Chrono Compendium

Marbule Gallery - Completed Fan Creations => Crimson Echoes => Topic started by: ZeaLitY on August 01, 2005, 05:56:26 pm

Title: Beta Testing & Bug Reports
Post by: ZeaLitY on August 01, 2005, 05:56:26 pm
The Crimson Echoes beta test is ready. Note that some things are unfinished, and will be completed in the intermediary.

Please play through, documenting every bug you find or suggestion you have, this demo:
Demo (http://symphonic.herograw.com/Art/CE080105.ips)

Use Lunar IPS to patch it.

Unfinished, to be completed:

Title screen
Overworld event at beginning bypassed
Cutscenes after Denadoro
Remove Telepod events

Current bugs, already noted:

--Cathedral main altar goes over PC sprite; having a hard time finding tiles to fix that.
--Some Layer 3 remnants around Porre.
--Player, if penniless, can be trapped in Medina.
--Bandeau's wife is going to be lowered.
Title: Beta Testing & Bug Reports
Post by: Shadow_Dragon on August 01, 2005, 07:48:36 pm
---You can ignore the beginning of the post; I organized it at the bottom, but I didn't want to delete the unorganized section in case it might come in handy---

I don't know if this counts, but the first time you talk to Crono's mom outside of the forced conversation she gives Crono's allowance for the fair...

Also, do layer things count? Not like people are going to be constantly turning off the layers unless they're doing it purposefully to find errors...
I'll list them in case (stop me if you don't want them so I don't keep doing it if it's unnecessary):
-In the Truce Inn, the left-most bed, without BG1 Layer, has some swords and a light (looks like it's from a wall from somewhere else)


Also, isn't Crono supposed to start with super-weapons and techs?

-Neither of the people in the residence in left Truce talks (empty dialogue box)
-If you walk to the left of Fiona's Shrine in the worldmap the shrine is half-over-half-under Crono
-World map says 1,000A.D. (is it even possible to edit that?)



I'll edit with more bugs and stuff


EDIT: I'll make this a list for easier reference:

Game/Conversation Errors:
-Crono's Mom gives Crono 200g for the Millenium Fair the first time you talk to her after she gives the 'assignments'
-Neither of the people in the residence in left Truce talks
-Mystic thing in Fiona's Shrine has a delay between pressing A and starting the dialogue
-Dude at the entrance of the Cathedral says that the Arboretum is on the 'left', wouldn't it make more sense to for it to be 'my left' or 'your left', since he's facing the opposite direction?
-There's some kind of pair of invisible barriers near the pole at the entrance to the main Cathedral room (walk into the main room, come out, and you can't walk directly to the left or right)
-The Porre Barracks still say 'Mayor's Manor'

Visual Errors:
-The Save page of the menu is messed up... the titles of the chapters of the saved games are on top of everything else... for example, when scrolling between pages of the menu, the 'No Save' thing is above the window with the page icons, and the "The Millenium Fair" is above the window for "Erase old save.. yes.. no"
-If you walk directly to the left of Fiona's Shrine on the World Map Crono will be half over/under the Shrine
-You can walk over the tops of the trees near Fiona's Shrine
-If you walk into the gateway in the Cathedral (the first door directly infront of the entrance) Crono will start to walk over the top of the gateway
-When you leave the main room of the Cathedral you end up in front of a pole, just seems weird that you can't go back and forth and have to go around a pole each time (or, there should be a pole in the exit of the main room too, rather than just the simple entrance from the original)
-You can walk above the corners of the wall near the exit of the main room of the cathedral.. it's easier to see than it is to understand explained
-If you walk a bit below the lowest-leftest bench in the main room of the Cathedral (so that Crono's hair just touches the bench) Crono is behind the bench, it also stays that way for a fraction of a second if you get closer to the bench, but after that it gets normal
-Column on the left wall of the Cathedral is non-existant, and works like the bench (with Crono being behind it)... note that Crono only ends up behind the column/bench if he approaches it from below it
-The grave-thing (what's it called... ugh) at the top of the Cathedral is always on top of Crono.. Same thing applies for that pedestool thing on the right (is that guy praying the guy who ends up with the Masamune?)
-If you walk up to the curtains in the main Cathedral room it looks messed up cuz Crono is in front of the wall, but behind the curtains
-In the conference(?) room above the main Cathedral room a piece of the small stairway at the entrance is above Crono


Hidden Visual Erros:
-(BG3 Layer) Sword/Lamp are hidden behind the left-most bed in the Truce Inn

I'll still edit with more stuff as I explore..
Title: Beta Testing & Bug Reports
Post by: Hadriel on August 01, 2005, 11:36:36 pm
The superweapons can wait; we have to make sure the rest of the game works, first.

The only thing I can think of to add in there is a line after they get to Denadoro that goes like Admiral Ackbar's OMFG ITS A TRAP LOL!1!1
Title: Beta Testing & Bug Reports
Post by: Aitrus on August 02, 2005, 12:08:18 am
* Upper floor of Porre barracks is a blank, beige screen - major glitch

- Minor lighting glitches on first floor by the stairs in Porre Barracks
- During opening (before and after pendulum swing), partial cutscenes are visible
- Entering Medina Auxillary, hear a wind burst
- Organs heard upon entering Medina market
- Patrons of the bar in Medina (one says nothing, one needs dialouge fixed, woman floating)
- No name appears on Medina Ferry
- Walking through table legs in Vanguard patio
- Can partially walk underneath the uppermost statues in the Hall of Champions
- Random piece floating in BG3 in Hall of Heroes next to Lucca's statue
- Statues regain full, PC coloration briefly when exiting the menu screen
- Crono does not walk as sprite moves out of his house after speaking to Lucca
- Soldier at right stairwell in Guardia Castle; should be Marle
- Minor clipping as Escort runs in Deandoro

Non-bug, needs fixing anyway:
- Possible rewrite of the "A Time For War" passage in the Vanguard?  Slightly better wording, maybe
- Crono's Mom still references the Fair when giving allowance
- Invisible wall in front of left stairwell in Guardia Castle.  Possibly place Soldiers there?
- Possibly convert part of the world map near Porre to actual grassland?
Title: Beta Testing & Bug Reports
Post by: ZeaLitY on August 02, 2005, 12:37:22 am
Alright. General feedback is encouraged too, by the way.
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 02, 2005, 01:00:26 am
Hey, guys. Zeality didn't quite list ALL the bugs we know of(we're pretty much aware of most of the tiles that are overlapping Crono when they're not supposed to).

The Medina Station thing is weird. I dunno what's causing it, but it's related with that specific exit, I believe.

The Porre Barracks being the Mayor's Manor still is a bit my fault. <_< I renamed everything else BUT that. =/

And as for the problems with the Truce Couple, the save menu, and the Porre Barracks 2nd floor, I'm experiencing none of these problems with the patch Zeality has listed. It's possible that your roms could be interleaved or something. I'd reccomend downloading a fresh CT rom in case.
Title: Beta Testing & Bug Reports
Post by: Shadow_Dragon on August 02, 2005, 01:17:12 am
So no more listing sprite-overlapping-bugs?
I'll try downloading a new CT tomorrow... I really should be going to bed tonight
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 02, 2005, 01:21:19 am
You're still welcome to list them, of course... We COULD use a reminder list. But pretty much every area that's been changed map-wise has a few of those errors in it.
Title: Beta Testing & Bug Reports
Post by: Aitrus on August 02, 2005, 01:25:35 am
I'm getting another copy of CT now to see if the Barracks lvl 2 problem persists.  

Edit:

Yeah, it works fine now.  Must've been something wierd with my version or something.

Also, the Truce couple's dialouge wasn't messed up either with my old rom or with this one.  Don't know where that one came from.
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 02, 2005, 01:59:46 am
Excellent news.


Adding Known Bug to list now.

- Losing to the fake Imp in Medina will result in a playable dead Crono.
Title: Beta Testing & Bug Reports
Post by: Asuyuka on August 02, 2005, 02:09:59 am
I'll have to try this later... *using my iMac right now* XD;
Title: Beta Testing & Bug Reports
Post by: Shinrin on August 02, 2005, 03:00:51 am
herm.. in Zsnes, i found a few instances where the game will freeze and zsnes is searching for the song to start. kinda like the game has load times.. i noticed this in Medina and When the guards from porre come in and talk to ya. the game saves these spcs when they start up i guess so it can load it in an instant.
Title: Beta Testing & Bug Reports
Post by: Shinrin on August 02, 2005, 05:37:33 pm
i like to say how nice it is that if you have the sword your mom gives you equiped on you and you give it to the captin, you're re equipped with wood sword. nice going guys.

also gato plus still has silver points if you beat him ;)
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 03, 2005, 12:34:19 am
Heh, yeah. But you're not supposed to beat Gato Plus in the demo. ^_^;; So no uber prizes for you Game Genie people.
Title: Beta Testing & Bug Reports
Post by: Shinrin on August 03, 2005, 01:32:40 am
herm.. i could have just added a header and hack gato's hp to 1 but that would have taken the fun out of the game.
Title: Beta Testing & Bug Reports
Post by: Daniel Krispin on August 03, 2005, 02:17:58 am
I figure that most everything has been found so far in the way of bugs, so I'll just note some minor things that aren't bugs per say. Firstly, the man in the Medina square says 'seeling' instead of 'selling'. Secondly, and this is more general... I noticed a tendency for the dialogue to have a period break, then continue, but break up the next sentence between two message boxes. I would recommend that if the second sentence will not fit onto the first message box, give it a new one. It gives the game a better look overall.

Oh, by the way... was Lucca supposed to be around during the last segments? Because she seemed for all accounts there in voice and spirit, but in no wise there in a corporeal form.
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 03, 2005, 03:24:07 am
Lucca's not there? I'm assuming that's because you are entering Guardia Forest too early. Zeality meant to disable that entrance, but...

Anyway, we were also aware of the early Guardia Castle scene. But thanks.

In addition, I am temporarily in charge of error management.
Title: Beta Testing & Bug Reports
Post by: Daniel Krispin on August 03, 2005, 04:04:31 am
Here's a rather queer one: it seems that one step north and one step east of Lucca's house there is an even that brings up 'an'. When one chooses to enter it, it brings one to the Medina Ferry station, albeit with an invisible hero.
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 03, 2005, 11:02:40 am
Ah, yes. Thank you. That was the Heckran Cave entrance. It needs to removed, methinks.
Title: Beta Testing & Bug Reports
Post by: Asuyuka on August 03, 2005, 02:59:37 pm
Well, I've played it (a couple days ago), and, apparently, about everything has been reported.

Nyar. =P
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 04, 2005, 02:12:47 am
Attention, everyone!

I was unable to connect to herograw with the FTP program Zeality linked me to, so I am hosting the new Beta patch on my Geocities account. Due to the nature of Geocities, it could go down after so many downloads, so first come, first serve. =P

EDIT: An update. I'm aware some of you have unique browser settings that causes caches to save the previous folder instead of the new one. So I took the liberty of renaming this one. =)

ANOTHER EDIT: Also, MUCHO THANKS TO CHICKENLUMP! Most of the tile errors in the Millenial Fair and the Cathedral have been fixed! There is now a missing tile on Robo's podium in the Gallery, but that's all I could find. *peace sign*

http://www.geocities.com/divinedragoonkain/BetaPatch3.zip

Hopefully everyone's satisfied with some of the changes I've made.
Title: Beta Testing & Bug Reports
Post by: Geiger on August 04, 2005, 02:53:28 am
I can't be bothered to read everyone else's reports.  ;)

Bugs:
* Crono's journal has some of the text from Chrono's mom in it.
* Guards in Leene's Square desynchronize their fighting when you talk to the commander.
* Speaking to the guard to begin the meeting, the text starts with "Marle:", who is nowhere to be seen

Logical Errors:
* The guards practicing is a sound effect on the left side.  Should probably be centered (middle value).
* Why is the "food emporium" selling weapons?
* Ground in front of Ayla's statue is solid.
* Old lady (who sold candy) still comments about the fair and has the same gossip.
* Shouldn't Gato be back at Lucca's home by this point?
* Telepod exhibit?
* The guard at the Porre Inn doesn't do anything when you make him repeat himself.  Maybe he kicks you out?

Issues:
* The Lucca portait looks quite muddled.  I did not know what I was looking at, at first.
* Has the "jewel near the foodstocks" actually been implemented?

I Like:
* The new cathedral
* The new music
* The pickles

Its a good effort so far.

---T.Geiger
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 04, 2005, 03:03:54 am
If anyone downloaded the new Beta patch I posted before now, please re-download it. There was a very fatal error in it.


Quote
Geiger wrote:

Bugs:
* Crono's journal has some of the text from Chrono's mom in it.
* Guards in Leene's Square desynchronize their fighting when you talk to the commander.
* Speaking to the guard to begin the meeting, the text starts with "Marle:", who is nowhere to be seen

Logical Errors:
* The guards practicing is a sound effect on the left side. Should probably be centered (middle value).
* Why is the "food emporium" selling weapons?
* Ground in front of Ayla's statue is solid.
* Old lady (who sold candy) still comments about the fair and has the same gossip.
* Shouldn't Gato be back at Lucca's home by this point?
* Telepod exhibit?
* The guard at the Porre Inn doesn't do anything when you make him repeat himself. Maybe he kicks you out?

Issues:
* The Lucca portait looks quite muddled. I did not know what I was looking at, at first.
* Has the "jewel near the foodstocks" actually been implemented?

I Like:
* The new cathedral
* The new music
* The pickles


In the new patch I posted, the journal error is fixed, the guards probably won't ever be... And I fixed Marle, too. Zeality's choice was a bit iffy with that one.

Not quite sure what you mean about centering the sound effect.

The Food Emporium's selling weapons until we make the food shop. She's just a placeholder for now.

I noticed Ayla's statue like that, too. This may have been done by Zeality, since I am sure I made the area clear.

Old lady has new text in my new patch.

Gato's rather attached to his spot in Leene Square. They actually tried to evict him, but sent the offenders to the medical ward in the castle. The kingdom is powerless to move Gato.

Telepod exhibit is fixed, too. =)

Yeah, I noticed that.

Lucca and marle's portraits actually. And probably everyone else's.

I haven't found the jewel yet, haven't bothered looking in the event code.

Also, I'm going to fix the soup drinking sprite Zeality so kindly placed in Crono's room. =)
Title: Beta Testing & Bug Reports
Post by: Daniel Krispin on August 04, 2005, 04:39:18 am
I quite like the few scattered scenes at the end. One question, though, will Glenn's lines be of the old CT style, that is, badly old and cheesy, or are you going to attempt in some measure to make them more serious?
Title: Beta Testing & Bug Reports
Post by: Hadriel on August 04, 2005, 06:28:47 am
That depends on the popular consensus.  I'm of the opinion that he should talk normally, because he does in the cutscenes with Cyrus.
Title: Beta Testing & Bug Reports
Post by: JLukas on August 04, 2005, 12:21:51 pm
Quote from: DivineDragoonKain


Quote
Geiger wrote:

Logical Errors:
* The guards practicing is a sound effect on the left side. Should probably be centered (middle value).


Not quite sure what you mean about centering the sound effect.


Example: If there is an explosion on the left side of the screen, you can have the explosion sound only play in the left speaker.

Playsound -> position

You can adjust the value there so it better corresponds to the on-screen action.  IIRC, 00 is left, FF is right, and in the middle it will play in equal volume on both speakers.
Title: Beta Testing & Bug Reports
Post by: Daniel Krispin on August 04, 2005, 01:41:04 pm
Quote from: Hadriel
That depends on the popular consensus.  I'm of the opinion that he should talk normally, because he does in the cutscenes with Cyrus.


Well, what I meant was, will he be the cheesy old like in Chrono Trigger, with speech replete with thee, thy, thine, and all things alike, or will you strive for something a little less cheesy, yet more formal sounding. You see, it is this latter that I would vote for, as it might be a middle-ground between the very colloquial child Glenn and the knight Frog. It does not require the absolute use of the old pronouns such as thee and they and like words (only when required by form), but rather operates on more formal styles of syntax, and usage of older forms and archaic words. After all, one needn't use such pronouns to sound archaic or formal. Say, for example, what Glenn says in the cutscene that was made. It makes use of 'yon' and 'thee', but one could just as easily say, let's see (and I'm trying to remember the gist of what he said off the top of my head.) 'Ah, Masamune! Long years did I hold you, and with many grim tasks now come to fulfillment, looked now to secret you away to this resting place in peace. Yet not to be, and no rest yet! Further deeds remain, and the lord and lady of Guardia, my liege-masters, and this holy land, have need of your flawless edge.'
Well, something like that. I'm bloody tired today, and in a better state could have written that better, but it may suffice to exemplify that no old pronouns, nor yet any older words, are needed to make it sound somewhat archaic. The choice of mostly simple words, and the order in which they are arrayed, suffices to bring about such an effect.
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 04, 2005, 01:54:05 pm
That sounds rather nice, actually, if not going a little too far.  :D
Title: Beta Testing & Bug Reports
Post by: ZeaLitY on August 04, 2005, 02:34:37 pm
Yeah, I originally had Marle take you into the Guardia Kitchen. There was a strange problem with her when the three returned to the throne room, so I replaced her with a soldier. Even then, Marle still wouldn't appear in that room (she'd appear anywhere else, and I had removed all suspicious event code from the throneroom). I thus moved them to the treasury basement.

The jewel was there at one time, but I lost the power tab event I had there. I'm going to play through now.

-Part of Robo's statue appears to be missing a tile.
-Add in a tiny, four cornered splotch of forest underneath the mountain in front of the grassland, just so the Cursed Forest isn't entirely gone (Frog's burrow may need to be there or something). Man, that is shocking to look at, though. Good work with that.
-My stupid event error in the Snail Stop is still playing At the Bottom of Night by default.
-The soldier says powerful artifact "on" the Sun Stone. My bad, make that a hyphen or something.
-If you can, add in a line from Lucca that "he must have called for reinforcements! But they have no idea they're shelling the royal family of Guardia!!" before sharpnel hits the Time Egg. I meant to explain that...
-Okay, not to overload or something, but clean out a part of the factory and just plop the team there. Have Robo come out and say "what are you guys doing here?" And then have Belthasar arrive, and say "Most interesting..." and then cut to the scenes. The Magus scene is interesting. I guess lastly, for every character that has a Name:, they should have {line break}s after each line as per standard RPG dialogue.

To the rom hackers:

-Can the beta change the music played in Porre and Medina on the Overworld, in addition to where it begins playing on the map?

To everyone:

-Anyone recognize the lyrics in the Medina Square?
-What did you think of the Melchior sequence?
-Can you identify the subjects of all the books in the Vanguard Library?

Well, that's that. I need to finalize some music choices so that can be taken care of. We'll shock the world.
Title: Beta Testing & Bug Reports
Post by: Agent 12 on August 04, 2005, 02:39:56 pm
I made a list but most of mine have been found/have been said to be unimportant but I do think i have a couple really easy ones to fix that I don't think were mentioned...maybe i missed them, sorry if I did.

In the house in truce..I think it's the mayors house where you can learn the simple tutorials for techs and stuff the shelter guy on the first floor says "recover hp and mp.f" i don't think the F should be there.  Also two people on the second floor of the same house have dialogue that is completely wrong.  

I also thought that it probably would not be that hard to cover up the entrance to Heckran's cave on the Medina continent, maybe say there was a landslide.  That's just my opinion though, I thought it would be better than having an entrance you can't enter for some reason

The vocalist's fan at Medina square calls the vocalist a he at one point in his dialogue.

This might be on purpose but the barkeep at Porre's pub is still raving about his jerky...however I noticed that a vanguard soldier still likes it so it's not that big of a deal.

Finally imps at Medina's inn have weird dialogue.

The game is awesome so far guys you did a great job.  Your work is very much appreciated.
Title: Beta Testing & Bug Reports
Post by: Hadriel on August 04, 2005, 05:28:29 pm
I don't recognize the Medina Square lyrics, but I have a friend who does.  That friend's name is Google.  From what I found, it's from an anime called The Big O.  The lyrics, suffice it to say, weren't generally my kind of music, since it sounds like generic pop.  I prefer either orchestral or metal, but neither of those fit with a female singer.
Title: Beta Testing & Bug Reports
Post by: Shadow_Dragon on August 04, 2005, 06:47:16 pm
I forget what the books in the Vanguard Library say, but the right-most one is incorrect; it says "returneth", -eth is the ending for 3rd person singular, not 2nd person , and since it's a command, I'm assuming the ending would be of 2nd person... I think it should be 'returnst', can someone back me up on that? I dunno if that's a direct quote from CT or if it was made up, but I think it should be fixed regardless
Title: Beta Testing & Bug Reports
Post by: Oswego del Fuego on August 04, 2005, 11:41:01 pm
Okay, I'm just going to list everything I found.  I'm sure my notes will overlap those in previous posts.


Bugs and glitches:

1.) The sky over the bridge in the intro is busted.

2.) Robo's statue at Leene Square is mising a tile.

3.) The date given on the overworld map needs to be updated.

4.) PCs walk over parts of Fiona's Shrine on the world map, as well as some of the trees to the immediate west.

5.) Sometimes, wall tiles inside houses and other buildings do not match.  They appear to be tiles that go in front of a window (appear to show streaming sunlight), but they are placed where no window exists.  I first noticed this at the Porre barracks, but it occurs in other places, too.

6.) The story item descriptions are a mess.

7.) The wind sound effect starts to play when you enter the Medina Auxillary, but then immediately cuts out and goes to the proper music.

8.) I got more broken sound that quickly corrected itself when entering the Medina elder's house and market.

9.) At one point, the female vocalist is referred to as a "he."

10.) The tile for Heckran's cave really should be removed.

11.) Boxes, torches, and chair tops in the basement of the Vanguard base overlap the PCs.

12.) Broken dialogue in the soldiers' quarters at Guardia Castle.

13.) The path to the prison at Guardia Castle is SEVERELY broken.

14.) Typo.  When talking about the Sun Stone, there is one part where the dialogue given is "on the Sun Stone."  I think the "on" needs to be deleted.


Suggestions:

1.) Crono's journal is a very nice touch, but it needs a "sparkly" or something to draw the player's attention to it.  I think most players would probably miss it.

2.) If Marle is now living with Crono, perhaps the house should be expanded?  They ARE royalty, after all.

3.) Since the fair is long over, Leene Square really should get new overworld graphics.  Basically, just remove the balloons.

4.) Along similar lines, the "start of the fair" sequence at the beginning of the game needs to go (obviously).

5.) The clanging noise at Leene Square is VERY annoying.  Please remove it.

6.) Adding readable descriptions to the hero statues would be a nice touch.  I would REALLY like to see the plaque for Nadia's Bell which we get to view in Cross added here.

7.) The deforested area northwest of Porre looks unnaturally flat.  I would restore the trees at the very bases of the mountains, because the mountain tiles look a little funky when naked.  I would then fill in most of the remaining space with desert tiles, for a more wasted (and more fleshed-out) look.

8.) I think Porre should have more hostile-sounding overworld music.

9.) Crono's portrait is GREAT, but Lucca's is flat.  There just isn't enough contrast once you convert the image into the Lucca portrait color palette.  I'm not sure how to fix this, but increasing the contrast of Lucca's skin tones on the original image might help.

10.) Maybe the chest at the pyramid should be removed, since Crono and company presumably already opened it last time (and seeing as the other chests, like the one at Truce Inn, remain absent).

11.) If possible, extend the zones wherein "town music" is played on the overworld.  Medina should include the two new buildings, and I'd argue that Truce should extend all the way to the Vanguard post and the new cathedral.


Praise:

1.) I love how the overall manner and demeanor of the characters, right down to the nameless NPCs, was preserved.  A perfect example is the maid at Truce Inn.  You can just immediately feel that this is the same character from Trigger.

2.) You did a great job of setting up the eventual war with Porre, and making the leap from Trigger's Porre to Cross's Porre seem more natural.

3.) The remixed music is great.  The catherdral theme is so atmospheric and kind of gothic.  Perfect for a holy shrine of any kind.  I also really liked the remixed tune when the Porre losers showed up.  Frankly, I was very skeptical of the whole SPC remixing idea, but its worth has been proven IMO.

4.) After some of the earlier discussion, I was impressed by how overall bug-free the demo is.  Can't wait to see more!

I must say, playing the demo has made me ten times more excited than I already was.  Great work, everybody!!!

OdF
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 05, 2005, 12:05:27 am
Quote from: Oswego del Fuego
Okay, I'm just going to list everything I found.  I'm sure my notes will overlap those in previous posts.


Bugs and glitches:

1.) The sky over the bridge in the intro is busted.

2.) Robo's statue at Leene Square is mising a tile.

3.) The date given on the overworld map needs to be updated.

4.) PCs walk over parts of Fiona's Shrine on the world map, as well as some of the trees to the immediate west.

5.) Sometimes, wall tiles inside houses and other buildings do not match.  They appear to be tiles that go in front of a window (appear to show streaming sunlight), but they are placed where no window exists.  I first noticed this at the Porre barracks, but it occurs in other places, too.

6.) The story item descriptions are a mess.

7.) The wind sound effect starts to play when you enter the Medina Auxillary, but then immediately cuts out and goes to the proper music.

8.) I got more broken sound that quickly corrected itself when entering the Medina elder's house and market.

9.) At one point, the female vocalist is referred to as a "he."

10.) The tile for Heckran's cave really should be removed.

11.) Boxes, torches, and chair tops in the basement of the Vanguard base overlap the PCs.

12.) Broken dialogue in the soldiers' quarters at Guardia Castle.

13.) The path to the prison at Guardia Castle is SEVERELY broken.

14.) Typo.  When talking about the Sun Stone, there is one part where the dialogue given is "on the Sun Stone."  I think the "on" needs to be deleted.


Suggestions:

1.) Crono's journal is a very nice touch, but it needs a "sparkly" or something to draw the player's attention to it.  I think most players would probably miss it.

2.) If Marle is now living with Crono, perhaps the house should be expanded?  They ARE royalty, after all.

3.) Since the fair is long over, Leene Square really should get new overworld graphics.  Basically, just remove the balloons.

4.) Along similar lines, the "start of the fair" sequence at the beginning of the game needs to go (obviously).

5.) The clanging noise at Leene Square is VERY annoying.  Please remove it.

6.) Adding readable descriptions to the hero statues would be a nice touch.  I would REALLY like to see the plaque for Nadia's Bell which we get to view in Cross added here.

7.) The deforested area northwest of Porre looks unnaturally flat.  I would restore the trees at the very bases of the mountains, because the mountain tiles look a little funky when naked.  I would then fill in most of the remaining space with desert tiles, for a more wasted (and more fleshed-out) look.

8.) I think Porre should have more hostile-sounding overworld music.

9.) Crono's portrait is GREAT, but Lucca's is flat.  There just isn't enough contrast once you convert the image into the Lucca portrait color palette.  I'm not sure how to fix this, but increasing the contrast of Lucca's skin tones on the original image might help.

10.) Maybe the chest at the pyramid should be removed, since Crono and company presumably already opened it last time (and seeing as the other chests, like the one at Truce Inn, remain absent).

11.) If possible, extend the zones wherein "town music" is played on the overworld.  Medina should include the two new buildings, and I'd argue that Truce should extend all the way to the Vanguard post and the new cathedral.


Praise:

1.) I love how the overall manner and demeanor of the characters, right down to the nameless NPCs, was preserved.  A perfect example is the maid at Truce Inn.  You can just immediately feel that this is the same character from Trigger.

2.) You did a great job of setting up the eventual war with Porre, and making the leap from Trigger's Porre to Cross's Porre seem more natural.

3.) The remixed music is great.  The catherdral theme is so atmospheric and kind of gothic.  Perfect for a holy shrine of any kind.  I also really liked the remixed tune when the Porre losers showed up.  Frankly, I was very skeptical of the whole SPC remixing idea, but its worth has been proven IMO.

4.) After some of the earlier discussion, I was impressed by how overall bug-free the demo is.  Can't wait to see more!

I must say, playing the demo has made me ten times more excited than I already was.  Great work, everybody!!!

OdF



The sky: Yeah, the tiles are a little mismatched. I'll fix that in the next update.

Robo's statue: Yep, fixed already. It'll be ready in the next update.

Date: Oops. <_<

Overworld tile overlaps: Not my area...

Windows: Yeah, there were windows there. Zeality needs to remove the light streaming down, eh?

Story items: Haven't noticed, but I'll give it a look.

Music: Fixed in the next update.

Typos: Fixed etc etc

Guardia basement and prison path: Will be blocked off. I used the upper prison area for the title screen, or attempted to, anyway. It didn't work well.

Porre: It's supposed to become grassland, so I don't think desert tiles would be that appropriate.

Chest: Only the sealed chests are events. Normal chests will need to be edited by other means.

Overworld music: Not quite possible YET

Leene Square on the overworld: The problem is the balloons are ingrained into those tiles... They CAN'T be removed.

Clanging soldiers: Will probably be moved to the Vanguard patio. Sound effect will be left in their coding because two soldiers bumping into each other quietly is just weird.

Anything I missed typing after scrolling up and down so much: Will be working on it and probably fix it in the update.
Title: Beta Testing & Bug Reports
Post by: Shadow_Dragon on August 05, 2005, 12:14:45 am
Ok, so this is more a game-related suggestion, but I think Crono's mom should remind Crono of his tasks, rather than just saying "Come talk to me when you're finished". I kind of rushed through the window where she tells you where to go, so I forget whom I'm supposed to give stuff to... I found the person to whom the pies goes, and I accidentally found the other one (not the one with the sword)... I found her in the Medina bar thing, but to me she looked like a flowerpot, and I'm not sure if that's what she's supposed to look like, or if it's an event error of some kind
The problem is that I can't find the person for the sword, and I can't get into Guardia castle, but I'm not sure if the forest is SUPPOSED to be invisibly blocked off or not
Title: Beta Testing & Bug Reports
Post by: ZeaLitY on August 05, 2005, 12:34:01 am
It's in the cathedral, in a room behind the right altar. Someone in the Arboretum is supposed to confirm that place; the entrance is also where the entrance to the Mystic's cathedral place was in the 600 A.D. chapel.
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 05, 2005, 03:42:37 am
New update!

Edits: Finished some more minor glitch fixing, and added a new cutscene to the end.

http://www.geocities.com/divinedragoonkain/BetaPatch4.zip
Title: bugs for new update
Post by: Agent 12 on August 05, 2005, 01:36:13 pm
I feel like a jerk mentioning these bugs but i know if you're a perfectionist like me you'd probably want it so here's a few small problems i noticed.

Bench goes above Crono's head in Leene square (upper left)

Right pillar at cathedral does the same thing

When CML are getting shelled Crono's left foot is covered up by the grass

Still lot's of dialogue trouble in Truce's Mayor's Manor the shelter guy and two people upstairs.  

I liked how Marle takes you downstairs now and if it's not to difficult of an explanation I would be interested to know what the problem was before.  Though I'm not nearly as experienced as you guys I have been known to mess around with the Flux as I've been known to call it.

Compliment:  I loved Magus' scene at the very end, are you guys keeping those short cut scenes or was that only for the beta, cause I really liked how that flowed.  Great work everyone.

--JP
Title: Beta Testing & Bug Reports
Post by: Shinrin on August 05, 2005, 01:40:39 pm
Crono can go halfway in the right wall in the medina ferry house. and the book on the second stall in the same place over laps crono's head.
Title: Beta Testing & Bug Reports
Post by: Geiger on August 05, 2005, 02:00:23 pm
I would strongly suggest that if you are going to name the patches by date, that you put the year prior to the month.  This allows the patches to fall into a natural alphabetic order.

(edit)

You now have a pretty well rounded demo.  Just work out the few remaining bugs.

Two suggestions:
* You should probably have the nun say that Renault is at the Vanguard earlier on instead of in the chapel (since he does not arrive until later)
* After the "coming soon" dialog, you should probably change location back to the opening instead of leaving them at a dead screen.

---T.Geiger
Title: Beta Testing & Bug Reports
Post by: Daniel Krispin on August 05, 2005, 03:06:22 pm
Those last scenes, ie. the ones with Kino, and with Glenn, and the one with Magus... are those going to be used for an intro movie (if that is even possible to do in Temporal Flux)... because they would work very nicely for that, I think.
Title: Beta Testing & Bug Reports
Post by: ZeaLitY on August 05, 2005, 04:41:29 pm
They'll be at the end for dramatic effect, since they're a pretty big feature.
Title: Beta Testing & Bug Reports
Post by: Oswego del Fuego on August 05, 2005, 04:45:51 pm
Really minor thing:  There is a single brown pixel floating in midair on the world map.  It's just north of the mayor's house in Truce.  Crono passes under it.  I don't recall it being there before.

OdF
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 05, 2005, 04:59:14 pm
Yeah, the pixel's always been there, methinks.
Title: Beta Testing & Bug Reports
Post by: Shadow_Dragon on August 05, 2005, 09:00:41 pm
What happened to fighting the porrean ambassador person? I also liked the idea of fighting back the Porrean army.. Are those ideas completely cut, or have they just not been put in yet? Also, how exactly do CML get to Denadoro Mt.? They jump from the inside of Guardia Castle and land in Denadoro Mt.? I liked fighting back the Porrean Army and taking shelter in the Masamune cave better....

EDIT: I think I ran into a big problem; if you don't get the ferry money from Crono's mom before you deliver the 3 items Lucca never appears at the house to pick Crono up

EDIT: I was able to give the sword to Renault two more times, and, after that, Lucca appeared at Crono's house
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 05, 2005, 10:04:48 pm
The ferry money? That shouldn't be a problem, since all I changed was the text...

Edit: In fact, I just checked. It's not. Lucca was in the house, and I got the money from Mom.
Title: Beta Testing & Bug Reports
Post by: Shadow_Dragon on August 05, 2005, 10:26:32 pm
Maybe there's some other reason for it; I'll explain the course of events with Renault if that helps: I went to Renault, give him the sword, went back to Crono's House, saw Lucca missing, went back to Renault, give him the sword, went back into the main cathedral room, went back to Renault, give him the sword, went back into the main cathedral room, went back into the conference room with Renault, Renault was missing, and THEN I went back to Crono's House to find Lucca there
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 05, 2005, 10:31:30 pm
You weren't leaving before closing all his dialogue, were you? I'll tack an Explore Mode Off/On where needed, because that one needs it anyway.
Title: Beta Testing & Bug Reports
Post by: Shadow_Dragon on August 06, 2005, 12:55:42 am
I don't think I was, unless it was like a thing where the dialogue box closed, then continued a couple seconds later
Title: Beta Testing & Bug Reports
Post by: Hopeful Death on August 06, 2005, 01:41:29 am
Nice.  My USB PS2 to PC adapter just came today.  I get something to test it out with.

And...

(http://img258.imageshack.us/img258/5282/ce08060500009je.png)

I'll never look at Gato the same way again.
Title: Beta Testing & Bug Reports
Post by: ZeaLitY on August 06, 2005, 05:42:29 pm
DDK, if you can, replace Gato's instruments with the following:

1E
1D
23
15
05
01
1F
00 Silence

That will be his theme, courtesy of Hazy Vision.
Title: Beta Testing & Bug Reports
Post by: DivineDragoonKain on August 06, 2005, 07:49:05 pm
Awesome sauce. It's quite different, but still has that whole funky groovy Gato thing going on... I like it!
Title: Beta Testing & Bug Reports
Post by: CrazyGuy000 on August 09, 2005, 06:08:00 pm
Quote from: Shadow_Dragon

-World map says 1,000A.D. (is it even possible to edit that?)


I remember an old RPGMaker 2K fangame that did change it. Take that image out and tweak it a bit. I will mess around with it



Some glitches I found...

-In the bottom-left of the downstairs of Crono's house you are teleported to different scnenes in the game. I think we need to push this exit back a tile.
Title: Beta Testing & Bug Reports
Post by: Shinrin on August 09, 2005, 06:46:54 pm
Quote from: CrazyGuy000
Quote from: Shadow_Dragon

-World map says 1,000A.D. (is it even possible to edit that?)


I remember an old RPGMaker 2K fangame that did change it. Take that image out and tweak it a bit. I will mess around with it



Some glitches I found...

-In the bottom-left of the downstairs of Crono's house you are teleported to different scnenes in the game.


i think this is used to test out the cutscenes, and wasn't taken out yet. proably be taken out when the demo is released.


Oh btw. i'm rating Gato's Level at 255. cause even at level 99. he still a pain in the arse, with the best equipment too. still doing over 700 damage.
Title: Beta Testing & Bug Reports
Post by: Thorn on August 15, 2005, 12:19:07 pm
Alright, I've played through the latest installment of the demo, and here are my bugs/critiques:

First off, AWFULLY slow. It may be my computer, it may just be my ZSNES, but I dunno. The whole thing ran pretty slow for me.

Second off, pretty decent dialogue. I'll have a go over some of the rough points with TE a little later after purusing the posts some more.

There's not much more to it. Some minor little bugs, to be fixed but nothing major.
Title: Beta Testing & Bug Reports
Post by: ZeaLitY on January 01, 2006, 03:58:54 pm
This round of beta testing has formally closed. A new one will begin when the new demo is ready.