Episode 1 release remains

Re: Episode 1 release remains

Postby Bertram » 17 Sep 2013, 09:49

I'm back from a good Week-End. :)

The final 0.6 release should happen asap now.
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Re: Episode 1 release remains

Postby BioHazardX » 23 Sep 2013, 19:35

I notice an other issue about the stun strike ability: if you stun an enemy when it's icon is almost at the top of the stamina bar, this won't block him immediately and attack the player as "stunned". Then his icon gets down and it can't move or attack.
And as last thing, in the last battle against the fenrir, Bertram has the 100% of chance to stun the boss. This doesn't look a fair fight...
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Re: Episode 1 release remains

Postby Bertram » 24 Sep 2013, 07:53

I notice an other issue about the stun strike ability: if you stun an enemy when it's icon is almost at the top of the stamina bar, this won't block him immediately and attack the player as "stunned". Then his icon gets down and it can't move or attack.

If the enemy was ready to attack (on top of th battle stamina bar), the attack isn't cancelled. Yet, this is true, the stunned effect should show only afterwards. I'll have a look at that.

And as last thing, in the last battle against the fenrir, Bertram has the 100% of chance to stun the boss. This doesn't look a fair fight...

Ah ah. this is right. I'll have a look at that. Certain lazy players will hate you for that ;)
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Re: Episode 1 release remains

Postby Bertram » 24 Sep 2013, 08:24

Update: I have looked into the code, the stunned effect is displayed in the correct enemy battle states. Unfortunately, I can't stop an enemy in the middle of its attack without some nasty corner case to handle, so I won't do it for now, and maybe never. Consider this something to be fixed by design when I'll have better scripting support for enemies anf it helps fixing this. ;)

I also upgraded the Fenrir's magical defense base value, so that the stun effect is now working every 1 time out of four as an average (I was at level 12). This is all luck but this value should do the trick.

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Re: Episode 1 release remains

Postby Bertram » 25 Sep 2013, 10:59

Ok, guys.

I bet the 0.6.0 version has enough polish so far and no blockers have been found within the overall testing phase.

Thanks for all your support, that's simply great. :)

If nothing catchy is seen before tonight, I'll release Valyria Tear 0.6.0.
I'll then be on OD Windows compilation and on designing/undrafting what's next.

Best regards, :D
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Re: Episode 1 release remains

Postby dimproject » 20 Oct 2013, 12:16

Bug with Evade.
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Re: Episode 1 release remains

Postby Bertram » 28 Oct 2013, 10:26

Ack. Seems evade (and any float number in general) isn't displayed right.
I'll open an issue about it.

Thanks!
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Re: Episode 1 release remains

Postby Bertram » 28 Oct 2013, 22:20

Hi,

The evade bug is fixed in master.

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Re: Episode 1 release remains

Postby dimproject » 31 Jul 2014, 21:25

Kalya is standing close to the save point (not close to Layna statue).
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Re: Episode 1 release remains

Postby dimproject » 01 Aug 2014, 15:44

In party menu when I using item from "Itm" column I got bug.
If I using item from "All" column - all OK.
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Re: Episode 1 release remains

Postby Bertram » 02 Aug 2014, 00:10

Hi dimproject,
Kalya is standing close to the save point (not close to Layna statue).

Ah yes, this is quite true and can be confusing. I'll fix this by making Kalya go near the statue.

In party menu when I using item from "Itm" column I got bug.
If I using item from "All" column - all OK.

Ok. Semi-related: Are you playing with the keyboard or a gamepad?

Thanks for the feedback.

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Re: Episode 1 release remains

Postby dimproject » 02 Aug 2014, 08:04

I using keyboard.
I tried using gamepad and now all OK.
Even with keyboard now.
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Re: Episode 1 release remains

Postby Bertram » 02 Aug 2014, 09:50

Ok. Cannot reproduce as well. The menu mode deserves an overhaul in code readability and code simplifications. I'll thus work on that for Episode II and hopefully this will help removing a few bugs in there...

Thanks for all the reports. :)
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Re: Episode 1 release remains

Postby dimproject » 02 Aug 2014, 12:43

With Minor Healing Potion - OK.
With Small Moon Juice Potion (keyboard or gamepad) - game crash.
Maybe that also will help removing a few bugs in there. :)
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Re: Episode 1 release remains

Postby Bertram » 05 Aug 2014, 11:36

Hi,

I was indeed able to find a few bugs in the menu category list handling thanks to your save game. :D
This is now fixed in master.

Thanks a lot!
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Re: Episode 1 release remains

Postby dimproject » 06 Aug 2014, 18:45

Something wrong with attack type: Foe — Point.

If you attacked foe in second point, next time
you can't select any foe with 1 point.

If you attacked foe in third point, next time
you can't select any foe with 2 points or 1 point.
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Re: Episode 1 release remains

Postby Bertram » 07 Aug 2014, 08:04

Hi,

Something wrong with attack type: Foe — Point.

If you attacked foe in second point, next time
you can't select any foe with 1 point.

If you attacked foe in third point, next time
you can't select any foe with 2 points or 1 point.

Nice catch! I think this one was there even at the time I forked the project! :lol:

Were you able to pass the second floor's first room or was it too 'painful'?

Btw, I've fixed Kalya (and Bronann) position in the first statue seen event.

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Re: Episode 1 release remains

Postby dimproject » 07 Aug 2014, 19:03

Bertram {l Wrote}:Were you able to pass the second floor's first room or was it too 'painful'?

I passed. Not simple but possible.

Bertram {l Wrote}:Btw, I've fixed Kalya (and Bronann) position in the first statue seen event.

I saw. Well.

Skeletons became more dark.
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I thinking credits on the end of Episode I is going fast.
Maybe make it slower.
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Re: Episode 1 release remains

Postby Bertram » 08 Aug 2014, 09:44

Hi :)

The target point bug is now fixed in master.
I also made the ending credits go slower (from 7sec each to 10.)

I've fixed the skeleton locally and will push the fix asap. (The former image was a grayscale image, explaining maybe why the sRGB profile conversion has failed on it.)
https://github.com/Bertram25/ValyriaTear/issues/350
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Re: Episode 1 release remains

Postby dimproject » 19 Aug 2014, 19:45

Something wrong with 'F1' help.
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Re: Episode 1 release remains

Postby BioHazardX » 19 Aug 2014, 21:24

Actually, I'm playing the game, the only thing that I complain until now is the sprite used for the rat enemy: it's low-quality and pixelated. In my opinion you should replace with a good one and rename it to "ratman" or "mutant rat" etc.
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Re: Episode 1 release remains

Postby Bertram » 20 Aug 2014, 09:02

Hi guys, :)

Something wrong with 'F1' help.

Nice catch dimproject. :) It's been fixed in master.

Actually, I'm playing the game, the only thing that I complain until now is the sprite used for the rat enemy: it's low-quality and pixelated. In my opinion you should replace with a good one and rename it to "ratman" or "mutant rat" etc.

Eh eh. :) Well, if you can find a fitting sprite with a license under CC by 3.0 or CC by SA 3.0. I'm ok with it. :)
Note that this one has at least one advantage: He's got different hurt states.

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Re: Episode 1 release remains

Postby BioHazardX » 20 Aug 2014, 19:37

Sorry, but I give up. The puzzle in that room with 8 rolling stones and that annoying skeleton which follows you is too hard for me, even boring, and I don't understand how to solve the enigma. I think the skeleton is too fast, and I wonder why in the shrine skeletons are always in group of three.
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Re: Episode 1 release remains

Postby Bertram » 21 Aug 2014, 10:21

Hi,

I've just made the skeletons less reckless. There wll be only one skeleton to fight and it will take longer for it to respawn. The first spawn time is untouched, though.
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Re: Episode 1 release remains

Postby Akien » 21 Aug 2014, 10:25

Thanks Bertram, I think it's a nice improvement for the less experienced skeleton-bashing-puzzle-wisemen of us :-)
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