not needed at the beginning.
  14.  
  15. Stage 1
  16. Screen 1
  17. Signpost box looks like it needs a bit more cutoff the left side. - This autoscales but it did have an extra space so it should be a little smaller. I'm hesitant to play with the automargins on it at this point because then i have to check them all and i'll probably be disappointed by something and change it again.
  18. Were we sure a backwards tbone was a good idea for stage 1 screen 1? - Its nerfed and optional (jumping up top is basically free), I'm okay with it.
  19. Screen 2
  20. Oh, did a star get removed from the top right? - Yeah, reworked this star because its the first star in the game and it being a boring ledge into narrow jump was lame. So now its a tiny bit puzzly and a lot of gimmick abuse.
  21. First save may be a bit of a problem with jumping off the block? - Hah, that's a side effect of my moving the secret. The box isn't supposed to land there (as you may remember the intended path is waterfall hopping so I didn't even think about this.). I'll shrink the block so that it drops all the way down as it used to just because the block landing option there would confuse people.
  22. Screen 4
  23. Top left block gets stuck when trying to push it off until you also fall down somehow. - Yeah fuck this block. This bug has been there forever, makes no sense and I cannot figure out what is wrong with that spot. It also doesn't really do anything important gameplay wise.
  24. Screen 5
  25. Waterfall in top right looks weird on block. Intended? - Not sure what you mean with this. If you mean the miniblock, its supposed to look like that to allow the player to walk over it without falling (used to be a spike but I felt after such a long screen it'd be the worst choke ever) while still looking like it'd let water through. If something else, I'm not sure, elaborate for me if it seems significant.
  26. 4th block on this screen (One of the top left ones) unrequired. Intended? - Nope, unintended, for some reason I thought I'd lowered the water enough you couldn't jump up without a block. Apparently at some point I blew that.
  27. Screen 9
  28. Good change on the star. - Gotta be careful with making things theoretically possible to do in an unreasonable way, wouldn't be a big deal in most games but in the fangame world its perilous.
  29. Boss
  30. Logo kind of flashes in? Instead of just fading. - This is a little problem that is long overdue for fixing and easily forgotten about.
  31.  
  32. Stage 2
  33. Music suddenly kicks in when you warp through, huh.
  34. Boss
  35. Fatal error. (Fixed)
  36. Should the dragon heads for the blue attack be upside down on the left side? - Yeah I kind of zone this out personally since you won't really be watching them but it should be fixed.
  37. Can die off left side of the screen. Your call if you leave it for idiots like me that check this. - I'm fine with people doing stupid crap but the tutorial clearly says this shouldn't happen and I'm not about to be a liar.
  38.  
  39. Maybe make the map stuff start a little sooner? Not sure. - It should begin immediately (even the tutorial has it, though if you mash shift it goes away fast)
  40.  
  41. Stage 3
  42. Screen “14” (13 not including the extra one)
  43. Texture covering a spike in the top right, just after 3rd save. - Yeah I'd recently changed that jump right before I sent it to you and kind of messed something up, already fixed.
  44.  
  45. Map
  46. Mouse over a stage ico <- n covered by map
  47. To view more options.
  48.  
  49. Apparently I have a 2 sec WR in some stages, may want to remove those. - Yep, there's tons of bogus data in there. Don't worry, it'll be wiped and dev versions will no longer work once I'm ready to go.
  50.  
  51. Stage 4
  52. Not sure if 4 or 5 stages should be required to continue.
  53. Middle left sign “Green spikes” (bottom row of text) slightly cut off.
  54. Bottom left sign, same issue, second row is either cut off or sentence isn’t capitalised. - Recently updated the text on these and didn't actually doublecheck it myself after, sloppy.
  55. Top right box, same issue as stage 1, needs to be slightly cut off on the left side.
  56. Boss
  57. Maybe put the warning for the first giant axe right at the start so the player learns what it is faster? Not sure if it’s worth it though because of the extra delay.
  58. On second thought, it’s fine. The sound is enough warning. I’m glad you made the axe handle faded too.
  59. The “enemy spawn” having a short time for the naloasHype seems good to me too.
  60.  
  61. Plot
  62. “and behind, that loathsome kid” added a comma to make things a little clearer.
  63.  
  64. Map
  65. I like the Act 1/2 stuff going on here.
  66.  
  67. Stage 5
  68. Triple jump auto saves but Quad jump doesn’t? Well alright then. - Alright alright, putting some consistency here.
  69. Spikes at night look good.
  70. Nice fix on the 12px gap :).
  71. Same on the possible skip on the screen after.
  72.  
  73. Stage 6
  74. Screen 9 (Last screen before the first part of the boss with all the dudes.)
  75. Can land on the ledge next to the bottom plant of the “sphincter” right at the start as a shortcut. Can’t remember if I mentioned that before.
  76. Pretty hard to make it to the block actually, probably fine. - Totally wasn't aware of that, probably not a big deal but I'm going to block it off - I think its another one of those things where its not really worth it but its better to make sure people don't bother for their own sake.
  77. Boss (Part 1)
  78. Ah, enemies remaining is the groups, not the individual enemies, alright.
  79. Boss (Part 2)
  80. Oh jesus that bar increases fast.
  81. OH. Bar increases past the max edge of the oval. - Woops, that's a mistake. When I changed the values they no longer match. Should make the bar look like it increases slower since it'll actually match the proper size.
  82. It’s pretty reasonable to deal with though.
  83.  
  84. Stage 7-1
  85. Still not entirely sure about the camera while moving around. Not sure what to say about it though. It’s probably alright but cameras are a nightmare to work out so I’m sure there’ll be some complaints. - I may play with this a bit more in this area. Not sure its an issue anywhere else but I can agree that it still doesn't feel exactly right here.
  86. Save 10
  87. Possible to land on a block with the right align on 3rd jump(?) as spike is slightly lowered. Doesn’t really let you skip much if anything though. - Yeah not important gameplay wise but looks a bit sloppy, will clean it up.
  88. Save 12(?)
  89. Star doesn’t autosave? It doesn’t fade out if it does.
  90. Save 14 (last save)
  91. Star already looks faded here, didn’t change after I touched it. - Woops, busted up some references on these stars when I moved them around. Should be fixed now.
  92.  
  93. Stage 7-2
  94. Screen 1
  95. Text box a liiitle off the left side, barely noticeable.
  96. Pressing X changes to “hide spikes mode” fine, but I have to hold S then press X to change back to “always view spikes mode”.
  97. Freaking…yeah still working as intended.
  98. I read the “change view modes” and assume pressing X turns the spikes off and on, not S because that’s the row after, even though it literally says in the next line “toggle viewing”.
  99. Maybe make the doors a little more prominent? Simple enough to figure out but still. - Yeah this probably isn't a big deal but this environment is pretty static and this is a good place to put a little bit extra. I made the colors on the door more vibrant and added a minor glowing effect.
  100. Boss
  101. I want that key further away from the player, so more people miss it. Or the player further from the key. Or both. - Alright, I'm gonna give you a couple dozen pixels just because.
  102.  
  103. Stage 8-1
  104. Screen 4
  105. Tile issue on right side. You just can’t win with this screen. - Hopefully I caught the one you meant, I actually found 3 (sort of, one wasn't really and one was super minor).
  106. Stage 8-2? Castle descent
  107. Last mention of the sign needing a slight cut of the grey on the left side. - Okay okay, I changed the code on the signs to trim it a bit.
  108. Stage 8-3
  109. Does the shadow stop chasing you if it goes offscreen? (Skips forward when you reach a save.) This isn’t anything that needs changing, just curious. - It does not stop chasing you but if you don't play it safe, its very easy to get quite a bit ahead of it. I'm going to change how it works to make it feel less trivial - it'll move faster the further behind it is to keep its effect on screen since its effect scales with its speed.
  110. Boss
  111. “limited air control With up and down.” Can make that “with” not “With”.
  112. Around 52 seconds in. 1 dagger got thrown at me then absolutely nothing for 5 seconds or so. More daggers got thrown just before the cross from the windmill appeared. - Yeah this was an instance_find change problem, already fixed this too it just wasn't crash inducing like some of the others so it didn't match my initial search.
  113.  
  114. Stage 9
  115. Screen left of Screen 1
  116. Sign is white text.
  117. Stars work as intended here still, I guess the issue was just in Stage 8 because of the dark screen?
  118. Sign – “jumping on a bubble will pop it But beware” It kind of looks good with the start of this sentence being capitalised but it should technically be “but” not “But”. - Probably not a huge issue either way but something about consistency again.
  119. Screen 3
  120. To screen 4 transition. Be careful with this because of the sudden screen transitions and starting right next to a spike. - Yeah, good to point this out, a number of these throughout have autosave warps but this one didn't.
  121. Screen 6
  122. Save 1
  123. No save blocker.
  124. Screen 9
  125. Save 2
  126. You can go inside right bubble? Lets you cheese to the finish. - I think there's a couple places where this is technically possible but awkward to reproduce, I might toy with it.
  127. Ok, not quite that. Apparently if you push it just right to get caught on the edge of the block it can lose its push physics and you can jump in it like regular water, but it will stop boost you/pop if you hit the top.
  128. Apparently you can also stack bubbles on the right too. - Yeah they used to be a little more 'resistant' to each other to stop this but it created other problems so they're stackable now. I don't really find any places where it causes trouble its just a little weird.
  129. Lol, I completely forgot you could shoot the monkeys. - Don't let those cheeky bastards get away.
  130.  
  131. Stage 10
  132. Screen 1
  133. You only get 3 shots. It doesn’t refresh. It’s fine on future screens. - Yeah this wasn't quite working as intended. Its not supposed to keep the water shot but with no shots, its supposed to retrigger when you talk to the spirit. Fixed that up.
  134. Screen 6
  135. I mentioned this before and we didn’t chat about it, can remake it if you need to see it specifically.
  136. There’s a jump where you have to get right to the edge to avoid the minispikes about 2/3 of the way through the screen (just before a gate, a little after a drop), it’s kind of annoying, would recommend removing the bottom of the two minispikes and lowering the top one 8px. - Okay I agree this jump is kind of annoying. However doing that lets you actually skip straight to that ledge without too much trouble so I'm going to change the jump so you can do a much lower first jump and thus are much less likely to hit the spike/need to inch your way to the edge.
  137.  
  138. Huh, first time I noticed this. Was there a way to choose Bow/No bow for the kid sprite? - Nope, kid players are not rewarded with character customization!
  139.  
  140. Final screen before boss
  141. Could lower the text in the box slightly.
  142.  
  143. Stage 11
  144. Screen 1
  145. Player starts in a block. - Yeah ran into this too, it was fixed.
  146. Can walk through a couple of rocks on the left side. - Their collision is pretty small for reasons that aren't entirely relevant.
  147. I’ll stick with testing as Miku for this part.
  148. Seals
  149. Let player know it doesn’t autosave? Can you put them on the doorways instead of the cave entrance when they beat a miniboss? - Already changed this, it got caught up with the previous startpoint change in these rooms and noticed it as well.
  150. Seal of Spacetime sign
  151. Mentioned before, can you move the textbox below the sign instead of far above it? Makes it a bit easier to read. - Yeah I remember this comment, I didn't mind it where it was and tried moving it lower and didn't like that, but I didn't move it below it and that does make more sense.
  152. Spacetime boss
  153. Can probably spawn the blackholes a bit slower, maybe the same rate/at the same time as the rockets? - This was done intentionally previously to make it get a little messy but it doesn't really kick in unless you miss shots at which point you're already having a harder time and it shouldn't really compound on you, so I think I will make them align better.
  154. Seal of spikeform
  155. Ah you added a spike to make the plane easier, good one.
  156. Oh yeah, porting the player above the screen transition after beating the boss here could be an issue. - Yeah that shouldn't have been a thing at all.
  157.  
  158. I’m not sure if the text would be more noticeable if placed in the middle/top of the screen (as people tend to read from top to bottom). Also maybe take a moment longer to fade out, so that people get a chance to notice it too. - It positions itself based on which side you're on, I'll give it a little more lifespan though.
  159. …forgot I have to have the sub for this. Did the textbox say that? - Yeah the textbox says that.
  160. Ah, the textbox was at the top after leaving bottom left, I guess it’s at the bottom when you leave from the top seals. Would recommend moving the box to the same place it spawns for the bottom parts. Still didn’t really get to read it in time though. - Hm, I think I prefer it the way it is. One major issue here is that it will be best to appear at the bottom when you leave the original spawn (if you went back there for some reason, or for post-game later) since appearing at the top would be right on top of the player so it won't really have the advantage of creating a true consistency. The duration of the box is doubled so I think people will notice it regardless at this point.
  161. Textbox appears whenever you reset even when at the boss. - So the textbox used to only appear once which seemed even easier to miss, so I made it repeat but didn't take this into account. Now doesn't appear at the boss section.
  162. Well, I got enough of a chance to read it says “open to the submarine” now. Good that is specified.
  163.  
  164. Stage 12-1
  165. Apparently not all text boxes have that “grey line to be cutoff” on the left.
  166. Got 149 with god mode, did backtrack a bit for some.
  167. Alright I can get 131 if I play pretty perfectly. I guess 140 is fine. - Yeah, as the last 'regular' star in the game, I think I like it a little tougher but with the progression requirement more lenient.
  168.  
  169. Stage 12-2
  170. Screen 3(?)
  171. Oh you gave the saves a white outline on this screen, cool.
  172. Save 2
  173. Didn’t raise the save a block. - This may be personally motivated by the fact I start that jump holding left behind the block. I will compromise by raising the save half a block so you can start on either.
  174. Screen 4
  175. Save 2
  176. Fire lines get a little funny visually. Gaps where there shouldn’t be. Functionally fine. - This is an aftermath of my original plan on how to code them being stupid. Redid that so it should be fine now.
  177. Screen 5
  178. Nice change on the diamond. It’s minor but it’s good and all that was needed.
  179.  
  180. Stage 12-3
  181. Not sure I can god mode through these :(.
  182. Oh, pressing shift to close the map on the pause screen leaves it on the left side of the screen (and a black screen on the rest). - The scroll part could be cleaned up but I kind of like it for no good reason. The latter is sort of inevitable because of the way the engine works in that it 'saves' the current screen for the pause background as a surface but once you draw to that surface again its gone. The options menu on pause does the same and I'm okay with it.
  183.  
  184. Miku Special
  185. Backspace only restarts if you aren’t dead. - Yeah I hosed that up with the changes. Should be good now.
  186. Oh, I stand corrected. Backspace doesn’t do anything when you are dead. I’m stuck in here forever.
  187. Gumi special
  188. Backspace doesn’t quit out on Gumi either. - See above.
  189. The windmill blocks are fixed in that one hole though. - Stupid G name making me make a golf thing. This one had been such a pain in the ass. I had actually originally started this as 'Gumi's Galactic Golf' which was a minigolf thing except kind of like hanamogeta's space cartridge. The thing is, it gets so much more complicated when instead of just aligning gravity when you enter the field like in that you have it apply accelerations, and have bouncing collisions, and weird ass other crap. Anyway it got dialed down a bit to what it is now and it was still a pain. This is just kind of a completely irrelevant rant about that but nonetheless.
  190. Got dead on par (75 shots).
  191.  
  192. Rin Special
  193. Did Rin’s text box always say “Using the mouse to aim,” at the start?…
  194. I feel really dumb if so. - No, this was added based on your comment.
  195. Maybe make the “Game over” text in this minigame black. White is a little hard to see sometimes. - The black kind of blended into some of the trees too (and more greivously, I felt), not sure there's really a perfect answer for this.
  196. (Read to end before coming to a conclusion)
  197. I think the combo is working better as I got 7249 on my first try, still don’t quite get how it works though but this seems significantly more plausible. Could also get it up to x6 on my first attempt.
  198. Oh, mines don’t kill you, they blow up behind you.
  199. Ok, that mine killed me when I landed on it.
  200. Yeah I’m sure the combo reset a moment after I killed someone a couple of times, then carried on for a while when there was a large break. Is it programmed to be a total period that counts down when not hitting guys instead of a “time since last enemy hit” or something?
  201. Apparently my score on main file was 6300 so maybe it’s working the same still.
  202. Also, used the teleport to get back to 12-3 (12-11 it’s called) and got ported into the floor? - Yeah, similar problem to the stage 11 entrance, should be good now.
  203. Got 16k points easy when the combo stayed stacking (up to 7x).
  204. …“Don’t let anything escape past you to score big combo points”
  205. Tester is bad and he apologises profusely for it. This is fine.
  206. This is what I get for trying to doing everything as extensively as possible except reading. - To be fair, this was worded in a less obvious way previously and was changed recently to be clearer, so first impressions lingering and all that on how it was supposed to work.
  207.  
  208. Boss – Part 1
  209. Rins special seems a little weak to me compared to the other three. Only firing the fruit off in one direction and it moves offscreen so fast it doesn’t get to fire much smaller fruit. Although I haven’t had much practice with it yet. - It's advantage in this phase by my approximations is that it has the unique value of the large fruit guaranteeing a double hit on a kid spawning save, which will kill it. This can be used in the topright, for instance, to guarantee eliminate one of the spawners through the wall which the other specials don't offer. Its also pretty good in the bottom left but thats usually not needed. It also lets you move forward safely since the large fruit clears basically all projectiles. I don't know, its a weird concept to balance and I'm okay if it is a bit weaker.
  210. Boss – Part 2
  211. Yeah I’m still not sure on Rins special here either. - Its probably weaker here but it does guarantee a large hitbox which can be timed on the platform kid, for instance, to quick kill the first couple. Most of the factors mentioned above are less relevant here which may make it seem even weaker.
  212. Oh damn, you buffed shooting the electric things, nice. - I went back and forth on what I wanted to do with this. The gist was that I want the player to know to control them early since that's the strat but with the mines dying out at that point it felt like there was no risk to just spraying the closet set down with reckless abandon. I also backtracked on this a bit because i wanted it to be less of a problem later, so what you don't see in that version but happens later is the number of sparks will decrease the later you kill them.
  213. I’m not sure if the laser-semicircle things near the end are always possible, maybe I’m misreading it? - So this should be always possible, but wasn't working as intended. Because of a min rather than max (oops?) line in the code it was using the narrower angle at the end. On regular playthrough it should give you a fair bit more space to work with, and what you were seeing was the tightest angle given in the post-game boss challenge option which I felt was always possible, albeit a narrow fit.
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