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 Post subject: Re: Bug/Glitch reports
PostPosted: Tue Oct 25, 2011 7:05 pm 
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Not sure if this is a bug or not
Image
Not sure what happens here though


Also this
http://www.youtube.com/watch?v=PYfcIBBi8YA
(im sorry for the quality)

Basically I was holding a shell and then read a sign

EDIT:
http://www.youtube.com/watch?v=2-bEXojPviU
Not sure what happened, but until I died I got this error as well:


ERROR in
action number 1
of Begin Step Event
for object objAnvil:

In script mplat_passengers_push:
Error in code at line 32:
if (propType == PLAYER)

at position 18: Unknown variable propType

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 Post subject: Re: Bug/Glitch reports
PostPosted: Tue Oct 25, 2011 11:59 pm 
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Yeah, I don't think the Anvil was ready for full use. The only reason I added it was because it was the only thing that would fall straight and potentially take the player with it.

As for the block issue, thats was my mistake. I was trying to resolve an issue a player had where they had trouble getting out of the hole left over after the shell destroys the blocks, but I didn't have time to test it.


EDIT- Fixed the problem at mushroom gorge. The rest I think is more in Guinea's department.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Wed Oct 26, 2011 4:40 am 
Real horses don't run into trees
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Thank you for the report, Snake!
The videos are very helpful.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Wed Oct 26, 2011 6:45 pm 
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These 2 typos have not been corrected:
Attachment:
File comment: The word in red should be "sweetheart", instead of "sweatheart".
201110231022400.77.png
201110231022400.77.png [ 10.92 KiB | Viewed 68727 times ]
Attachment:
File comment: Bad Grammar: It should be "she is not to be undersetimated", not "she is not to underestimate".
201110231026390.96.png
201110231026390.96.png [ 10.72 KiB | Viewed 68727 times ]

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 [at]
 Post subject: Re: Bug/Glitch reports
PostPosted: Thu Oct 27, 2011 5:09 am 
Real horses don't run into trees
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The word in red should be "sweetheart", instead of "sweatheart".

Haha. What if it was on purpose :P
But no, it's not. So it needs to be fixed.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Sun Oct 30, 2011 1:13 pm 
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I think this is a glitch:

Image

Not sure why/how it happened exactly, but I was holding a shell and it started vibrating then I think I bumped something and when he popped out of his shell I could carry him and walk around unscathed while he was out of his shell.

 
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 Post subject: Re: Bug/Glitch reports
PostPosted: Sun Oct 30, 2011 3:42 pm 
Real horses don't run into trees
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I think this is a glitch:

Image

Not sure why/how it happened exactly, but I was holding a shell and it started vibrating then I think I bumped something and when he popped out of his shell I could carry him and walk around unscathed while he was out of his shell.

Hm that's weird. It's probably quite hard to reproduce so I'm not sure if I will ever find the reason for this.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Fri Nov 04, 2011 9:12 am 
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:laugh:
Wiiboy4ever wrote:
I think this is a glitch:

Image

Not sure why/how it happened exactly, but I was holding a shell and it started vibrating then I think I bumped something and when he popped out of his shell I could carry him and walk around unscathed while he was out of his shell.

lol what a funny glitch!:laugh:

 
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 Post subject: Re: Bug/Glitch reports
PostPosted: Fri Nov 04, 2011 3:16 pm 
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Maybe you should change that to hurting the player. And while player is hurt, he release the item that is currently holding. Just my suggestion to fix that. ;)

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 Post subject: Re: Bug/Glitch reports
PostPosted: Fri Nov 04, 2011 5:43 pm 
Real horses don't run into trees
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supernova wrote:
Maybe you should change that to hurting the player. And while player is hurt, he release the item that is currently holding. Just my suggestion to fix that. ;)
You don't say! :shifty:

Anyway this is already happening. There is probably some sort of "race condition" or something that provokes this, as I imagine this is very hard to reproduce. If somebody actually knows a surefire way to reproduce this glitch, tell me how it's done, then I can fix it.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Thu Nov 10, 2011 10:16 pm 
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Guinea wrote:
supernova wrote:
Maybe you should change that to hurting the player. And while player is hurt, he release the item that is currently holding. Just my suggestion to fix that. ;)
You don't say! :shifty:

Anyway this is already happening. There is probably some sort of "race condition" or something that provokes this, as I imagine this is very hard to reproduce. If somebody actually knows a surefire way to reproduce this glitch, tell me how it's done, then I can fix it.


Oh, it wasn't that hard.
Image

Grabbed the shyguy, dropped it (due to being smashed by an anvil), picked it up, and this happened.

That reminds me, the anvils seem to give errors when they touch the player now, and they don't hurt you. Also, for effect, I'm thinking we should have a flattened pose for the characters or have it send the player in another direction so they can't get stuck under it.


EDIT- Okay so from what I can tell, it's not registering when it can pick up enemies (flipped out upright) once it's been picked up. It hurts you initially, and then it seems to register as being flipped or something.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Fri Nov 11, 2011 5:07 am 
Real horses don't run into trees
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^ Ok, I'll look into that... I wonder what went wrong here.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Sat Nov 12, 2011 4:55 pm 
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Not sure if you already fixed this or were planning on fixing it, but I'm currently stuck in a Syrup sweeper attack loop. I think I'm about about 12 or something.


EDIT- Oh hey, you added running jump boosts. Neat, I was running, jumped and had no clue why I was suddenly flying over a higher wall (not in a way that sent me somewhere I shouldn't have been).

EDITx2- Might want to reduce the jump from water. I think 4 blocks high is a bit too much, but maybe thats just me.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Sat Nov 12, 2011 5:26 pm 
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Chaoxys wrote:
Not sure if you already fixed this or were planning on fixing it, but I'm currently stuck in a Syrup sweeper attack loop. I think I'm about about 12 or something.

It is fixed in the demo version. The reason why this "fix" is not yet in the real engine is because it's a terrible hack. Similarly with the anvils.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Sat Nov 12, 2011 5:33 pm 
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Ooooooh, okay, good to know.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Tue Nov 15, 2011 8:13 pm 
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If you die and restart from the beginning with zero lives it starts to increment up from 0. When you save and reload it appears to have overflown, so you end up with around 250 some.

This isn't technically a bug, but the jump height changes make it possible for luigi to superjump to the pipe during the conductor battle.

 
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 Post subject: Re: Bug/Glitch reports
PostPosted: Wed Nov 16, 2011 6:02 am 
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null wrote:
If you die and restart from the beginning with zero lives it starts to increment up from 0. When you save and reload it appears to have overflown, so you end up with around 250 some.

This isn't technically a bug, but the jump height changes make it possible for luigi to superjump to the pipe during the conductor battle.

Thanks, still need to balance the new jump physics a little.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Fri Dec 23, 2011 12:20 am 
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I got an error code when I got no photos:
ERROR in
action number 1
of Draw Event
for object objDSiAppPhotos:

Error in code at line 21:
if (vBigPhoto != "") {

at position 19: Cannot compare arguments.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Fri Dec 23, 2011 4:51 am 
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supernova wrote:
I got an error code when I got no photos:
ERROR in
action number 1
of Draw Event
for object objDSiAppPhotos:

Error in code at line 21:
if (vBigPhoto != "") {

at position 19: Cannot compare arguments.

Interesting, I'll look into that.

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 Post subject: Re: Bug/Glitch reports
PostPosted: Thu Jan 05, 2012 3:22 am 
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Image
I swear it worked earlier then suddenly this happened. I didn't touch anything.

At least nothing that I'd think would mess up the OW.

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