11 March 2016 - Forum Rules
Started by xenophile, January 30, 2022, 10:52:35 PM
Quote from: Ok Impala! on September 08, 2022, 02:23:44 AMSomething I'm hugely interested in is getting rid of the bounce back when you get hit by a monster. As long as the player is in that state it ignores all event scripts on screen. Making it possible to glitch onto tiles you aren't supposed to be on. Eliminating bounce back would fix this, and I'm sure it would feel better in game too.There is already code for that in the game. When you walk over spikes, you get hurt, but you don't bounce back.@radimerry: We've got a Discord server where we discuss FFA hacking. Please send me a DM or e-mail if you'd like to join us there for a more indepth discussion about the improvements we are working on for FFA.
Quote from: dagmor on September 10, 2022, 01:53:00 AMSo much love to you folks for working on this game! I did another playtest of the latest release.
QuoteOverall, I enjoyed the improvements. Here's a few oddities I encountered:Check out Amanda's head. This happens consistently in the menu from this spot.
QuoteI don't think I've noticed a chest forming on top of an open chest before. Not a big deal, but odd nonetheless.
QuoteI recommend resetting the darkness condition if possible at the start of cutscenes. Otherwise you sometimes wind up with this, which doesn't translate well with the inverted palette (scene crossing the bridge right before coming out of the waterfall):
QuoteI think this has been around a while, but I recommend moving shadow knight down a bit to prevent the overlap.
QuoteSo this is new to me, but could be a bug in the original: in this room I killed an enemy with fire, then cast fire again as the enemy turned into a chest, and my fireball started making cloverleaf patterns around the new chest. It never could "kill" the chest, so it just kept trying indefinitely. I grabbed a RetroArch save state if interested. The heroine could not perform any action while the fireball danced.
QuoteThe Dime castle loads slowly upon re-entering the region. I'm not sure if this is original, but it seemed slower than I remember. In general, there seemed to be more flashy/slow sprite action, but it's hard to say if that was due to RetroArch or my own poor memory.
QuoteAs an aside, the ninjas can get glitched with the Lit spell just like Shadow Knight. After being hit they move in a straight line, completely off screen, then reappear on the other side. This continues until the player hits the ninja again, then it dies.
QuoteOriginal but annoying. On this screen, if I walk to the left, there's an invisible staircase to go back to the path with elephants. I would argue that transition should occur anytime the player walks below a certain tile, not just on one specific tile with an invisible staircase.
Quote from: xenophile on September 10, 2022, 05:34:58 AMI kind of like that effect. The bridge was visible until it disappeared, right?I also cherish the moments when I level up under the effects of Dark.
QuoteMoving Shadow Knight down even the minimum amount would put him that much closer to you at the start of the fight, making him more difficult.
QuoteThat said, to me, Shadow Knight being a larger-than-life villain is important to the story. One thing I've considered for a long time now is using a drop shadow on the S and K in his name (and only his) wherever it is used. What's your opinion on that?
QuoteHas to be a bug in the original. Sounds very annoying, especially if that happened to be the last enemy on the screen.
QuoteOnce again, thanks for the feedback. You highlight a lot of things I've worried over, but bring a fresh viewpoint to them.
Quote from: dagmor on September 10, 2022, 02:09:30 AMThat said, I can't get hit back through walls. Would it be possible to change the collision script to consider the event tiles as walls while "hit back" moving?
Quote from: Ok Impala! on September 11, 2022, 12:26:07 AMI haven't found a way to do just that yet, would be a great solution though. I did find a way to make an event detect that the player is in this state and bounce him back again from the event. So, in this case the gate would throw you back.
Quote from: radimerry on September 11, 2022, 08:44:20 PMThe annoying part about floor triggers is the snapping. If we span 2 16x16 bg metatiles, it checks only 1. So we get 2 hits and 2 misses. If it's possible to force the chest to only work when completely covers the floor tile, then I think the bug would go away.
Quote from: radimerry on September 11, 2022, 08:44:20 PMKnockback is a weird beast. Some experimental patches for playing aroundhttps://github.com/radimerry/bucket/raw/01ef67e5b1602ed4873146bc01b9969858bbf46a/ffa-knock-none.ipshttps://github.com/radimerry/bucket/raw/01ef67e5b1602ed4873146bc01b9969858bbf46a/ffa-knock-short.ipsNone = player doesn't move (01:4fa5 = ld a, $00)Short = small kickback (01:4fa5 = ld a, $01)Odd part is if you set a very high damage timer @ c4d2, you'll keep flying backward until it reaches $33. Then you regain control of player.Spikes look controlled by a metatile (script) event trigger @ 0:1700, which sets damage timer to $33 so no kickback triggered. Player can still be immediately touch damaged though, unlike the kickback damage.What does this all mean? I have no suggestions towards a fix. Leaving collision detection always on can trigger an infinite pinball spin of eventual death.You could clip the damage timer (c4d2) to $33 to stop the kickback itself if state detected.
Quote from: Ok Impala! on September 11, 2022, 12:26:07 AMLink's Awakening only uses bounce back sparsely, and that feels and works way better. I think for FFA the bounce back is just way too large and glitchy, making it feel like you are not in control as a player. At least trimming down on the force of the bounce back would help immensely. But I'd really be happy if it would work the same as in Link's Awakening.
Quote from: dagmor on September 12, 2022, 01:21:30 AMI just loaded up Link's Awakening for comparison. The three enemies I fought all induced knockback. You're totally right though, it feels better. Maybe from a combination of shorter distance and more accurate direction. In LA the player is on a finer grid, so diagonal knockback makes sense. That probably would fly in FFA. Still, something like half the distance would help!
Quote from: dagmor on September 12, 2022, 12:38:55 AMPlease forgive me if this is already apparent, but just to be clear: the game promotes that the bottom half portions of chests or snowmen are the parts that can interact with switches. I believe this is attempting to add authenticity to the "3D" sprite look.
Quote from: Ok Impala! on September 12, 2022, 03:11:12 AMYeah, I have to check what causes the different feel. But I surely want to aim at the Link's Awakening feel for the new bounce back in Ember of Mana.
Quote from: radimerry on September 11, 2022, 08:44:20 PMKnockback is a weird beast. Some experimental patches for playing aroundhttps://github.com/radimerry/bucket/raw/01ef67e5b1602ed4873146bc01b9969858bbf46a/ffa-knock-none.ipshttps://github.com/radimerry/bucket/raw/01ef67e5b1602ed4873146bc01b9969858bbf46a/ffa-knock-short.ips
Quote from: xenophile on October 04, 2022, 02:56:14 AMSpeaking of sound, I saw your analysis about the buzzing when the music is muted. The Game Boy sound systems are a bit of a mystery to me. I fixed this myself by changing 0f:405e from $10 to $00, but sometimes I hear sound glitches that I worry are my fault. Do you have any thoughts on what the correct fix is?
Quote from: xenophile on October 04, 2022, 02:56:14 AMThe chest/switch thing I haven't had a chance to really look into yet.
Quote from: xenophile on October 04, 2022, 02:56:14 AMI tried changing the "how long" from $3c (60, presumably one second, which seems accurate) down to $20 and it seemed like that increased the speed and distance.
Quote from: radimerry on October 04, 2022, 12:42:31 PMI would've done the same thing - set volume register to zero. Game appears to correctly set volume when playing new instruments.Are glitches sfx or music? Stutters? Skips?
QuoteAssuming that game does not user timer interrupts (0087-0096 could be freed up).
QuoteFor that room, can the puzzle logic be changed to a counter? Adds +1 for every chest pushed to tile or -1 if removed. When 4 is reached, open door.
QuoteI think it's tied to another value that controls when to stop the pushback but keep the no-damage blinking on (try ~1:4b38).
Quote from: xenophile on October 04, 2022, 02:56:14 AM@dagmor: I moved Shadow Knight down under the window. Also, repositioned him to centered horizontally. You should have to scramble a little more to get out of his way at the beginning of the fight. Shrinking just one text box isn't possible.I added the invisible teleporter to my list, but I'm not going to touch it yet because adding additional triggers will grow the room's data, and that would move a lot of things."There seems to be more to "dark" than color inversion." It turns black to white and all three of the other shades to black. The problem here is the only visible tiles with black are the cave and the two shadowed cliff tiles. Even without the dialog box you wouldn't have much more context.
Quote from: dagmor on October 08, 2022, 12:36:16 AMHow does the game look with the grays inverted as well (instead of being black)? Or perhaps drop down the tint by 1 on every shade (white to light gray, light gray to dark gray, dark gray to black, black stays black).
QuoteAs a random aside, when I branch a speedrun mod off this LotMS mod, I'm going to look for a way to auto-use keys and AB button combo mattocks. I may also try to A+select to cycle through weapons. Anything to reduce menu time...
Quote from: xenophile on November 02, 2022, 02:39:42 AMFix equipment power bug. (Thank you radimerry.)
Page created in 0.113 seconds with 20 queries.