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Tall Karen
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Collisions

Hi Dpful,

We have reproduced the bug and we are working on a fix. I hope it will be ready soon, but I’m glad you have a workaround in the meantime.

Thanks, Karen

Dpful
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Hi John/Karen, I've got a

Hi John/Karen,
I've got a slight problem- frustrating, because I believe it's literally the last click to finish my game and it's a bug between the editor and the standalone, could you please take a look at it??????

Karen, I'll email a copy of the project file right now if it helps- I'm using the feature test branch.

so the problem is:
on the level called "CHOOSE MODE", it's set up to quickly let the player choose a few game modes by shooting some icons:
-top mode (called college level sight reading), shoot the NPC to get a 9999 point boost.
-middle mode (called 8th grade sight reading), shoot the NPC to activate a powerup that gives the player 7 extra lives
-bottom mode (invisible sprite), shoot for 10 seconds or so to activate a powerup that gives the player 27 extra lives

Anyways, it works PERFECTLY in the editor, and all three do what they're supposed to do.
But in the standalone:
- top mode gives 9999 points, but activates the sound effect "Lightning", which is nowhere in the level
- middle mode innexplicably activates the "Catch, Lightning!" sound effect also, but the 7 extra lives powerup does NOT work
- bottom mode (to hit this one, you have to hold down + shoot throughout the level), the "Lightning" sound effect unexpectedly goes off again, and the 27 extra lives powerup DOES work.

So anyways, it's all over the place-- just in the standalone version.

Also, I'm assuming it's related to the problems with the "actions" menu for those npc's. That menu seems to have these gliches:
-when you choose the "destroyed" from the sub menu, it doesn't show on the proper menu until AFTER you choose the powerup you want.
-when you try and choose "activate", there's some garbage beneath (a few symbols or letters), and no trash can (so I'm scared I might have messed up some code by testing multiple things there, etc.)
-the "deactivate" button is missing entirely.
-------I assume my troubles stem from these menu probs, as I've double checked and trouble-shot the level quite a bit, and it seems to just be the destroying of those 3 NPC's that's the problem.

Anyways, just for full context, what I'm accomplished (and what is working fantastic in the editor, even though the menu doesn't show it all clearly) is, when you destroy the 2nd NPC (called 8th grade reading level), it will activate the 7 lives powerup (---actually called "10 lives" in the power-up menu) on "other" (the player), and also activate the NPC called "stopper drone" (which is the 2nd little guy at the top of the screen that moves to the right over the line of triggers and finishes up the level by activating entities that provide the closing special effects.)

Thank you if you have time to help me out!!!

On a side note- one other instability is I've discovered rare garbage, like "#j:" or something like that in some of the NPC behavior definitions, in either the "accelerate" or "brake" parameters. --But I don't know how long they've been there, whether from last year or recent. Anyways, I noticed them, changed them to proper numbers, and they havn't changed back. --actually, perhaps from the most recent build, as I think I noticed some movement differences in some of the npc's (that might not be true). --and I've no idea what process put it there, just reporting that I found it.

Dpful
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I worked on it again last

I worked on it again last night-- the menu problems with "destroyed" we're only after I had copied another entity to make the new. -I remade the entities from scratch and the menus were complete.

Also, I think it's just the middle npc that erroneously activates the "lightning" sound effect plus doesn't apply the "10 lives" power up (the problems are in the standalone only, it functions normal in the editor).

The remaining powerup npcs were rigged to explode when one was chosen, so I kept hearing the sound effect and thought they were all having problems, but it's just that one I think.

So much for my thorough testing, ha ha (I did test it for many hours before I posted)

Tall John
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Standalone Build

Hi Dpful,

Thank you for letting us know about these problems and for updating us with your new findings.

There are a small number of differences between the editor and the standalone build at the moment. They share the same code and so theoretically they should be identical but we all know the difference between theory and practise. :D I will get these problems sorted as soon as possible.

There should be a new build within the next few days that addresses your other issues too. The two which spring to mind are the 'activate when on screen' problem and the particle slowdown/crash.

Thanks again,
John

Dpful
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Thank you John!!

Thank you John!!

Dpful
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Hi John, One new problem has

Hi John,
One new problem has arisen-
I'm just trying some more work-around's while waiting for the update (and failing), and, in the standalone only, some of the bullet definitions or weapon definitions have been switched out (a lot of enemies shooting the wrong bullets).

I thought It might just be an instability in the program, or a random corruption (I'm still using the feature test branch)- so I thought of backtracking a little ways to see if it'd revert back to normal.
But since the game is still working just beautifully in the editor (in the editor, the game is actually finished, if you can believe it), I thought I'd ask for advice before I wasted any time. Do you think the update will get the editor and the stand alone to match now? Or should I back up and try hash out the bullet problem (I just thought I'd ask, -In case there's something about the file system or how it handles this-and-that that I don't know about. --It's possible that it's not a brand new problem, arising at the same time as my other problems, but I believe that it just started).

Anyways, I'm:
1. waiting patiently, no rush, (and thanks you for all your work!).
2. reporting, in case the bullet switching lends an insight to any probs.

Thanks!!!

Tall John
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Bullets

Hi Dpful,

Thank you for your patience. We really appreciate it.

We're going to move the latest update into the feature-test branch now. Please back-up your work as you can't go back to a previous version once you have saved.

I hope this version will fix some of the issues you have been experiencing. If not then I will jump onto any problems now - just let me know.

This new build has taken us away from some of the bug fixing. People have been waiting for a long time for fixes we've made and so we need to get this version out there. This has meant that your particle fix isn't in this build but will be available within the next few days.

The new version will transform your front-end pages and HUD into proportional co-ordinates. It has to guess what resolution you designed your HUD and Front-End for (which is why we need to switch to proportional co-ordinates) and so you may find you need to make some adjustments. This is a once only occurrence but we apologise for any inconvenience.

Thanks,
John

Dpful
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Thanks so much John! And yes,

Thanks so much John!
And yes, I'm patient. I'm just so grateful for any work on the kit.
When all these features are in play, the kit is going to be amazing! I was playing with the camera shake a little bit.

-- No problem about the particle collisions, I think I'll actually stick with my solution of the invisible bullet following my particle effects, My intuition tells me it might have a little more inherent stability and speed (I don't really know anything of course, ha ha. But I like how the game is working now)

-- The new build has one problem that has provided a dead end for testing: my triggers won't activate- so I can't get the npc called "trigger drone" to activate the triggers as it passes them (to populate the levels by activating the bad guys).

-- One other detail, the particle called "test smart bomb" (the explosion for the super bomb) has stopped working. It plays the first few keyframes and then it dissapears.

Thank you again, John!
lmk if there's any fixes or insights.

Tall John
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Bullets

Hi Dpful,

The particle collisions should be working now. I did manage to squeeze that fix into the 2.0.14 build.

I'm sorry to hear about the Triggers. That's a serious issue and I'd like to get that resolved as soon as possible. I've made a couple of speculative code changes and so if the problem continues then please let me know.

I will look into your "test smart bomb". Is there an easy way to test this?

Thanks,
John

Dpful
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Hi John, I read the updates

Hi John, I read the updates on the latest 2.0.14 and it looks amazing.

1. The test smart bomb has been working-- I loaded it up and it worked, then I activated an enemy (I'm still having the trigger problem, so enemies won't activate), and the bomb didn't show, restarted the kit, the bomb shows again, enemies activated, bomb still shows. --it's just consistently displaying now, it's as if it took a couple of tried to catch up with itself. If you wanted to double check, I'm using the same project I emailed to Karen last.

2. I've still got no trigger registering across the board. I've experimented a little bit with different collision types, sizes, what the triggers are set to respond to (npc, any, etc). But I've had no luck, so the game is kaput for the moment. -----I don't believe I've been able to do any work since, but If you see it's working on the project I emailed, and I've got something else, please lmk so I can square up.
---and if you make any progress on that, please lmk where to try it out (on the feature test branch or non-beta or whatever)

3. I hate to say it, but I've actually got an important showing of the game coming up this friday, and (unless you're able to get 2.0.14.23 caught up with me), would it be possible to let me have another moment of access to version 2.0.14.9??? I hit my dead end (with the 10 life powerup) and my crash (with the changed bullets) just RIGHT before a couple tweaks that otherwise finished the game, and if I could make them again (on 2.0.14.9, which was running very stable besides), it would be ready for the show.
---just trying again now, I thought .9 would be on beta previous, but last time I checked, it wasn't. And just now, all the beta's are giving me .23 . I'm going to restart my computer in case it's a steam prob. But please lmk if I can either use 2.0.14.9 for a minute, or if you can help me hash out my collisons for friday. ----and besides that, I can't wait to start using .23!

Tall John
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Beta 9 and Triggers

Hi Dpful,

I'm sorry to hear you are still experiencing problems with triggers. I will test this on the version of the project you sent to Karen. I'm very keen to get this fixed.

The Beta Previous branch is now set to 2.0.14 Build 9. I hope this is useful for you.

I realise Friday is important for you and we will do all we can to get your game up and running as soon as possible.

Thanks,
John

Dpful
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Thank you John! That will

Thank you John!
That will TOTALLY hold me over for now! Lmk if any progress on the triggers.
Thank you again!

Dpful
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Hi John, two problems to

Hi John, two problems to report-
---I can't get bullets to animate, it seems like an animated bullet will run through it's frames once, then hold still (the loop setting isn't working for me). Just for bullets.

---I'm trying to update my game for the new build--- rather than slowing down when it gets bogged, it seems to be skipping frames (which I think it mentions in the version notes, and which I personally prefer), but I think it's also skipping collisions for me. So when the game gets very busy, it starts dropping collision detection (which makes it busier ha ha). Is there a setting that addresses that?

---third problem-- I'm still having problems with some weapons shooting proper bullets in the editor, but different bullets in the standalone. If you need to check it, on my project, on "bar x" level, the big tank at the end, called "intro boss 2 1" does this.
---tiny bug-- After your latest patch, all my triggers are working, but when I loaded it up, a small percentage of the triggers had their "enabled" boxes unticked for some reason.
Thanks!
---Also, I can't get the camera shake to work. I'm setting it to different effects, like "destroyed" or "alive", and I'm getting nothing.
-------if it's related, I also am having this problem: if I set an npc to "activate when on camera", then I can't get it to disappear when it's destroyed ("remove from scene when killed" stops working). I'll email Karen my project in case you need it to test anything. An I'll report if I come across anything.
Thanks!