BL TESTER PAGE
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*Bike has Random Battles! | *Bike has Random Battles! | ||
**Rpgmaker considers it a "boat". Yeah, it's just there for show, but roads have a lower encounter rate than grass. I'm considering making it impossible to "walk" on the road to make the vehicles have a use... | **Rpgmaker considers it a "boat". Yeah, it's just there for show, but roads have a lower encounter rate than grass. I'm considering making it impossible to "walk" on the road to make the vehicles have a use... | ||
- | ***Why not just make random encounters impossible on the road? The | + | ***Why not just make random encounters impossible on the road? The vehicles move faster so they are still useful. |
Revision as of 20:27, 31 March 2008
This page contains various information for those who are testing Beyond Lunch!
Enter bugs you find under Stuff Found, using a * to make it a nice list.
Update: Added things to the RPGmaker/unfixable glitch list.
Contents |
Stuff Found
Glitches/typos
- Cave of Legend, green stone at the end of the top-right path: "They named the child shisa" -> caps on Shisa, if it's a name.
- It's possible to "surprise the enemy" on the quiz-givers in the Cave of Legend. I did it twice.
- The Excaliber scene will play again if you talk to the empty stone after already grabbing the sword.
- There's also a momentary scene fade between Geoff saying, "You never know," and Greg's, "Here goes."
- The theme in Atlanta is AWESOME. ...That's not a bug.
- This is: When you go to the art gallery, the theme is Atlanta's theme, but it plays the fanfare when Bryan learns from one of the pictures, and then it switches to a different theme. It then goes back to Atlanta's theme when you leave the gallery.
- The...elevator doesn't look like an elevator...?
- On the top floor of the department store, the woman who says, "Why is this the only food store between two states?" Chris: "Food is for whimps!" -> wimps
- In the military stronghold, man on the left of the entrance can only be spoken to from the front.
- After the harpy battle this seems to have fixed itself.
- Army base uses the mansion BG. Wouldn't be an issue except for the Umbrella Corp parody pic on the wall.
- You can go under the beds in the Army Base B1.
- They still refer to the 1SG as Sarge down here when it was changed to Top on the first floor.
- During Top's briefing I think he says convo instead of convoy during the second box of explanation but I accidentally went past this too fast to double-check =| So you might wanna double-check that.
- After hopping in the car to head for the ambush, Geoff: "One glimps of my...hair" -> glimpse
- Top keeps switching names between Sarge and Top.
- "This second mission is rescue" -> a rescue?
- ...Haha um after you rescue the family and make it back to your car, Greg will jump out of his chair in the next scene back in front of the projector. He moves right a space.
- After leaving the second mission's briefing area, you can see the animals still sitting in the chairs for a split-second while Greg auto-moves toward the stairs.
- This happens while leaving any briefing, apparently, though Greg auto-running at the stairs only happened after leaving the second one.
- After the third briefing: "Any Questions?" -> questions
- Demon Mage and Demon soldier starts out showing like A MILLION ENEMY SPRITES but then there's only two.
- Claus's sprite is grey in the briefing scenes.
- Questions keeps being capitalized during briefing dialogue.
- During questions for the last mission, second option: "The Sargent in charge of that group" -> sergeant
- One of the soldiers is a default RPGmaker sprite, top of the map during the battle at the border.
- Sergeant at the border: "We are truly greatful" -> grateful
- When LD attacks Geoff and Claus at the campsite, Geoff: "Claus, we can't lost to that jerk!" -> lose
- Inn at Valdosta is missing the arrow tile on the floor at the door. Also the town name dialogue doesn't show up when leaving buildings.
- Talking to the woman at the inn in Albany, Bryan: "weak people should never be allowed to pick on other" -> others
- Yet again, you can walk under the beds at the inn in Albany.
- When you go to the mansion the butler says, "Theives?" -> Thieves
- After getting the key from the mansion, there's a rich dude in a tux who seems to be a default RPGmaker sprite. There's also a girl above the bridge over the pond who is too.
- Chests in the dungeon of keys are missing items.
- After full-powering your weapons, when Slink goes into his own head, Domicile: "You know more than anyone that you don't wish its burdon any longer." -> burden.
Sprites
- The undead bully's battle sprite is exactly the same as the normal bully from the beginning of the game.
- Why is the blue knight greeeeeeeeen
Gameplay/Balance
- During a single battle, the cursor will remember placement. Like, if you use burning firestorm one turn and then select skills on Chris's next turn the cursor is already on burning firestorm. Geoff's is glitchy and the cursor will be one skill over from where it should be. IE, it rolls down to the next skill in the list instead of staying on the last skill you used.
- Greg's attack skills organize themselves weirdly. Everyone else's are arranged low->high within groups, but his are...randomish.
- How ARE attacks supposed to be arranged? I keep losing moves cuz I can't figure out where my shit is.
- Claus's multi-slash is greyed out but I have the MP to use it.
- Claus Combo seems AMAZINGLY GLITCHY. I'll have to talk to you for this one, I can't succinctly describe it here.
- Hard mode: Enemies seem too easy if you level up as insanely as guindo does
- WHAT I TOLD YOU I LEVELED LIKE A FIEND OKAY
- >(!
- WHAT I TOLD YOU I LEVELED LIKE A FIEND OKAY
- IT'S STILL TOO EASY
- Well... I'll be fixing THIS little problem. Yes.
No wait when you get to the floating glass dungeon the difficulty jump is insane :( It's not even funny, I'm getting one-shotted.Hilarious. I mean uh, fixed.
Things to look for
General
- Treasure Chest saying it has the wrong item. Especially shields, which have gone through name changes.
- Treasure Chest is opened when you found it.
- Treasure Chest can be opened more than once.
- Treasure Chest open animation is odd-- it appears to open, close, then open more.
- Number of times you attack the enemy is wrong.
- Treasure Item Get message doesn't show the item's icon
- Claus Combo doesn't work!
- Backtracking troubles!
- Does backtracking cause a glitch or weird dialog?
- Saving and loading a game causes an event to repeat or other glitches
- BL lets you save almost anywhere. Maybe some scenes should disable it?
- Leaving and coming back causes an event to repeat or some other glitch
- This more or less will tie in with save glitches, for the same reason. Map reloads.
- Cutscene Picture has a problem
- Like, part of it can be seen through.
- Party Changer can be used when it shouldn't be possible.
- BL generally removes it if forcing you to use certain characters... or it should.
- When changing areas, the Area Dialog (Ie. "Tennessee") doesn't auto-vanish or doesn't insto-appear.
- Dialog showing where you are should auto-vanish after a second or two. It also should show the entire name instantly, instead of typing out like most dialogs.
- Area Dialog is up too long or not long enough!
- Should be long enough to read it, but not so long it's annoying.
- Item doesn't have an icon or has the wrong icon
- Like, a sword icon for weapons, etc. Quest-type items should have a ! icon.
Story
- The next objective isn't made obvious enough.
- Typo or misspelling!
- This one will probably see a lot :X
- Story segment makes no sense/contradicts story in another area
- Only harsh contradictions or confusion. No critiques.
Graphics
- Sprite animation seems overly odd or misplaced.
- No critiques.
- Monster image has a glitch of some kind.
- No critiques.
- Battle/Event Animation has a notable flaw
- No critiques.
- Battle Background is an RPGmaker Default
- There's a lot of areas, though I tried to get them all!
- Some other background is an RPGmaker Default
- Like clouds on a mountain, etc.
Text
- Missing a pause for a Comma or Period
- BL should pause for those, and for elipses.
- Chris's dialog has a pause for a comma or period
- His text should only pause for effect or elipses.
- Locker Demon/Minion's dialog is the wrong color
- Should be dark grey and pinkish.
- Thoughts are the wrong color (animal dialog excluded)
- Thoughts should be a light grey. Animal dialog should be white.
- Animal dialog is the wrong color
- Should be white.
Music
- Midi doesn't loop properly or has a long delay before looping.
- Midi sounds odd, somehow. No critiques.
- Midi plays a default song for a split second before switching to an event song.
- This was just now fixed, so there'll be plenty to note.
- MP3 version... will come out later. Sorry.
Difficulty
-Easy Mode-
- Are monsters too hard?
- Do monsters sit there doing nothing or just attack?
-Normal Mode-
- Enemy seems too powerful or too weak for its point in the game!
- Beyond reasonable fluctuation.
-Hard Mode-
- Enemy is too easy!
- Except in the first hour of gameplay.
- Enemy is a little TOO hard!
- Pansy. Level up some!
Balance Issues
Note: This isn't spoiler free! But it's nothing game-breaking.
- Animal seems overly powerful/weak
- They have only recieved mild testing from me, so please try them for me!
- Animals not strong enough with level 50 cap
- I beat the last boss with them, partly thanks to Reflection. But can anyone else?
- Ace is over/under powered in the late game
- He is supposed to be stronger than you at first, but more on your level later on
- Animal/BLT party combination is too powerful/weak
- I didn't test this much...
- An overly powerful spell is learned before it should be
- This'll always be the case if someone levels enough, so I'm looking for Within Reason
- A spell is too powerful/useless
- Reflection is in this catagory. Should it be removed from Sprinty's spell list?
Things I can't fix cause it's RPGmaker's fault
Note: This isn't 100% Spoiler free, though it tries. Mostly just try to check here before posting a glitch!
- Greg's arm disconnects from his sprite for a bit during the MSOP lifting scene!
- Hey, I tried.
- Bryan's Toss Wooden happens twice during the battle with Nice Lady!
- This is due to RPGmaker version 1.8 changing the order in which events happen during battle. I could downgrade, but then "Miss!" and critical flashes wouldn't work. Among other things.
- Reflection has the animation play on the target, the opposing party, then the target again! How confusing!
- The spell DOES reflect properly, and this is just a graphical glitch.
- Reflection reflects practically everything the enemy does, but not your own healing magic!
- That's why it costs so much MP!
- Characters switch from Victory Pose to normal pose as the battle fades out!
- In an event in which a scene shift or battle takes place, the default song will play for 1/10 a second before switching to another song!
- This can be avoided sometimes before a battle in an event.
- Divide by 0 error?
- This happens very rarely if you kill 4 or more enemies with one spell. Save often!
- If a 2+ hit attack kills the last enemy on the first hit, the second one hits anyway, attacking thin air!
- A 2+ hit attack only crit flashes at the very end, even if the crit takes place in the beginning or middle!
- Armor doesn't do jack!
- RPGmaker has horrible formulas. I tried, though.
- Sometimes when attacking, if a battle event triggers or a spell goes off before someone runs all the way back, they'll stay out in front until their next move!
- Alt-tabbing during an automatic sequence (Prolouge, Ending) causes the music to lose sync!
- RPGmaker isn't nice enough to pause the midi, too. Try not to alt-tab!
- Stoned/Frozen characters do the victory pose!
- Japan can't program.
- Stoned/Frozen characters animate when taking damage!
- I try to avoid it by setting them to avoid all attacks, but this apparently has flaws.
- Bike has Random Battles!
- Rpgmaker considers it a "boat". Yeah, it's just there for show, but roads have a lower encounter rate than grass. I'm considering making it impossible to "walk" on the road to make the vehicles have a use...
- Why not just make random encounters impossible on the road? The vehicles move faster so they are still useful.
- Rpgmaker considers it a "boat". Yeah, it's just there for show, but roads have a lower encounter rate than grass. I'm considering making it impossible to "walk" on the road to make the vehicles have a use...