Game
Rock Beyond Time
4 years ago

Found any bugs yet?


Hi. I've been fixing up Rock Beyond Time and polishing it up before I release another build on the 16th. In order for me to find the bugs, I have to play it, and try out everything. So, here's some interesting bugs that the Early Access build has:

  1. If Myles holds an Ice Cube, and Susan un-summons it, Susan will slide downwards. This is an oversight from not including a "with", to indicate that one of the special effects objects goes downward.

  2. Myles' bubbles don't slow down. They did in earlier builds, but it was lost when I was trying to recode it. This is why I made so many backups.

  3. The flour can overwrite a thank-you note. Just an oversight.

  4. Hiro can animate weirdly when music is playing in the barn. Another oversight.

Have you found any bugs yet? I'm fixing them up as I go along, as well as adding all the necessary polish before I feel comfortable releasing it. You know, realigning text, putting in musical cues, taking care of the little bugs, adding better controller support, and so on.

Also, do you think this game should be harder? I feel the enemies' Defense stats are right, but maybe the Attack stats aren't. Balance is a tricky thing.



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...another fine mess you got yourself into.

I'd better stop sharing these cutscene moments. I'm almost there.

I'm pretty sure I got the save feature working, though I don't know if three save files is acceptable.

Then again, the save features are for Casual Play only. Arcade and Caravan Modes don't let you save your game, for hopefully obvious reasons.

I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.

Don't worry, it'll be out by tomorrow night.

A rather interesting thing I forgot about...

Back in the old days, you could just flash between these two frames to make dynamic lighting, to show something's flashing in front of her.

I'm just gonna use the other frame to indicate the lights are on. No flashing required.

He's coming back. ...but just this once.

Do you know how hard it is to get THIS shot?

Like I said, I'm making level thumbnails for the Level Select screen. Also, this gives you a good idea how big the max health bar is.

I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.

Also, yes, I NEED to put on that "Pro" flag everywhere.

I hope you appreciate what I go through for pointless details like this.

I don't plan on going this crazy too much, though.

"Sir, is the Super Scaler effect really necessary for a cutscene like this?"

"I coded it, didn't I?"