Hi!
To help out with development, it's always good to report any bugs found.
To keep things productive, I'd like to suggest a format:
(Title)
(Date Found)(Build found)
(OS)(CPU)(Memory)
(Description)
(Steps)
(Screenshot/Video)
(Severity)
--- please make severity numeric (if you feel like adding it :) )
--- 1 = my game just shutdown / locked up
--- 2 = a feature (ex: jumping) stopped working, or is acting goofy
--- 3 = this just looks odd / typo
--- 4 = request
And if there are other factors that you think could help, please feel free to suggest / implement using them!
(Title) Sword of fortune responds to user input
(Date Found) 12/12/2012 (Build found) 0.2.2
(OS) Windows 7 64bit (CPU)AMD 2.30 GHz DC (Memory) 2.00 GB
(Description)
Whenever the yellow sword of fortune item is on the screen it seems to respond and move with the user.
(Steps)
1) Install 0.2.2 over the 0.2.1 install (did not uninstall)
2) Open the editor
3) Load the animation tutorial map posted by zep (found https://www.lexaloffle.com/bbs/?tid=1297 )
4) move around and observe the sword of fortune box (yellow box)
(Screenshot/Video) -- N/A
(Severity) 2
yep, noticed it too, coolest bug ever!
also, if you create any item/monster in the editor overlapping with the character starting position, when you move the character the item or the monster will move accordingly.
Try that with a bullet hell elephant, and you'll be sorry when this will be fixed :D
Drat, I left some debugging keys in. ASDW are currently hard-coded to control the first monster/pickup in the list. It's hilarious for a few second, but then annoying. On the plus side, you can turn off ASDW keys for the player and then play 2-player combat using a monster.
I'm planning a bug-fixing update next week, so enjoy it while you can (:
Hello. The excellent "planet of mystery" levels stopped working : the player doesn't teleport from the title screen to the ship (it is stuck on the top left corner. Which is a new behaviour with 2.2)
I don't know if this is a bug or intended behavior, but you can do damage to a character that hasn't fully 'formed' yet. This seems a bit like unintended behavior. You can recreate this in the SAM ARENA level since the monsters have specific spawn states. The red grunt that shoots the big shots normally takes something like 10 shots to kill or so, but you can shoot the spot he spawns at well before he spawns and he'll instantly die the moment he is actually dangerous. Again, not sure if this is intended behavior and I havent tried to recreate this behavior myself in different situations with the editor, just bringing it up that it's possible to damage unspawned enemies.
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