-I like the star block puzzle in the first area but getting stuck in it really sucks. Maybe put in a reset near the chest that also removed the capsule piece?
-The event on the bed in the house of the guy you tell that you're the protagonist isn't properly truncated.
-None of the teleporters have flashing lights, even when they're active (the lights are their own entity).
-I really like the windy ravine area, it's got a neat trick that hasn't really been used before. A couple of things though: It's entirely possible to get stuck at the save in the middle if you run out of ammo then save, and if you keep running before the Counter Bomb appears then you move out of range and it never starts counting.
I like the general design of the areas so far. It's not the fanciest mod ever, but it's fun Keep at it!
So I decided to play the newest version and I really love how some of the puzzles are done, especially the Yoku Block puzzle!
Bugs found:
The only bug I could find is at the Colons' House, after doing the first quiz. The screen still acts like it's focusing on one of the invisible NPCs used in the Mini-game Area, while I'm not there. I suggest adding in an <FOM when going back to the main room of the Colons' House.
So I decided to play the newest version and I really love how some of the puzzles are done, especially the Yoku Block puzzle!
Bugs found:
The only bug I could find is at the Colons' House, after doing the first quiz. The screen still acts like it's focusing on one of the invisible NPCs used in the Mini-game Area, while I'm not there. I suggest adding in an <FOM when going back to the main room of the Colons' House.
-I like the star block puzzle in the first area but getting stuck in it really sucks. Maybe put in a reset near the chest that also removed the capsule piece?
-The event on the bed in the house of the guy you tell that you're the protagonist isn't properly truncated.
-None of the teleporters have flashing lights, even when they're active (the lights are their own entity).
-I really like the windy ravine area, it's got a neat trick that hasn't really been used before. A couple of things though: It's entirely possible to get stuck at the save in the middle if you run out of ammo then save, and if you keep running before the Counter Bomb appears then you move out of range and it never starts counting.
I like the general design of the areas so far. It's not the fanciest mod ever, but it's fun Keep at it!
Hey, so new version's out... I don't really know what to say about it, but that I've been having a lot of assembly problems... FACE pictures are missing the top 3 rows of pixels for some reason...
This is a great start to a mod! It’s got pretty good ideas. But I’ll give you a recommendation; consolidate all the people’s houses into one map, with a <MSG<TUR [Map name] instead of a <MNA. This saves maps, and there is only 128 maps in total that can be accessed in the memory. Using more than 128… Well, you’ll be writing into memory used by another game function. I’m not sure what that function is, and I cbbs finding it, but just so you know, beyond map 127, you’re bumping into the game engine’s other memory data.
EDIT: it appears that more than 0x80 maps will write into the player's flags! Probably not the best idea.
EDIT #2: I've created a working (hopefully) hack that allows you to have up to 256 maps in total: