[Release Watch] Hal Jordan, Day 9

Tuesday, March 22, 2011

So like I said yesterday, I was able to take the netbook on my carpool to work this morning, since my wife wasn't going to be using it. Unsurprisingly, with 2-1/2 hours driving time travelling to work and back again, I got quite a bit done on Blackest Night Hal Jordan! In reviewing his status, I found a couple of things I'd forgotten to put on the "to be finished" list, so the number of beta issues is higher today, but I was also able to knock out quite a few things from the list, getting it down to brass tacks:

  • added push-back on crouch light kick (to prevent infinite in corner)
  • tweaked push-back on all other standing/crouching basic attacks
  • fixed: Soldier of Oa sometimes can jump too far off the screen
  • wontfix: Ion Force hyper can be spammed at least three times (it doesn't hit enemies when they're down, so spamming doesn't really matter that much in this case)
  • implement lantern power-saving bonus [Orange Lantern mode] (his moves use a lot less power than the other modes, but he can't recharge until the next round)

Tonight's updated bug tally:
Beta issues resolved: 68 of 71
Bugs remaining: 3!

Just a couple of things left! :)

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3 bug a corregir!!!!, vamos buyog que ya casi sale esta obra maestra, dale con toda la fuerza y poder que si se puede dar este estreno.
release release release this great work, 3 bugs, im expected
Won't be long now... :)
woot woot can't wait!
Including Green and Black how many Corps (colors) are included; 6 or 7?

I have a strong feeling a certain possibly omitted color would make an interesting candidate for release the first of next month.
There will be the standard Green Lantern mode for palettes 1 through 6, and 6 custom modes for palettes 7 through 12. See this post for the details: http://buyogslair.blogspot.com/2010/08/balancing-hal.html

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