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ROTDS beta testing
07-25-2014, 11:44 PM
@Bahamut Zero
Hopefully you read this before Zebes Isle, but if you are going to make a Save State, I recommend making it during the boss's dying animation and leaving it there. If you make it later, the co-ordinates of the airship/party might be set in the cutscene, and the new ROM won't fix it after the co-ordinates have been set already. You would need to beat the dungeon again.
The palette issues for certain characters are near impossible to deal with, unfortunately.
In the Sarlac pit, did you have Aurora at the front of the party there by any chance? IIRC, Terra could cause extra bugs in that room because she could walk a space after the ceiling starts crashing down. You can also use that to walk past the exits and out of bounds. If that's not it, then never mind, but it could be.
@Nattak
Teleport is probably impossible in Tyranno because otherwise you could Teleport out without having to fight Azala. There may be other reasons if you've created them, but otherwise that's it. Just make sure the top two rooms aren't Teleportable and you should be good to go. That's great to make the dungeon less tedious.
Always glad to help with the testing! Actually, my co-op job involves testing things, and I actually mentioned testing this game during the interview, so it's helped me out too.
PS: Why does the spell-checker ding "mages" and "teleport"? I swear those are both words.
Hopefully you read this before Zebes Isle, but if you are going to make a Save State, I recommend making it during the boss's dying animation and leaving it there. If you make it later, the co-ordinates of the airship/party might be set in the cutscene, and the new ROM won't fix it after the co-ordinates have been set already. You would need to beat the dungeon again.
The palette issues for certain characters are near impossible to deal with, unfortunately.
In the Sarlac pit, did you have Aurora at the front of the party there by any chance? IIRC, Terra could cause extra bugs in that room because she could walk a space after the ceiling starts crashing down. You can also use that to walk past the exits and out of bounds. If that's not it, then never mind, but it could be.
@Nattak
Teleport is probably impossible in Tyranno because otherwise you could Teleport out without having to fight Azala. There may be other reasons if you've created them, but otherwise that's it. Just make sure the top two rooms aren't Teleportable and you should be good to go. That's great to make the dungeon less tedious.
Always glad to help with the testing! Actually, my co-op job involves testing things, and I actually mentioned testing this game during the interview, so it's helped me out too.
PS: Why does the spell-checker ding "mages" and "teleport"? I swear those are both words.
Moogles FTW
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