BL TESTER PAGE
From Slinkiwiki
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
- Put them here, not BELOW here.
- I'M STUCK IN A PALM TREE, SHIT
- Why does this cave tell me it feels pointless to continue after Arlo tells me I should optionally check it out :(
- WHY AM I STUCK IN A PALM TREE TRYING TO LEAVE IT :(
- Why does this cave tell me it feels pointless to continue after Arlo tells me I should optionally check it out :(
- When you are forced into the forest, you leave your car on the north side but the forest is south =|a
- Magic upgrading sparkle will keep upgrading if you keep talking to it!
- None of the boxes in the forest or final dungeon have icons.
- Final dungeon, after the first portal, head over to the right where there's a space with four chests in it. After opening the second one from the right, the third from the right appeared empty.
- Same thing if you get that second box first instead.
- The spot where you piece together the triforce to form a portal has an invisible rock right behind the visible rock. You can't move there! But there's no event there if you backtrack up to the level?
- Every time the cats shout "Wait for us!" the w needs to be capitalized.
- Chris, after fighting the bully: "Sounded rather corney to me" -> corny
- Music does not resume after the scene! Even if you get in a battle!
- The dude outside the superstore in Atlanta mentions that 'two weeks ago, there was a sighting of a strange demon-like creature' I thought you were in Another World for two *months*. This may be intentional, but didn't people spot some cloud roll into Florida before the Another World section, with it already growing a body?
- Cave of Trials, Chris dialogue: "High in Intellegence" Intelligence
- Game Breaker: Strange Mansion, Entrance: If, when you first open the door, you simply leave, you can't re-open the door. Fully halts progress.
- Strange Mansion, Back Rooms: Zombies way too easy to dodge. Maybe make them move more often? Possibly make them move constantly, but slowly?
- Ignorable: Strange Mansion, Back Rooms: If you save when a Ghoul is facing you and reload, combat starts on load and ignores the Summons Backup message.
- Camping Out, Chris: "...never got my liscence." License
- Strange Mansion, Post Explosion: The damage doesn't look so bad from out here... Maybe replace with red-colored rubble to indicate why you can't enter it anymore?
- World Map, Post Camping Out: The Old Man(tm) is still out here wishing me Good Luck and standing in front of the Cave of Trials. It's been a DAY. Isn't he bored?
- World Map, Claire Monument: "...burried..." Buried
- World Map, Cave: We hear a wounded animal and decide to go rescue it. I then take us to Manchester instead. Probably not unjiggerable, but I felt like pointing it out.
- Manchester, Inn: Pillar Inconsistency. When we first met our friend the Inexplicable Pillar, we couldn't walk behind its northernmost square. Now we can.
- Ignorable: Manchester, Cows: COOOOOOOOOOOOOW! I want to talk to them. Too many RPGs has done this to me. This is room for a gag. Put a cow stationary on the other side of the fence and make a joke about how stupid it is to talk to cows, knowing they can only moo.
- Game Breaker: Manchester, Weird Guy: If you talk to the guy that sends you running at the right point on the map, you can get lodged in an obstacle. Halts game play unless he gets into talking range again. Possibly put him at a fixed position.
- Cave, Electric Bars: Walking up to the electric bars moves you a step right even after there's no reason for it to.
- Chattanooooooooooga, Broken Down House: Bed inconsistency. I'm pretty sure frazzled guy wouldn't appreciate us jumping into his bed.
- Cattanooga, Armor Shop: Oh what a feeling, I can walk on the ceiling. Or at least, the far north wall.
- Catananooga, General: After getting the Bridge Parts but before talking to the Bridge Lady, your motorbike still appears in town. And also out of it.
- ????, Minion: "Hello again, everyone! you're..." Capitalization
- Ignorable: An Other World, Lake: They mention having unlimited power, and then mention how they don't have the power to open a portal. Change unlimited to "nearly unlimited" and all is right in the world.
- An Other World, Castle Inn: Bed Inconsistency. Bed on the left you can walk through. Bed on the right, you can't. Having them all be the same way, either way, would be good.
- An Other World, Castle Inn: "Garanteed warmest beds" Guaranteed
- An Other World, Castle Underground Garden: Slink's orange coat apparently provides him with immunity to lava damage. Because the colors match and it gets confused as to whether or not it... burns... itself...
- World Map, General: Walking seems to be faster than the motorbike.
- Item, Intellegence Up: Intelligence... and come to think of it, the stat is called Wisdom.
- Item, Ice Pin: "Recieve less..." Receive
- Ignorable: Item, B33r: Needs a comment about how Greg is a total light-weight. Seriously, six feet tall, 150+ pounds, and ONE BEER floors him?
- Interface: Not sure if this is true for all spells, but after learning Venom, the first slot in Chris's menu changed. I noticed this after accidentally casting Venom on a zombie. Not REALLY a bug, but slightly bothersome. Fixable? (Note: Is true for many spells)
Sprites
- Strange Mansion, Dining Room: There's enough food for 20 people, enough chairs for 17 people, and enough plates for 8 people. Also, Greg and Geoff and Chris and Bryan are sharing plates.
- Strange Mansion, Back Rooms: Ghouls' hair changes shape when they change facing direction. Facing south, the front strands stand way up. Facing north, they're not standing up as much. Facing east or west, they have flat hair.
- Wyvern has nontransparent pixel on the right side of its tail tuft.
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.
- It doesn't do that thing it did before, at least!
- Following balance issues are for Normal difficulty
- Balance: Cave, Boss: Holy crap, those dogs just owned the ever-loving shit out of me. Damage All attacks that do more than 100 damage a person when you resurrect them with 90 health is evil. They very much require the items to beat in Medium. And relegating Greg to strictly healing, which I didn't do. (Yes, I actually gave him the Metal Sword and just let him own all over things.)
- Balance: Mountain, Random Encounter: Croissant Worm just used Hurricane and one-shotted half my party. Probably needs toning down, given that the party members it killed had 300+ health at the time.
- Balance: An Other World, Quizzes: Quizmasta utilized some kind of hit-all ice attack that did 500 damage to everyone in my party. While not instantly fatal, as it was the start of combat, that's a huge chunk of damage.
- Balance: Another World, Lake: Mean Golem can be afflicted by Blind. This does absolutely nothing to him, since all his attacks are apparently spells.
- Balance: Another World, Labyrinth: Spectral Ghost is a bit way too fast considering how much he likes to use Lesser Hurricane, which takes out half of everyone's health per cast.
- Balance: General: I'm seeing a pattern here. Bosses with Hit All attacks tend to Hit All a bit too hard. May change after this point. I'll find out, won't I?
- Combat: Maybe it's just me, but Chris and Bryan seem to have bad physical attack accuracy. Is this some kind of glasses joke?
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.