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 Fatal Waters [V_1.0]
#2
Since it appears my beta testing report didn't make through to your email, let me post it here instead.



When I test I focus very much on the functional aspects of the game.
Here are my findings:

Opening
The intro text is too fast.
A good trick to determine the right amount of time is to read it aloud.
I think a doubling of the waits would be suitable.
Having the option to skip or fast-forward is a good idea as well.

Overpopulation is in one word. It's not over population.

Why can you save games?
It's such a bother to go through the intro before going into the menu and going back to the title screen before you can continue your save.
I suggest changing the Main section so that if you have a save then you have the choice to continue it, otherwise you start directly.
See link: http://www.sendspace.com/file/3snx79

Sharnall - North
Why do you get an Auto Message when interacting with the barrels while it's Scott when interacting with the logs?
It's weird that the sign tells you that you can go south to the Port, but you cannot interact with the boat. I would suggest make an event which tells that it's not the time or something other than just having nothing.
The three houses are very buggy. Let me show you a map:
[Image: Sharnall_north_bugs.png]
The red rings indicate passable areas which should not be passable.
The blue rings indicate inpassable areas which should be passable.
The yellow rings indicate areas which looks significantly differently in game.

Dellina Woods 1
One of the events in the bottom does nothing.
There is a passability error with the big tree that has a hole in it. You can walk on top of the hole.

Dellina Woods 2
You have 4 events for going back. The rightmost two shifts the player one to the left. The leftmost two events are fine.
Picking up the Persona Mushroom and going into the Item scene causes an error message telling that the 'Orange Mushrooms' icon is missing.

Dellina Woods 3
It's strange that you can use the Crystal Gem in combat. It's also strange that you can use them in the menu.
I would suggest put the Bandit events on Event Touch rather than Player Touch because then they can also attack by moving into the player instead of having the player move into them.
There is a little passability error if you go below the bird's nest where it comes on top of the player.
There are some problems with some of the trees cutting of other trees. You probably have to use events to solve the problem.

Dellina Woods 4
The event on (5,17) should transfer the player to (9,0) and not (8,0) as it currently does.
Self-switches are specific to the event, not the map. You could perfectly fine let them all use self-switch A.

Dellina Woods 6
Why does one of the bandits give a beef? It's a normal bandit, but a beef is given in the event without any notification.
It's weird that there is a road going right, but nothing happens if you try to go that way. I would suggest making the tiles near the edge impassable.

Dellina Woods 2 (again)
The icons for two items in the shop are missing: (Game crashing bug)
Sashweed
Persona Mushroom

Dellina Woods - Cave
There is no need to show the Cutscene Bars since they are already there. (You never remove them)
You can walk all over the cliffs. (I.e. they are all passable)
The log you cannot examine (brown) is partly passable and its priority is wrong. It should not go on top of the player.

Lost Cavern L1
The book is on top of the hero. It shouldn't be.

Lost Cavern L2
Put the Chest on Direction Fix to avoid it facing the hero.

Lost Cavern L4
Put the Chest on Direction Fix to avoid it facing the hero.

Hidden Cavern - Hole
If you go up to Lost Cavern L4 and climb back down you can go upwards on the ladder. Basically you can climb up, but nothing happens if you do. When you walk back down again you are asked if you want to climb up.
You can solve it by moving the player down after transferring him in the whole event in Lost Cavern L4.

Lost Cavern - First Cavern
There are passability problems on this map. I saw the mouse go into the wall and then crawl around in the dark area.
The Witch should be on Autorun trigger to prevent player movement rather than parallel processing.
Why can you battle with one of the bats? I was able to attack and kill it even though I was invisible.
This would not have been a problem had you used the Autorun trigger.
If you need processing before showing the map that a parallel process does then just make a separate event which you erase.
Additionally I was able to move upwards and thus make the map scroll.

Lost Cavern B1
I really don't like you having a parallel event which constantly uses a 'Set Move Route' on the player.

Lost Cavern B2
The right-most event going back to B1 should transfer the player to (10,19) instead of (9,19)
Why does the entire party recover from fighting Captin Longbeard John?

Hidden Cave
Direction Fix should be put on the Corpse to prevent it from changing.

Lost Cavern B3
The spikes right below where the mouse starts should make the hero jump up, not down. (-1 instead of +1 y)
Currently the player becomes trapped.

Lost Cavern - Ship Wreck
It's weird that you don't have any events for going back or telling the player that you cannot go back.
When Jason punches Adam, Adam changes to a different character for a short moment. In that place in the event you turn Direction Fix ON twice, why?

Mother Better Room
Is it their any reason you use Captin rather than Captain? Or is it just a spelling error?

Other
Carrot has None as scope and thus have no effect when used. (Well, other than the possibility of losing a turn in battle)
SDK => changes to Scene_Title and Scene_Menu are ignored.

As for the bgm fading it can be fixed by a small edit to the Lockpicking script.
Find line 286 and delete the contents there.
The part before:
Code:
#--------------------------------------------------------------------------
  # * Main Processing : Ending
  #--------------------------------------------------------------------------
  def main_end
    Audio.bgm_fade( 2000 )
  end

The part afterwards:
Code:
#--------------------------------------------------------------------------
  # * Main Processing : Ending
  #--------------------------------------------------------------------------
  def main_end
#    Audio.bgm_fade( 2000 )
  end

*hugs*
- Zeriab
[Image: ZeriabSig.png]
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Messages In This Thread
Fatal Waters [V_1.0] - by Lt. Fox - 06-24-2009, 08:29 PM
Fatal Waters [V_1.0] - by Zeriab - 06-26-2009, 11:45 AM
Fatal Waters [V_1.0] - by Lt. Fox - 06-29-2009, 12:16 AM
Fatal Waters [V_1.0] - by Zeriab - 06-30-2009, 02:02 AM
Fatal Waters [V_1.0] - by Alpha-Mad - 07-13-2009, 05:13 PM
Fatal Waters [V_1.0] - by computerwizoo7 - 07-13-2009, 06:52 PM
Fatal Waters [V_1.0] - by Zeriab - 07-14-2009, 02:10 PM
Fatal Waters [V_1.0] - by computerwizoo7 - 07-14-2009, 06:25 PM
Fatal Waters [V_1.0] - by Lt. Fox - 08-07-2009, 03:14 AM
Fatal Waters [V_1.0] - by Guest - 04-20-2010, 12:55 AM
Fatal Waters [V_1.0] - by Lt. Fox - 05-08-2010, 06:18 PM



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