BL TESTER PAGE

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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 April 04: Added things to the RPGmaker/unfixable glitch list.

Contents

Stuff Found

Glitches/typos

Sprites

  • The palm trees in the middle of FL's forests look out of place. Try moving them to be along the road instead of in the middle of all the other trees?
  • Bandit's dead sprite has a line of purple at the top.

Gameplay/Balance

  • Claus's multi-slash is greyed out but I have the MP to use it. Can this be confirmed? -Slink
    • Very confirmed -Bahu
      • Fixed.
  • Claus combo doesn't switch targets if the enemy dies before the four hits go off. Might not be fixable due to nature of skill and previous glitches?
    • It doesn't do that thing it did before, at least!
  • Hard mode: Enemies seem too easy if you level up a lot.
    • I actually think it's fine difficulty-wise. It's not hard as long as I'm paying attention, but I have to put some thought into the battles.

Bahu being a ninny

  • Missed patches 4 and 5. Are these things cumulative, or do I need to get links later? Ignore anything here already covered. Which'll probably be most of it. They are... or should be.
  • In Algeria, check the inn's beds. I can run through most of them. Required to prevent player being stuck later.
  • Again, in Algeria, this time in the main building. The lady to the right mentions that "Maybe you have bridges where you come from," Uh, there was a bridge just north of town. She probably already knows what those are. And has one where she comes from. Whoops! Fixed.
  • Neat. Greg's immune to walking on lava? I thought he said it was a DUMB thing to do. Sounds like an awesome party trick to me. Party takes damage.
  • The king, after you go be awesome and blow up some jerk: "It's a retelling of the hero who weilded..." wielded. I'm pretty sure I'm finding stuff already fixed, because I'm pretty sure I read that report earlier. Same word, different location. Fixed.
  • Kittie's Accessory lacks an icon. The way these messages are worded makes it seem better to not have one.
  • Not to complain, but... why did the criminal heal me before the fight? He doesn't LOOK like Rubicant. Then again, at least THAT fiend said something when he did it. Fair enough. Fixed.
  • The King said that the play starts tomorrow. The innkeeper said in a couple of days. WHO IS LYING TO ME? Eheheh... Guindo missed this one. All him. Yes. Fixed.
  • When entering the inn, it was snowing until the title appeared. Fixed. Ish. RPGmaker's to blame.
    • This happens in a lot of areas, so I'm guessing it's not fixable. I can either make it vanish right before or right after the fade out. it can't be easily made impossible to notice, but I guess the former is better. All fixed.
  • That sword is pointing north. Or straight up. How does Greg know it's pointing east? The cliff is actually facing east. Yes, that's it. Not fixing this one since it's a nitpick at best.
  • Hikari's Dad talks really slowly until he gets to "and tell her I'm sorry." Then he's blazing along like any old NPC. Fixed.
  • Yui's dialog around the "this time for a couple of years" seems to have some... odd... timingandcadence, resulting... in truly... SHATNERIFICacting! Due to use of commas and periods. Slowed down text overall to make it less jarring.
  • Again with the play: "Yes... this spell will be the most powerful spell ever cast..." Could you drop the second 'spell'? Obviously, this dialog missed my re-writing pass through the game. Yeah.
  • The couple underground don't seem to realize anything was wrong with the King, and that things are no longer wrong. They're still all, "WTF, these laws don't make sense."
    • Can't confirm. At what point were you talking to them? They have "post-king" dialog and there's absolutely no reason for it not to work perfectly.
      • Workaround added. Whatever.
  • Where did the church in the middle of freaking nowhere get a dozen gas ranges? Holdover from the placeholder sprites. Fixed.
    • Around this point, I combed my logs and got the patches anyways. There's no way Guin missed something that hilarious. He did.
    • Oh wait. Yeah, they're still there. Of course.
    • Teehee! This isn't a glitch! It's a desired effet, in fact!
      • What, the like 80 stoves in the church? I figured it was just a Slinkism! Lol.
  • Was I supposed to get the drop on the wolf-based boss fight? It seemed to break their attack/defend phase things, with them forgetting to attack a few times. It was to help avoid them attacking first despite their high speed. Enemies flashing while Stopped is an RPGmaker glitch.
  • In the church, durin' the cutscene, some dude goes "evil. heart." Fix that. "Fix that" is implied, you know. Fixed.
  • I got the drop on the next fight after that line, too. It's a balance issue. The message can't not-appear.
  • Okay, finally in that glass area you warned me about. Problem the first: A fight on the hidden passage tiles looks like it takes place in a cave
    • Will fix this later.
  • Problem the second: "If listening to disembodies voices" I think the voice was disembodied. Fixed.
  • MP Increase in the glass dungeon (near the FF6 relic) lackin' an icon.
  • An 'elixer' in the chest south of that. Erm. Erm yourself. Fixed.
  • Dark pin in here missing an icon, too. Fixed.
  • The inventory... so random. Is there any way to sort this stuff? At all? Ring and Ring+1 are a screen apart, for crying out loud. Nope.
    • I've mentioned this already and Slink says it's not possible due to RPGmaker limitations.
  • "Spoiler: Good, I've regained conciousness..." Missed an s in there. consciousness. Fixed.
  • Similarly, Spoiler tells us that Spoiler is only unconcious. Fixed.
  • Something about Spoiler's parents exausting their power in the cutscene after that. Please always provide the correct spelling after noting a mistake. Fixed.
    • Wait a moment. SSSPPPOOOOIIIILLLLLLEEEEEERRRRRR? Rephrased.
  • Dalton: In the luxury inn, the chair on the bottom-right computer clips over Greg's head when I run past it. Oh, wait. That's normalish. Uh, the beds are inconsistent on which ones let you run in front of them, and those that do clip over your head. Fixed.
  • Hard Soda Shop: I don't think you need to hyphenate toenails. Or niceness. Also, I thought you only use the ~ like that when it's an exclamation. "Call me~!" instead of "Call me~.", for example. Fixed. Please note which NPC says the dialog-- it's been years since I've touched some of this.
    • Then again, this bounces around a *lot*, so probably ignore that last part.
      • I used to love me some hyphens.
  • Krine's accessory also missing a symbol. Intentional.
  • The... catalyst seems to be missing from my inventory. I know it's just a plot coupon, but shouldn't it be there? Fixed.
  • Cutscene outside the inn the night after using the catalyst: Greg talks slowly, except for "what do I have that the others don't?"
    • In fact, every time someone speaks slowly, a "..." seems to speed them back up for the rest of that box. Fixed. Stupid copy/paste.
  • Why does stick-figure Ace have a sword, not a spear?
    • Because Slink forgot that Ace uses a spear. Good job, Slink. :| It's a +99 sword with 1/40 durability and nobody in the Real World can repair it. So obviously it's only used when it's cool.
  • "Let no demon eminating from" emanating from. Though that's still sorta awkward. Fixed.
  • I think the guy with the Magicrappy called the Pokémon. What? No mistakes found with his dialog
  • The hilarious warehouse: "Don't feel shy about using then," Them. Ironic.
    • Speaking of, the entrance to the warehouse appears to be a square too high -- I'm running up into the frame before actually going in. Can't fix. Door can't be made to teleport with all the switches used. The mansion worked the same way.
  • Did I miss a frame? We went from going 'Yay bikes!' to a single frame of 'you are being kidnapped' then over to the pets. It's not exactly clear what the hell just happened.
    • I agree this transition is kind of "What?" and it took me a minute to figure out that they'd been

kidnapped.

      • An image will be added later.
  • The shopkeepers in the item shop don't seem to realize that you're nonhuman characters. Fixed.
    • The Ludville innkeeper doesn't realize you're a bunch of animal mascots, either. Can't confirm-- coding looks sound. Added workaround anyway.
  • "????: (Hey, let me tell you about / myself. I made my way / here from Germany.)" Unneeded line break between way and here. Fixed.
  • The soda shop in Ludville calls itself a 'public house' when you walk into it. changed to "Pub"lic house.
    • Also in the soda shop: "They were thrown a large semi-truck! They went east!" Wait, someone gave them a truck? Man, and we spent all this time looking for a car... Oh, and during that scene, the guy's hair keeps disappearing. You misread. Will fix Sprite glitch tonight.
  • The paper and glue doesn't appear in my inventory. Does now.
  • The air duct corners don't match the background. At all.
    • Speaking of, can we have SOME way to see where Sprinty is in those things?
      • YES PLEASE. I could not do this dungeon without having a map in front of me.
      • I'll fix all these tonight. -Slink
    • Go north from the alarm (need SOME way to see that I'm at a treasure box, and not just failing to exit), up to the path that forks off and keeps going north. Exit into a room with a note and some energy barriers. The path back into the duct is a square north of where it should be.
      • Will add a minimap, gosh.
    • There's another of these on B1. The hard part is describing WHERE. I'm in an area that's running east-to-west, with four energy barriers on the eastern edge. The problem one is waaaay to the west, past a whole bunch of other entrances to the vents. It's about two or three squares south of another entrance. Actually, on further inspection, the one about half a screen to the east does the same. Uh, can you just give a quick once-over to the whole network?
      • I'll give the dungeon an overhaul tonight.
  • Uh, is the truck in a cave, or did I forget to patch something?
    • There's no BG for the truck yet so it has the cave BG right now
  • I can't seem to enter the gang's hideout once we get the car. It's just... acting like there's no door there. You're not supposed to be able to return. Fixed.
    • Also after getting the car, the priest in Dalton reverts back to Nice Greg's response. Same problem as previous dialogs. Workaround added. Coding done by me is flawless, damn it.
  • Out in the wilderness, shortly after camping and getting the party switcher (uh, who gave that to me?), the fight with two gold widows and the basilisus has a spider standing in the sky. God gave it to you. Placement error fixed.
  • Do remember the 'some day, this will do something' hole in the middle of the wilderness.
    • Was one of the 4 sidequests. Will be deleted.
  • I surprised one of the quiz masters (the third one, specifically) in battle.
    • Then later, the final boss one.
      • RPGmaker glitch every time that happens. I have no control over it.
  • It's not Excaliber. Unless it's another soundalike, it's Excalibur. Or Ex Calibur. If, say, it used to be a gun. Ow. Fixed.
    • After plucking it from the pedestal and holding it up, Greg's arms return to his sides with the sword still stuck up there.
    • Also, you can pick it up as many times as you want, it seems.
    • OH GODS! There's a floating hand holding up the sword! Fiiiixed.
  • Uh, when a fight broke out in the base, I got an error that a file was missing, apparently the background. Guess I missed one in the patching. Get patch 7 to fix it.

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.
  • 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.
    • Japan has REALLY bad programming.
  • Greg's attack skills organize themselves weirdly. Everyone else's are arranged low->high within groups, but his are...randomish.
    • There's no known way to reorganize spells.
  • Enemies flash despite being Stopped, but don't do anything!
    • They also trigger Regen/Poison effects. Make of that what you will.
  • Enemies set to stop on turn X and resume on turn Y sometimes don't resume on turn Y, making for an easy fight!
    • Japan Ra-ha-heeaallly can't program.
  • Sometimes you surprise an enemy for no god damn reason.
    • They apparently missed a switch when programming the option.
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