Ok-kay, thanks forum for logging me out and because of that I have to rewrite this message again.
- I did fixed warp gate skip, but added new hidden pathway in that area so no-warp-device is still possible. I won't tell where it is, but I believe you'll manage to find it. :)
- Blue gate skip is still present.
- I've fixed crash on house location. Small script change. When this patch will be live - TBD. Several reasons from being busy with Android port to mostly working on our new game. By the way, I will utilize the bugs with rocket and hook warps in bonus puzzle sets. Because heck, why not. :D If you won't fix it - make it a feature.
P.S. It's interesting how you use different control schemes. I'm glad that making full gamepad support was worth it, as I had to rewrite controls handling from ground up for that. :)
Here's the selection of player animations, both for old "mario" style and standard one: http://imgur.com/a/2DdHg As for our current project - it's 5734L3R. There is patreon up and running, but development is in pretty early stages (AI IS HARD D: ) as there is a lot to set up before we'll get to actual leveldesign. Mainly AI pathfinding which is a huge abstraction because WD refuses to manually teach AI how to behave.
We have already translated Japanese locale by Flarus, but it's shitty. If you want to proofread it - I can send you dev build (useful) and a link to copy of our locale table at google docs.
Yeah, go ahead. I also can give just transparent walking animation if you want to do gif without background.
Game already polished as is (apart from french/japanese locales, they are crap, don't buy localizations from flarus), but I still continue working on it, both because the less bugs the better and I want to port game to consoles after I finish with filthy android port (fun fact: game did a lot better on iOS than it did on PC. That saddens me.).
Wow. that's already a list to work with. I won't fix neither rocket or hook warp, as this is pretty finicky bugs and won't harm anyone. Crash in house location: Okay, this is probably caused by scripts (we have internal script engine, used for a few special occasions), as that chunk of code was here for quite long time (that area in first designs was a home to Tim Tom and were made pretty early in development along with fish quest). I'll look into it. Crash with items pickup is strange. Warp crash when you do it way too fast doesn't surprise me, as game does not expects player to reload locations too fast.
Moonwalk: :) (the very first gif of very start of development, I forgot to flip sprite on movement)
Reset shot: Basically same as rocket warp, caused by rockets being special entities and they do not despawn on location reload.
Half Tile Glitch: Scripts strike yet again! In that scene when player warped to pick up key it's located at half-tile. Because game is strictly grid-based, I had to mitigate it with visual shift of sprite. At least it does not locks out controls of player permanently.
Room 16: Hm, overlook this case of entrance deathlock.
Room 24: Yeah, ladders are somewhat specific tile, and both solid and not. Player can walk trough ladder, but at the same time can stand on it.
Room 51: Yep, we found it pretty late in development, and in the end decided if player will softlock himself that way - we'll just wait until we're sure it's softlock and force-reset location.
Room 57: ^ What I just said. :)
@Gqro Having the version accessible is pretty straighforward in regards of Steam, as it's just creating new branch and setting build to it. So yeah, having build available is easy.
@Rarelikeaunicorn While blue gate skip is not that harmful (at least because blue key is EXTREMELY hard to find), warp gate skip may harm player experience, because later levels are expected so player does have a warp. As of "DLC" - most probably new content will be pushed via patch and not separate DLC entry, so obviously older version won't support it. And I think you can just post found stuff (bugs/glitches/explits) here.
So far I'm more inclined to add toggle for experience tampering (mainly warp gate) fixes, as that would both fix issue for regular players and preserve build consistency. Btw, what could be considered 100%? I want to add completionist counter for post-game, and thinking on how to measure completion. All artefacts, obviously. Entire map discovered. Maybe diary entries.
So, hi. I'm a programmer of that game and quite conflicted on current state. First of all, I'm seriously impressed anyone even considered running it, but here goes the conflict. Right now I'm kinda fear fixing the zeppelin blue gate skip, as it would invalidate the current runs. And with finding of rocket warp glitch that doubles the conflict. Additionally, fixing reset skip on location which supposed to gate player until he gets the warp device will invalidade no-warp run (and make it pretty much impossible). I see several exits from that:
- I will fix above bugs but will create a separate steam branch with older version of the game. That will conflict with plans on additional content.
- I will do the special setting/launch param that will disable fixes. That would require additional coding, but ultimately would allow content updates. + I can add additional functions like faster location transition.
I don't really know how to solve this conflict. As blue gate and warp gate skips may tamper with regular players experience, and I wanted to fix them quite some time, but did not solely because of speedruns. P.S. I may also provide developer build executable with functions like collision rendering if it's interesting.