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Author Topic: My own personal homegrown issues list  (Read 579 times)
Delmion
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« on: September 13, 2009, 12:18:50 PM »

Okay, I've reported a bunch of bugs and aesthetic concerns in the past.  A number have been fixed (yay, the kissing parlor keeper uses the correct pronoun as you change outfits!), a number haven't.  I have now gone through all my old posts on the TIGSource forum thread and found the concerns that are still valid.  Here they are:

The Kapala continues to give you bonuses after your own death.  (Yes, plenty of people have reported this, but I'm just being thorough.)

There is no animation on destroyed rock in the Tutorial, and no gold comes out when it should.

When you drop a flare or box of flares in lava, their sinking animation ends with a splash animation and sound effect.  Nothing else gets that special (and odd-sounding) treatment.

If you draw back a bow, then switch to bombs, the drawn-back arrow remains visible stuck to your side.  When you go back to the bow, you can even drop the bow while the arrow remains stuck to your side.  Also, after drawing it in the first place, if an enemy throws you and causes you to drop your bow, then the arrow remains.

I have no idea if this has been fixed, but it used to be possible that the golden statue in the City of Gold could be written over part of the "prayers to Kali" pit, ruining the pit's function.  Also, as many people have complained, the Sceptre-mummy used to be able to appear inside the pit, and I really hope it can't anymore.

There is no graphic in the upper left corner (where it shows what is in your hands) when you are holding the ball and chain.

There are no animations on the flare and teleporter items when walking between stages.

When you throw a damsel's corpse into a web, she suddenly gets a "dazed" star over her head as though she were alive.  It doesn't occur when she is dropped while YOU are in the web.  (This is true for both damsel outfits.)

If a damsel is running across flat ground and then goes into the surface of lava, without having any distance to fall, she continues to run across the surface.  She sinks a little and vanishes anyway, looking weird the whole while.

The music on the title screen just ends without looping if you sit there.

There is no animation for the Tunnel Man being eaten by a man-eating plant.

. . . A few things about the dice game:

The wall hiding the prize at the new dice game seems to stay cave-style, instead of updating with the overall region (lush, ice, temple).  In fact, its appearance in general could use some work, as it looks rather hacked together instead of a natural part of the shop building.

It is now more obvious which dice you should roll, yes; but when you roll the wrong one, can't the shopkeeper call you a cheater instead of a thief?  It would help.

. . . A few things about the kissing parlor:

I haven't been able to check, but are the prices on the kissing parlor still so high?  I had noticed that them and the Ankh were the only things to not lower in price when all others changed, and I was wondering if the exceptions really belonged.

I haven't been able to check, but what happens if you use the machete on a damsel in a kissing parlor?  Most recently, it had been that blood flowed but the shopkeeper didn't come after you.  If you switched to a whip, sure enough he came after you.

. . . A few things about text:

The use of "I" and "you" is still quite varied.  "I" narrate how "I hate snakes" and "I hear rushing water," but then I am told "You got the spectacles" and "She seems pleased with you."

Using the Sceptre to open the gold door has no text pop up.  Didn't there used to be something?  I lost track of it all, but I think other bits of text are completely gone, too.

. . . A few things about the end of the game:

I see that the tile below the exit door at the end of the game will, indeed, be there even if you blow it up during the fight.  But why should you be able to blow it up during the fight at all?  Can't it be solid?

When you go through the final door in the game, your character is shown as carrying whatever you brought INTO the final level in the ending animation.  As in, when I enter with a rock and then toss the rock in the lava while fighting, I'm still carrying a rock in the animation.

On the game victory screen, the appearance of your equipment in the animation is incorrect.  With a jetpack and bow, the jetpack was perpetually to the left of my character whether I was facing left or right, and the bow went through its stretching and firing animation while I was flopped on the ground.  I don't know if that "firing" bit got changed in this most recent version, but the direction of facing thing is still off.

. . . A few things about death:

Did you deliberately add a new death animation, where your character vibrates in place over and over again and never stops?  It doesn't seem quite right, and when it happens after a spike death it is particularly horrifying as the blood keeps flowing.

When you die underwater, your corpse keeps breathing bubbles forever.

--Delmion
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