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Sorcery of Uvutu Closed Beta (SPOILERS)

Started by 123outerme, December 28, 2015, 10:23:14 PM

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123outerme

Quote from: DJ Omnimaga on February 24, 2016, 10:55:03 PM
The ERR:INVALID DIM error after beating the 3rd boss is still present. And I see. Thanks for the info about appvars.
Oh, really? I thought I fixed that. I'll look into it.

And now that I did, here is the fix. In those lines of code, here's what it was, and what to change it to in brackets:

Quote
:For(W,4,5
[For(W,5,4,⁻1]
:If " "=sub(Str6,W,1
:sub(Str6,1,W->Str6
[sub(Str6,1,W-1→Str6]
:End
This is just a quick fix obviously. I'll upload this in a minute, and PM it to the testers.
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Dream of Omnimaga

#46
Now once I beat boss 3 and get the item, I seem to get stuck in an endless fight loop against him D:


EDIT: New bug report: When you quit without saving after using items, once you reload your game you won't get your items back
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123outerme

Quote from: DJ Omnimaga on February 25, 2016, 01:04:52 AM
Now once I beat boss 3 and get the item, I seem to get stuck in an endless fight loop against him D:


EDIT: New bug report: When you quit without saving after using items, once you reload your game you won't get your items back
How does this endless loop happen? He never dies, or his health gets reset?

And as for that bug, there's not a lot I can do about that. I have it set to save only the item data when you obtain or use an item, because that's the only location the items are stored. Otherwise, you could use an item, quit the menu, and it would appear again. I could have a list of all your items initialize at the beginning and save at the end, but that'd increase saving/loading times by quite a bit. And I'm a bit wary to do that, because loading times especially are a bit long, and added to the initializing of a new save file, and that could be some time just staring at loading text.
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Dream of Omnimaga

As soon as the battle ends, I can neither move, nor enter the menu. It just automatically launches the battle again as soon as I press MODE or an arrow key.


As for items, couldn't you just store items inside the appvar then restore the state of the item menu upon game reload? It would be a bit slower but not that bad. Unless appvar saving takes like 1 second per number? O.O
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123outerme

#49
Quote from: DJ Omnimaga on February 25, 2016, 01:35:18 AM
As soon as the battle ends, I can neither move, nor enter the menu. It just automatically launches the battle again as soon as I press MODE or an arrow key.


As for items, couldn't you just store items inside the appvar then restore the state of the item menu upon game reload? It would be a bit slower but not that bad. Unless appvar saving takes like 1 second per number? O.O
Mainly, the slowdown I was thinking of was loading each item into a list, when there are about 11 item slots. That's 11 iterations of For(, which added to all the other stuff I have to initialize, will affect the game quite a bit. Saving will probably be way better, since there are less things I have to save than initialize (for example, I put the 4 attacks you have into a list for quick reference inside the battle menu, but I don't have to save them when I exit the game). All I have to do for saving is add some more items to the list I already use for saving. If you're interested on how I save, I can post about it.

But that said, the only items that you lose as well as lose the effects of are potions and armor. The sword/staff save the new attack directly to the save file, so you'll still have that. There's one more alternative, that I could just save the current and max HP to the save file when using the potions/armor. Then, you'd lose the items themselves, but still keep the benefit of the uses.

Edit: I found the source of the bug. I accidentally deleted a line that makes it so that the game never saves that you defeated the boss. This is fixed now. Should I send yet ANOTHER build out, or should I just tell you how to fix it?
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Dream of Omnimaga

Ah I see. I personally just use custom TI-BASIC lists, so I can usually just use the Augment() command to concatenate multiple lists together, then for loading I just use a For() loop, but it's usually instant, unless I'm doing any form of compression.

Right now the build you just sent me now works fine with Boss 3 and I could reach the 2nd area of the ice world, which, I assume is where you are still at, right? Anyway nice work so far :3=
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123outerme

Quote from: DJ Omnimaga on February 25, 2016, 03:40:34 AM
Ah I see. I personally just use custom TI-BASIC lists, so I can usually just use the Augment() command to concatenate multiple lists together, then for loading I just use a For() loop, but it's usually instant, unless I'm doing any form of compression.

Right now the build you just sent me now works fine with Boss 3 and I could reach the 2nd area of the ice world, which, I assume is where you are still at, right? Anyway nice work so far :3=
Glad to hear it works finally! The third map is the last one I made, but if it glitches out after the second one (the first screen past the village, so we're on the same page) then I guess I didn't add the loading code yet.
Thanks! So how's the game so far? Has it gotten boring to play? I certainly can't tell myself, but it's probably because I spend so much time in the first world in Wabbit, making screenshots, testing battles, doing this, that...
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Dream of Omnimaga

I like it so far, especially now that the difficulty was toned down. While the game gets repetitive for the moment (since all you do is get the next stone, warp to next stage, then repeat, without any need to talk to any villager), I assume this will change in future stages if you require the character to talk to specific NPC's to get passports, keys and stuff, or rescue captured NPCs, right? Also the game isn't too long for its style, which helps (long RPGs are fine, as long as they have many plot twists and that the way to defeat each dungeon varies).
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123outerme

Quote from: DJ Omnimaga on February 25, 2016, 04:01:06 AM
I like it so far, especially now that the difficulty was toned down. While the game gets repetitive for the moment (since all you do is get the next stone, warp to next stage, then repeat, without any need to talk to any villager), I assume this will change in future stages if you require the character to talk to specific NPC's to get passports, keys and stuff, or rescue captured NPCs, right? Also the game isn't too long for its style, which helps (long RPGs are fine, as long as they have many plot twists and that the way to defeat each dungeon varies).
I will try to vary up the game with sidequests, more hidden secrets, and the like. I do want to plan this stuff out before I add it in, so I won't add it immediately. I have some vague ideas of what to do, so I'll take some time to make maps and plan sidequests.
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Unicorn

Sorry about this, 123Outerme, but I haven't been able to find much time to beta test. I probably will, occasionally, if you want to keep sending me updates, but you won't see many bug reports from me.
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??? ??? ??? ??? ???

123outerme

Quote from: Unicorn on February 28, 2016, 07:07:52 PM
Sorry about this, 123Outerme, but I haven't been able to find much time to beta test. I probably will, occasionally, if you want to keep sending me updates, but you won't see many bug reports from me.
It's no problem, I completely understand. I just hope you don't mind me spamming your inbox with new builds, when they release. :P
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Dream of Omnimaga

#56
Yeah I think that each NPC should just say one advice, like the Beginner's House in Narshee in FFVI. It might require adding a few extra houses, though, if only 1 NPC can appear per screen.

As for testing, I unfortunately didn't test much but I can't wait to do so soon. Part of the issue is that I always forget to do a savestate before exiting the emu so when a new version of the game comes out I have to restart from scratch.

EDIT: THere is a new bug in Worry's Quarry :( (a map is missing)



The boss map is still fine.


EDIT: Bug #2: When you go to West Pole, you land back in dungeon 3 until you move to another map then backtrack, in which case you finally land in the West Pole village.

edit: bUG 3: The item acquired boxes are still gone, like in the previous version. Also it seems that opening a treasure chest triggers a random battle.

EDIT: Bug 4 (darn they are piling up): The treasure chest in world 4 triggers a battle, then I got a Domain error on sub("SLICE OR THORN.BURN OR FLARE. CRACK OR ROCK. ",15(M-1(M>2))-14,15

Bug 5: When one of your stats reach 10 or higher, the second digit isn't erased properly when upgraded.

EDIT: Bug 6: Boss #4 doesn't work. It just triggers a random battle.
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123outerme

Quote from: DJ Omnimaga on March 18, 2016, 03:37:09 AM
Yeah I think that each NPC should just say one advice, like the Beginner's House in Narshee in FFVI. It might require adding a few extra houses, though, if only 1 NPC can appear per screen.

As for testing, I unfortunately didn't test much but I can't wait to do so soon. Part of the issue is that I always forget to do a savestate before exiting the emu so when a new version of the game comes out I have to restart from scratch.

EDIT: THere is a new bug in Worry's Quarry :( (a map is missing)



The boss map is still fine.


EDIT: Bug #2: When you go to West Pole, you land back in dungeon 3 until you move to another map then backtrack, in which case you finally land in the West Pole village.

edit: bUG 3: The item acquired boxes are still gone, like in the previous version. Also it seems that opening a treasure chest triggers a random battle.

EDIT: Bug 4 (darn they are piling up): The treasure chest in world 4 triggers a battle, then I got a Domain error on sub("SLICE OR THORN.BURN OR FLARE. CRACK OR ROCK. ",15(M-1(M>2))-14,15

Bug 5: When one of your stats reach 10 or higher, the second digit isn't erased properly when upgraded.

EDIT: Bug 6: Boss #4 doesn't work. It just triggers a random battle.
Oh wow that's a lot of bugs. O.O I'll take a look at them when I can.
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Dream of Omnimaga

Good luck 123outerme x.x. I wonder what happened with the missing maps, though (I didn't check if more maps were missing)

Also I noticed that World 4 enemies are very hard O.O so be careful to not make world 5 too hard
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123outerme

Quote from: DJ Omnimaga on March 22, 2016, 07:08:04 AM
Good luck 123outerme x.x. I wonder what happened with the missing maps, though (I didn't check if more maps were missing)

Also I noticed that World 4 enemies are very hard O.O so be careful to not make world 5 too hard
I'll keep my eye on balance, thanks.
Quote from: DJ Omnimaga on March 18, 2016, 03:37:09 AM
EDIT: THere is a new bug in Worry's Quarry :( (a map is missing)

EDIT: Bug #2: When you go to West Pole, you land back in dungeon 3 until you move to another map then backtrack, in which case you finally land in the West Pole village.

edit: bUG 3: The item acquired boxes are still gone, like in the previous version. Also it seems that opening a treasure chest triggers a random battle.

EDIT: Bug 4 (darn they are piling up): The treasure chest in world 4 triggers a battle, then I got a Domain error on sub("SLICE OR THORN.BURN OR FLARE. CRACK OR ROCK. ",15(M-1(M>2))-14,15

Bug 5: When one of your stats reach 10 or higher, the second digit isn't erased properly when upgraded.

EDIT: Bug 6: Boss #4 doesn't work. It just triggers a random battle.
1. This doesn't seem to happen on my build, I guess something got corrupted.
2. I'm not experiencing this either. Which map did this occur on, that you had to backtrack?
3. Fixed the bug. On top of that, you can't get into random battles anymore when picking up a chest. It makes more sense this way, anyhow.
4. This was fixed by the fix for #3.
5. Fixed this.
6. Fixed.
I'm going to be sending this version out to all of my testers immediately. By the way, I sent this reply in the beta topic, just to make things a little easier to read. If a mod doesn't mind, could they move the post I quoted above, and the ones after it, into this topic?
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