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The OHRRPGCE werewaffle release candidate (ZOMBIE) thread
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Aug 19, 2008 1:09 pm    Post subject: Reply with quote

LeRoy_Leo wrote:
Newbie_Power wrote:
Quote:
Why don't the heroes appear in the hall after I speak with Odin?
I ran test play after test play and I am not able to progress without cheating and walking through the wall with the debug key.
This is not a bug. I repeat, not a bug.

Just keep exploring.......


I explored for ages. They said talk to the heroes in the hall. That's all they told me to do. It shouldn't be more complicated than that.
I talked to everyone, even that demonic hamster, and no one helps.


Well, if nothing inside is helping, then it might be time to step outside to take a breath of fresh air.

Although if Fen forgot to change the text, then I suppose he might want to take a look at that.
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LeRoy_Leo
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Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Tue Aug 19, 2008 1:16 pm    Post subject: Reply with quote

Can't step outside until you choose that Bram guy.
The only way to get him to steal your panties appear is to walk all over the house and then go back to the hall.
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Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...

---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. "
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Aug 19, 2008 1:21 pm    Post subject: Reply with quote

Quote:
Can't step outside until you choose that Bram guy.
The only way to get him to steal your panties appear is to walk all over the house and then go back to the hall.
Then...

You're doing it right...
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TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Tue Aug 19, 2008 1:41 pm    Post subject: Reply with quote

LeRoy_Leo wrote:
Can't step outside until you choose that Bram guy.
The only way to get him to steal your panties appear is to walk all over the house and then go back to the hall.


All you have to do is pick up the crystal and then try to walk back into the door to Odin's room. You don't need to go anywhere else or do anything else.

Maybe this would be a good place to use the timed script feature. What if, after maybe 30 or 40 seconds of fruitless searching, Freki would say "Maybe I should go back and talk to Odin again"

Or maybe if you leave the main hall into either of the side halls, Freki should say "Hmmm... nobody here either. maybe I should go back and ask Odin again"

The message blocking the south exit out of the main hall could be similarly changed.

Oh, also, Bram is a girl, not a guy. Notice also that the male fighter is named Kitt. I believe that the muddle gender stereotypes in the names were intended.
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Tue Aug 19, 2008 1:47 pm    Post subject: Reply with quote

Bram's a girl. Just thought I'd throw that out there.

Most people who've never played it before have been able to figure it out pretty easily, and most have thought that the joke of "Choose your hero" when there aren't any was hilarious. All you have to do is try to go back to Odin, and the scene starts. Coincidentally, new heroes join at levels that are at or near the party average. You could theoretically grind with Freki right at the start until about level 12 or so, and not have to level anyone until Niffleheim Glacier. For those doing a speed run, this could shave a good 30 minutes or so off your time.

I should put an Elixir in the Grandfather Clock, for RPG consistency.

Also, I like having item descriptions in battle - VERY spiffy!
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LeRoy_Leo
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PostPosted: Tue Aug 19, 2008 1:49 pm    Post subject: Reply with quote

Yeah, it is hilarious, actually.
I like Jame's idea, though. It's more involuntary.



Minor bug.
_________________
Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...

---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. "
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FnrrfYgmSchnish
Probably the Grand Poobah or something




Joined: 19 Jul 2003
Posts: 88
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PostPosted: Wed Aug 20, 2008 6:10 pm    Post subject: Reply with quote

Quote:
I should put an Elixir in the Grandfather Clock, for RPG consistency.


More like Final Fantasy 6 reference... or were there clock-elixirs in other games too? The only one I remember was FF6, where it was hard to find a clock that didn't have an Elixir in it.

Wallmap errors in VoM: You can walk on the water in the first room of the ice cave after you change the weather.

Also, I think I might've found a bug in Custom. For some reason, after I leave the "Edit Attacks" screen, Custom refuses to play *ANY* music or sounds outside of that screen. It lets me test out the sound effects for attacks, but after I leave that screen, music from "Import Music" and sounds from "Import Sound Effects" won't play at all.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Wed Aug 20, 2008 6:12 pm    Post subject: Reply with quote

The Mad Cacti told me awhile that the Ctrl + J function in the map editor was meant to be used for looking at how maps are built. Maybe that will help in finding wall map errors?

Quote:
For some reason, after I leave the "Edit Attacks" screen, Custom refuses to play *ANY* music or sounds outside of that screen. It lets me test out the sound effects for attacks, but after I leave that screen, music from "Import Music" and sounds from "Import Sound Effects" won't play at all.
I'm getting this too.
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TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Aug 20, 2008 7:28 pm    Post subject: Reply with quote

Dark Blubber wrote:
Also, I think I might've found a bug in Custom. For some reason, after I leave the "Edit Attacks" screen, Custom refuses to play *ANY* music or sounds outside of that screen. It lets me test out the sound effects for attacks, but after I leave that screen, music from "Import Music" and sounds from "Import Sound Effects" won't play at all.


Never fear. TeeEmCee fixed this already, and it will be included in werewaffle+ which will be released... oh, in a little less than an hour :)

EDIT: Werewaffle+ is uploaded!
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LeRoy_Leo
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PostPosted: Thu Aug 21, 2008 12:45 am    Post subject: Reply with quote

K, looks like the sound problems are fixed.
Seems that my computer's Play Control turned MIDI sound way down of it's own accord. Seriously, sometimes I wonder if my computer is out to get me.
_________________
Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...

---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. "
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MultiColoredWizard
Come back, baby!
The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Thu Aug 21, 2008 9:59 am    Post subject: Reply with quote

then your midi volume needs adjusted
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Mon Sep 01, 2008 5:32 pm    Post subject: Reply with quote

I've been getting this problem for a while now and have just been ignoring it.
However, it's now getting out of hand.

Occasionally, whenever I edit a sprite in Custom's Sprite Editor (Any type), I will get this straight vomited line of pixels from somewhere in the top left corner of the sprite (Not necesarily the most upper-left) that usually stretches towards the bottom right corner of the sprite.

The lengths of the lines is usually the size of a walkabout sprite.

Having the spray of pixels appear on a blank walkabout set is just mildly irritating, but having Custom vomit on an unback-uped sprite can be significantly more irritating.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Sep 01, 2008 6:47 pm    Post subject: Reply with quote

I'm not sure if this is related to Twin's bug, but I found a minor bug today that I don't remember hearing about. If you go to the map editor, place a door, then click on it with enter to edit its doorlink, then as soon as you're back in door-placement mode hit f4 to shortcut to npc placement mode, all of the npcs are just flashing rows of pixels. It really makes one think of NES sprites afflicted by the 'too much motion on one horizontal line' curse of yore for some reason.

PS: This doesn't seem to actually affect anything. Leaving and coming back reveals that the NPCs still remember what they really look like. I'm posting here before bugzilla in case this has already been reported and I just don't remember.
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My first completed OHR game, Tales of the New World:
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This website link is for my funk/rock band, Euphonic Brew:
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Tue Sep 02, 2008 8:22 am    Post subject: Reply with quote

TwinHamster wrote:
I've been getting this problem for a while now and have just been ignoring it.
However, it's now getting out of hand.

Occasionally, whenever I edit a sprite in Custom's Sprite Editor (Any type), I will get this straight vomited line of pixels from somewhere in the top left corner of the sprite (Not necesarily the most upper-left) that usually stretches towards the bottom right corner of the sprite.

The lengths of the lines is usually the size of a walkabout sprite.

Having the spray of pixels appear on a blank walkabout set is just mildly irritating, but having Custom vomit on an unback-uped sprite can be significantly more irritating.


'' . bug_title('674') . ''

Further questions I have about this:

* Which tool is in use at the time?
* Are the pixels all the same color?
* Does this happen when you first enter the sprite editor, or in the middle of drawing?
* Can I see a screenshot?

msw188 wrote:
I'm not sure if this is related to Twin's bug, but I found a minor bug today that I don't remember hearing about. If you go to the map editor, place a door, then click on it with enter to edit its doorlink, then as soon as you're back in door-placement mode hit f4 to shortcut to npc placement mode, all of the npcs are just flashing rows of pixels. It really makes one think of NES sprites afflicted by the 'too much motion on one horizontal line' curse of yore for some reason.

PS: This doesn't seem to actually affect anything. Leaving and coming back reveals that the NPCs still remember what they really look like. I'm posting here before bugzilla in case this has already been reported and I just don't remember.


'' . bug_title('675') . ''

I have an idea what might be causing this. I'll try to reproduce it.
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Sep 02, 2008 10:44 am    Post subject: Reply with quote

Quote:
Bug #674 - A line of pixels is sometimes "vomited" into the corenr of the sprite editor

Further questions I have about this:

* Which tool is in use at the time?
* Are the pixels all the same color?
* Does this happen when you first enter the sprite editor, or in the middle of drawing?
* Can I see a screenshot?


Whenever it happens, the Pencil tool is the culprit.

The line is a single color. I remember seeing some colors that aren't even in the current palette.

It usually happens the moment I enter the sprite editor.

I'll try to experiment a bit to force the bug to reveal itself again.

Edit: After unsuccessfully getting it to show in the walkabout sprite editor, the bug appeared in the first hero sprite that I tried to edit.



This is in build: 20080818 gfx_fb music_sdl
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