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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Jul 28, 2008 7:19 am Post subject: |
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Since the voting is over I guess it is safe for me to comment on a few I had problems with.
Visio: Escape from MaskMaker’s Tower by Twinconclusive
I ran into this: '' . bug_title('658') . '' although now I really have no idea if it is an engine bug or a script bug.
The Goblin Prince by Chill-e
I saw no NPCs, no treasure chests, and no enemies anywhere -- i just want to double-check that this was because it was just not finished, and not because of an engine bug.
Timestream Saga – Arcadia Incident Report by Fenrir-Lunaris
After I finished the second level (sewer with green toxic waste) I was taken back to the briefing room, and the "omni" cutscene was repeated, and then there I was at the beginning of level 2 again. Is this a known script bug, or could I be seeing an engine bug?
Bad Fellows: Knife Edition by Gizmog and Shizuma
This game would freeze up in the introduction after several text boxes had gone by. Did not seem to freeze in the same place each time, but I was never able to get past the intro. Did anybody else see this?
All of the other games worked for me, although I didn't have time to finish any of them :( |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Mon Jul 28, 2008 7:52 am Post subject: |
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Oh, that first battle in the initial prison cell shouldn't even happen.
I was using that guard as a test for the battle script, but forgot to remove it from the release. (I also happened to notice that I forgot to fix a lot of things :p)
Oh weird, I got this bug after the second time I fought the guy.
Are you also getting sent to this spot after the battle?
I'll try to see if I didn't accidentally reuse one of the global variables that determine where to send the hero after battles. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Jul 28, 2008 8:41 am Post subject: |
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TwinHamster wrote: |
Oh weird, I got this bug after the second time I fought the guy.
Are you also getting sent to this spot after the battle?
I'll try to see if I didn't accidentally reuse one of the global variables that determine where to send the hero after battles. |
That is exactly the spot I get sent to. It happens to be about 30% of the times that I fight him.
I also notice that after the first time you fight the battle, and additional battles start with crazy numbers for HP, MP, and enemy HP, but they become normal after the first hit? Could that be another bad global re-use? |
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Blue Pixel SPY SAPPIN MAH FISH SANDWICH

Joined: 22 Apr 2005 Posts: 621
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Posted: Mon Jul 28, 2008 8:41 am Post subject: |
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so no one even bothered to play or enjoy my game? *sigh* oh well, it wasnt that good anyways, probably didnt have enought dialouge. _________________
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Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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Blue Pixel SPY SAPPIN MAH FISH SANDWICH

Joined: 22 Apr 2005 Posts: 621
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Posted: Mon Jul 28, 2008 8:44 am Post subject: |
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any critique on mine? id like to know areas to improve on and if i did anything good. _________________
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Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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Blue Pixel SPY SAPPIN MAH FISH SANDWICH

Joined: 22 Apr 2005 Posts: 621
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Posted: Mon Jul 28, 2008 8:49 am Post subject: |
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okay thanks im planning on uploading a better demo, just as long, but with more going on adventually. _________________
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Mon Jul 28, 2008 1:17 pm Post subject: |
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James Paige wrote: |
Bad Fellows: Knife Edition by Gizmog and Shizuma
This game would freeze up in the introduction after several text boxes had gone by. Did not seem to freeze in the same place each time, but I was never able to get past the intro. Did anybody else see this? |
Strangely enough, I figured out how to escape this doom.
Try the Space bar and Shift keys at the same time.
Further along in the game, there will be other text boxes that freeze. The same thing works with them too.
Other than that bug, the game is also incredibly unbalanced. The enemies seem to kill my team mates before they attack me, and my team mates all die before I get very far. Also, I tried changing the order. Doesn't work, friends. _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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Gizmog1 Don't Lurk In The Bushes!

Joined: 05 Mar 2003 Posts: 2257 Location: Lurking In The Bushes!
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Posted: Mon Jul 28, 2008 4:43 pm Post subject: |
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Actually, just shift should work. I originally had problems with using the enter key to advance the textbox, because it'd trigger the same text, so I used shift. I eventually fixed that, but forgot to change parts of the code (Namely, the part that checks for an asterix to end the line without processing some 150 space characters) to reflect the new, anything goes keypresses. Now that the voting's over, I'll upload a fixed version. Until then, if you have any problems advancing the textbox, use (right) shift. |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Mon Jul 28, 2008 5:30 pm Post subject: |
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Ah. That explains why shift helped.
I really wish I could have progressed to the end of that game. I believe I got to formation 4 or something, the one with the two green guys, the two purple guys and that uber powerful guy. They kicked the crap out of me, because I only had one person alive in the party. Can't I resurrect party members? _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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Gizmog1 Don't Lurk In The Bushes!

Joined: 05 Mar 2003 Posts: 2257 Location: Lurking In The Bushes!
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Posted: Mon Jul 28, 2008 5:41 pm Post subject: |
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We didn't have time to balance the battles at all. The only good news is you should be able to run away. We pretty much dropped the ball there, and were just kind of showing what things could be like. I should't say too much, but we should have more time for the final release.
http://www.castleparadox.com/gamelist-display.php?game=915
This should fix the problems people've had with the text. Still got those blank crates on the last map, still have hour long battles.
Last edited by Gizmog1 on Mon Jul 28, 2008 5:54 pm; edited 1 time in total |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Mon Jul 28, 2008 5:51 pm Post subject: |
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Damn. To think I could have ran. I thought I tried running, but now I can't remember...
The concept is sound, so keep up the good work.  _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Jul 29, 2008 2:28 am Post subject: |
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TwinHamster wrote: | I'll try to see if I didn't accidentally reuse one of the global variables that determine where to send the hero after battles. |
Well, I found your bug. The script heromelee calls teleporttomap in two different places to return to the starting map, one has the wrong arguments. Here's the script debugger script position strings:
Code: | heromelee: if() then:11/11 if() then:5/8 teleporttomap(global28,global26,global27)
heromelee: if() else:2/2 if() then:13/13 if() then:5/8 teleporttomap(global26,global27,global28)
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_________________ "It is so great it is insanely great." |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Fri Aug 01, 2008 9:48 am Post subject: |
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The Mad Cacti wrote: | TwinHamster wrote: | I'll try to see if I didn't accidentally reuse one of the global variables that determine where to send the hero after battles. |
Well, I found your bug. The script heromelee calls teleporttomap in two different places to return to the starting map, one has the wrong arguments. Here's the script debugger script position strings:
Code: | heromelee: if() then:11/11 if() then:5/8 teleporttomap(global28,global26,global27)
heromelee: if() else:2/2 if() then:13/13 if() then:5/8 teleporttomap(global26,global27,global28)
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Ooh, thanks a bunch.
I've fixed it up and it should be better now. |
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