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 Demo Problems/comments
renob
Posted: Dec 29 2013, 01:27 AM


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Demo Problems/Glitches
And be sure to include which version

youngster overworld is super light skinned against snow, doesn't look great.
White overlay for hail on the white snow is a bit overkill
-Actually, white overlay is kind of nice, maybe just make snow tile slightly darker
(orignal version)


Maybe try to keep comments and suggestions/complaints for non glitch stuff here
http://z13.invisionfree.com/Pokemon_Gen_VP...p?showtopic=426
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MajoraZ
Posted: Dec 29 2013, 01:33 AM


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Apparently the snow animation overlay makes everything brigther, so that's a factor. Anyways:

- Water animation seems a little snow.

- As mentioned, snow overlay makes everything brighter, and really messes with some of the detail's on some of the tiles.

- There's like two black pixels by thhe tree next to the lab. It's not in my map file that I have from before the demo, so IDK. http://i.imgur.com/JL0A78u.png

- The old stairs are being used

- some houses use the incorrect varients (for example, the house on the lower left of the house to the left of the player home should be the one with the stone sides, but in the demo it has wood) and all the houses use the old house tiles.

- Not a bug, but is there any way to implement shadows for overworld sprites, and make the xp bar fill faster?
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Totally not dia
Posted: Dec 29 2013, 01:36 AM


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Nowhere NEAR enough cocks
also I can't use the B button stand-n to skim through boring npc's text
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MajoraZ
Posted: Dec 29 2013, 01:51 AM


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When you/foe take damage, the health bar, as the health bar diminishes, the backing is black, once it reaches the stopping point it goes back to normal

The way the text appears on the textbox is kinda wonky. It's not as smooth or fluid as it should be.

I think there's two spaces between "breathing" and "in" here: http://i.imgur.com/xRDQUWp.png

When running into stuff horziontally, the player is posed oddly

Hail is bugged: http://i.imgur.com/27IHj17.png

We have day/night/etc stuff for in battle backdrops and so on, but not for the overworld

There's a pretty noticeable pause between when you trigger a wild encounter and the screen transition starts

There's no notice that appears on the top left of the screen when you go from one area to the next, other than the hometown, it seems.

The wild encounter theme doesn't loop well. As it starts over you can hear the doldeleydoleydo noise.

Some random stuff posted in skype/thread:
http://i.imgur.com/q9AnpXa.png
http://i.imgur.com/Etp8J5U.png
http://i.imgur.com/0cQ6Ipm.png
http://i.imgur.com/YVxycoy.png (you can get out of the map here)
http://i.imgur.com/ritgp5J.png
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Slugman
Posted: Dec 29 2013, 03:18 AM


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Downwards cave I got stuck on the bottom side of the top of the stairs, if that makes sense. I could still open the menu and the other overworld characters were still moving but I was frozen in place. I decided to use an escape rope which got me out of the cave, the walking animation played for a second then stopped me from moving anywhere just like before.

Probably need to start a new game now sad.gif

Attached Image (Click thumbnail to expand)
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MajoraZ
Posted: Dec 29 2013, 03:43 AM


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The music for when trainers spot you doesn't loop

In the pokemon center in coal town, you can do this: http://i.imgur.com/paK8AVm.png

There's an awkward pause in the pokemon center theme in a bunch of places, looping?

In the building with all the miners with coal town, one of them has "I" on a separate line: http://i.imgur.com/CZ21Ciu.png

Not sure what can be done about it, but there's a lot of screen tearing. This is easily seen if you run back and forth horizontally right outside of your home.
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Guest
Posted: Dec 29 2013, 05:16 AM


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Nondell
Posted: Dec 29 2013, 06:30 AM


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-Koblin's growth rate is much too slow for what it evolves into (460 bst 125,000 exp which is usually reserved for dragons) higher than the starters even.

-Battle music doesn't loop properly

-Simon's directional sprites aren't level, (Simon's front & back sprites are slightly shifted left to right and are also higher than his side sprites. Sophia may have the same issues.

-Simon's running animation is too fast, not gen4 running animation (might not be able to be helped)

-Some sprite clip into each other when talking face to face (might not be able to be helped)

And lastly something that's my fault is that Simon's sprites don't work well in motion, I've rectified that here, namely Simon's walking running sprites.

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Attached Image
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Guest
Posted: Dec 29 2013, 10:49 AM


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I think I found a bug with the pathways when NPC's are walking around.
When I got in front of I thin the direction they tried to turn at it made their path change completely.
To the right you see where the NPC is normally rotating at, and on the left is where it turned after it;s path was altered.
http://i.imgur.com/HB9wwDT.png?1?7841
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Guestt
Posted: Dec 29 2013, 02:49 PM


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in the new patch:
somberado sprite didn't show
you can pass trought the wall with ricardo's poster
while running against walls it still shows the character sprite running instead of standing
there's an invisile wall close to the bin in the house near the ice lake
there's an error in the grass tiles behind foster's gym
the kid before quaver town changed sprite and is now running witout moving after i beat him
there are invisible walls in foster's gym
when you walk on foster's gym roof there's a frame where your hat get cut
at the right border of quaver town you can se the black void of nothingess
Also svere music errors(looping, no happy music after evolving , no sound after leveling up and other i can't remember now)
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Lion
Posted: Dec 29 2013, 05:01 PM


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Couple things I've noticed:

NW house in Tremol has a bug where the wall tiles are in the wrong place. Pic related.

user posted image

Pokémon is spelt without the é in all dialogue, & a guy in the coal mine house says "Koblins" instead of "Koblin" (minor though).

Some of the cries are outdated, there's a few I made for the demo that I'm guessing didn't make their way to Pawter. When I get some time, I'm going to gather all the cries & standardise the volumes too. IIRC, the music survey voted in my PC music, but I'm not bothered because I really like what's there so that's fine.
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MajoraZ
Posted: Dec 29 2013, 05:08 PM


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QUOTE (Lion @ Dec 29 2013, 05:01 PM)
Couple things I've noticed:

NW house in Tremol has a bug where the wall tiles are in the wrong place. Pic related.

user posted image

Pokémon is spelt without the é in all dialogue, & a guy in the coal mine house says "Koblins" instead of "Koblin" (minor though).

Some of the cries are outdated, there's a few I made for the demo that I'm guessing didn't make their way to Pawter. When I get some time, I'm going to gather all the cries & standardise the volumes too. IIRC, the music survey voted in my PC music, but I'm not bothered because I really like what's there so that's fine.

Well, your cries are no longer on your soundcloud, I recall that being mentioned in skype and that's why they weren't used.
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renob
Posted: Dec 29 2013, 06:45 PM


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Not sure which version I'm on, but you don't slide on the ice lake. And even if that's on purpose, you should be able to walk past the ice rods.
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numbers
Posted: Dec 29 2013, 07:20 PM


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lots of garbage cans w/o interaction dialogue. as for maps, tremol town and mine accessories have horrible shading, but that will be addressed in time. but for the top edges of hill they render poorly. like the edge for water pool in the mine, or top edge to hills on routes 2. the lines are two straight and also aren't aligned to the corners at times.

you also clip through beds and can't sleep in your own.

lastly i caught the stair glitch, but i thought i'd be clever and escape roped, and got stuck in a infinite loop of bashing into a tree. can you escape rope out of downward in new patch?

onto another programming thing that must be essentials, 1-2 frame slow down between maps. and also since you can squeeze to other side of workers shack, hide something in that little gap.

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MajoraZ
Posted: Dec 29 2013, 08:06 PM


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1.2:

- The bright spot on the pokemon center counter (at least in coal town) is misaligned: http://i.imgur.com/p210QKd.png

- I think the edge tiles used for the part of the wall that's jutting out is wrong: It's just a blank black tile. Don't we have tiles for interior ede wall pieces? http://i.imgur.com/u5Tlo5O.png
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