Page 2 of 3

Re: Episode 1 release remains

PostPosted: 17 Sep 2013, 09:49
by Bertram
I'm back from a good Week-End. :)

The final 0.6 release should happen asap now.

Re: Episode 1 release remains

PostPosted: 23 Sep 2013, 19:35
by BioHazardX
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...

Re: Episode 1 release remains

PostPosted: 24 Sep 2013, 07:53
by Bertram
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 ;)

Re: Episode 1 release remains

PostPosted: 24 Sep 2013, 08:24
by Bertram
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.

Best regards,

Re: Episode 1 release remains

PostPosted: 25 Sep 2013, 10:59
by Bertram
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

Re: Episode 1 release remains

PostPosted: 20 Oct 2013, 12:16
by dimproject
Bug with Evade.
Bug.zip
(363.88 KiB) Downloaded 809 times

Re: Episode 1 release remains

PostPosted: 28 Oct 2013, 10:26
by Bertram
Ack. Seems evade (and any float number in general) isn't displayed right.
I'll open an issue about it.

Thanks!

Re: Episode 1 release remains

PostPosted: 28 Oct 2013, 22:20
by Bertram
Hi,

The evade bug is fixed in master.

Regards,

Re: Episode 1 release remains

PostPosted: 31 Jul 2014, 21:25
by dimproject
Kalya is standing close to the save point (not close to Layna statue).
Layna_statue.zip
(266.34 KiB) Downloaded 829 times

Re: Episode 1 release remains

PostPosted: 01 Aug 2014, 15:44
by dimproject
In party menu when I using item from "Itm" column I got bug.
If I using item from "All" column - all OK.
Using_item.zip
(308.22 KiB) Downloaded 843 times

Re: Episode 1 release remains

PostPosted: 02 Aug 2014, 00:10
by Bertram
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.

Best regards,

Re: Episode 1 release remains

PostPosted: 02 Aug 2014, 08:04
by dimproject
I using keyboard.
I tried using gamepad and now all OK.
Even with keyboard now.

Re: Episode 1 release remains

PostPosted: 02 Aug 2014, 09:50
by Bertram
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. :)

Re: Episode 1 release remains

PostPosted: 02 Aug 2014, 12:43
by dimproject
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. :)
Using_item.zip
(105.76 KiB) Downloaded 802 times

Re: Episode 1 release remains

PostPosted: 05 Aug 2014, 11:36
by Bertram
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!

Re: Episode 1 release remains

PostPosted: 06 Aug 2014, 18:45
by dimproject
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.

Re: Episode 1 release remains

PostPosted: 07 Aug 2014, 08:04
by Bertram
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.

Best regards,

Re: Episode 1 release remains

PostPosted: 07 Aug 2014, 19:03
by dimproject
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.
Comparison.zip
(35.98 KiB) Downloaded 832 times

I thinking credits on the end of Episode I is going fast.
Maybe make it slower.

Re: Episode 1 release remains

PostPosted: 08 Aug 2014, 09:44
by Bertram
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

Re: Episode 1 release remains

PostPosted: 19 Aug 2014, 19:45
by dimproject
Something wrong with 'F1' help.
Down_x_2.zip
(82.41 KiB) Downloaded 814 times

Re: Episode 1 release remains

PostPosted: 19 Aug 2014, 21:24
by BioHazardX
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.

Re: Episode 1 release remains

PostPosted: 20 Aug 2014, 09:02
by Bertram
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.

Best regards,

Re: Episode 1 release remains

PostPosted: 20 Aug 2014, 19:37
by BioHazardX
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.

Re: Episode 1 release remains

PostPosted: 21 Aug 2014, 10:21
by Bertram
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.

Re: Episode 1 release remains

PostPosted: 21 Aug 2014, 10:25
by Akien
Thanks Bertram, I think it's a nice improvement for the less experienced skeleton-bashing-puzzle-wisemen of us :-)