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Post by Killix on Mar 20, 2009 15:32:01 GMT -5
Can you make faster versions of the song, put them in, and just have the music change to that when you get the coffee rush?
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Post by Gelquie on Mar 22, 2009 5:31:53 GMT -5
Funny bug... After the evilled Tess was soundly defeated and the possession rid of, never to return, the fair Lady Jade then proceeded to stand still in front of her friend, shiftily. In less fruity terms, I shot the final blow at Tess and the blue stuff happened, but as soon as it ended, nothing else happened. Patjade just stood there, doing the bored animations. I tried all sorts of buttons, but nothing came about. I ended up resetting the game. I'm not sure if the character position had anything to do with it, so I included a picture.
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Post by Strife on Mar 24, 2009 7:18:42 GMT -5
Can you make faster versions of the song, put them in, and just have the music change to that when you get the coffee rush? And I quote: I must admit, having the music play ultra-fast during a Coffee Rush sounds very amusing... *rubs hands together with glee* ^_^ GLQ, that is not a good bug. xD Added to the list. I think it's logical to assume that her position had something to do with it, so i'll start looking there.
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Post by Killix on Mar 24, 2009 20:17:28 GMT -5
Yeah, I know. I was trying to suggest a way to do it, not suggest the idea of doing it. XD
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Post by Strife on Mar 27, 2009 21:02:41 GMT -5
Yeah, I know. I was trying to suggest a way to do it, not suggest the idea of doing it. XD Ah, I see now! *slaps forehead* xD Yeah, that's a good way of doing it. ^_^
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Post by Draeroz on Apr 10, 2009 6:19:13 GMT -5
You know, when I was fully listening to this song, I've got one suggestion: You've GOTTA put it into this game!! Whether remixed or not, it sounds EPIC. But its only a suggestion and I suppose its only up to you. Oh and by the way, I found it from Patjade's website.
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Post by The Wanderer on Apr 12, 2009 21:15:43 GMT -5
I had a thought, when I played this...
Patjade and I seem to be running parallel of one another. Are we racing to see who can save the world first? And are we competing to see who can do it better? (ie, is the bow superior to the sword?)
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Post by Omni on Apr 30, 2009 21:30:39 GMT -5
Weird bug! This may be related to this new emulator I'm using (VMWare Fusion), but I probably should report it anyways. So I was in… one of the water levels, the one with the Aerispawn. I double-jumped - I think as I touched the ceiling. Suddenly, Wandy's sprite started acting weird, getting stuck in one frame of whatever animation it was supposed to be in, and sometimes flickering out. It fixed itself after awhile. Still, you might want to look into it. Also, while looking at vibrating rocks, something occurred to me that might be helpful. In the fifth GameMaker tutorial, it mentioned something that's supposed to prevent getting stuck in another object. It mentions checking whether the area just below the object (and I suppose in other directions for the player and monsters) is collision-free, rather than just letting the object fall until it hits something solid. It also mentions using a 'move to contact point' because, if you check for collisions as I mentioned, the object might end up hovering, which is sort of the opposite problem. So, if Multimedia Fusion has these options, you might want to give it a try. Speaking of GameMaker…
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Post by Strife on May 18, 2009 10:23:32 GMT -5
You know, when I was fully listening to this song, I've got one suggestion: You've GOTTA put it into this game!! Whether remixed or not, it sounds EPIC. But its only a suggestion and I suppose its only up to you. Oh and by the way, I found it from Patjade's website. If I do include this song, I would not directly use it, but rather try to draw inspiration from its arrangement into an original song. At the moment, all of the JP music is original. ^_^ I had a thought, when I played this... Patjade and I seem to be running parallel of one another. Are we racing to see who can save the world first? And are we competing to see who can do it better? (ie, is the bow superior to the sword?) Given the cartoony atmosphere of the game, i'd say that is a feasible possibility. xD Maybe it would start off as a competition, but they eventually work together to save the world. So I was in… one of the water levels, the one with the Aerispawn. I double-jumped - I think as I touched the ceiling. Suddenly, Wandy's sprite started acting weird, getting stuck in one frame of whatever animation it was supposed to be in, and sometimes flickering out. It fixed itself after awhile. Still, you might want to look into it. Also, while looking at vibrating rocks, something occurred to me that might be helpful. In the fifth GameMaker tutorial, it mentioned something that's supposed to prevent getting stuck in another object. It mentions checking whether the area just below the object (and I suppose in other directions for the player and monsters) is collision-free, rather than just letting the object fall until it hits something solid. It also mentions using a 'move to contact point' because, if you check for collisions as I mentioned, the object might end up hovering, which is sort of the opposite problem. So, if Multimedia Fusion has these options, you might want to give it a try. Speaking of GameMaker… As soon as i'm able to duplicate it on my PC, i'll take a look-see. ^^ As far as the rocks are concerned, the main issue with them is that I want to keep them condensed into a single object. The only way I can think of to apply your suggestion would be to add a separate (invisible) collision detector below each rock. While it would make life a heck of a lot easier, it would essentially double the amount of memory required for each rock. Perhaps if there was an effective way to make an internal collision detector... Yes, I haven't forgotten. ^^;
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Post by Frozen on May 20, 2009 2:41:46 GMT -5
I don't know if this has been reported yet, but I didn't see it on the bugs list.
If Wandy releases a fully charged attack right as he jumps on a satelite, halfway through the jump animation, he briefly turns into a yellow shiney and then as he lands (as Wandy), he'll sink into the ground.
And the game gets stuck there.
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Post by Strife on May 20, 2009 10:29:17 GMT -5
I don't know if this has been reported yet, but I didn't see it on the bugs list. If Wandy releases a fully charged attack right as he jumps on a satelite, halfway through the jump animation, he briefly turns into a yellow shiney and then as he lands (as Wandy), he'll sink into the ground. And the game gets stuck there. I've heard that bug before, except the part about him transforming into a yellow shiny. O.o That's very strange. Maybe i'll just have the end-of-level sequence time out automatically should he get stuck for any reason. xD
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Post by Frozen on May 21, 2009 1:17:18 GMT -5
Yeah, I tried it again on different levels, and it seems that in the levels after the NSQ boss fight, Wandy instead turns into the set of letters used on the Password screen. :E
And if Wandy jump dashes into a Satelite while releasing a fully charged attack on impact, he'll land with his eyes half closed while giving a thumbs up(?). It's sort of like a "I'm cool B)" expression.
This also causes the game to get stuck.
Patjade doesn't have this problem.
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Post by Strife on May 21, 2009 11:23:30 GMT -5
Yeah, I tried it again on different levels, and it seems that in the levels after the NSQ boss fight, Wandy instead turns into the set of letters used on the Password screen. :E And if Wandy jump dashes into a Satelite while releasing a fully charged attack on impact, he'll land with his eyes half closed while giving a thumbs up(?). It's sort of like a "I'm cool B)" expression. This also causes the game to get stuck. Patjade doesn't have this problem. Letters in the password screen? Those aren't even in the same animation set as Wandy's sprite. If my worries are correct, this is a glitch with the way MMF handles active graphics, and there wouldn't be anything I can do unless I try and avoid the situation entirely in the coding. *shakes fist at sprite!Wandy* xD
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Post by Frozen on May 26, 2009 8:10:07 GMT -5
My bad, I checked the pw screen and there were two different types there. Here's a screenshot EDITbump: I've found out that you can recreate the sink glitch in Agility Factory by standing on the edge of an elevator and while trying to make the elevator rise (it'll get stuck when Patjade/Wandy are under a ceiling). Yeah, while the elevator tries to go up (but cannot), hold jump. They'll sink into the elevator. Why I note Agility Factory though is because you can use this glitch to skip the entire level. While Patjade/Wandy are inside the elevator, you can navigate the elevator upwards, and then guide Patjade/Wandy through the top part of where the satelite is kept and through the blue, green, and red boxes blocking your path. You can't try to go through the walls directly, though. You kinda die if you try. :/ In Tundra Wasteland, I tried finishing the level by jump-dashing into the Satelite with Patjade. Nothing unusual happened, barring that after she finished her victory animation, she had a "Recoil after dashing into a wall-gasp" pose after she landed. Then at the Iceberg Lake screen, Patjade doesn't appear, and neither does the phrase that says "press any key to continue". I'm assuming it's because of her dashing into a wall while destroying the satelite. I haven't tested this with Wanderer with the sole reason being that I can't finish that level with him. >_>;;
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Post by Strife on May 27, 2009 20:54:42 GMT -5
Aha, thanks for the heads-up. ^_^ I'm led to believe that this bug with Patjade is caused by her animations/status not being reset after the level completes. I've tried to fix this already, but my methods haven't seemed to work so far.
There is one method I could try... Instead of having Patjade and Wandy be universal objects that exist throughout the game, I can make them local objects, meaning that they are split into multiple objects that only exist for the duration of the level. The result would mean that if I update their sprite sheet, I would have to go through every single level to apply the updates, but it would remedy the glitch.
What I COULD do, is only perform the localization right before i've released a new version of the game, so that they stay global while i'm working on it for convenience purposes. ^_^
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