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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Jul 28, 2008 7:19 am    Post subject: Reply with quote

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

PostPosted: Mon Jul 28, 2008 7:52 am    Post subject: Reply with quote

Quote:
When playing "Escape From MaskMaker's Tower" by Twinconclusive from
http://www.slimesalad.com/forum/viewtopic.php?p=3722#3722 the first battle with the guard in the prison cell ends by teleporting you outside of the prison cell.


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)

PostPosted: Mon Jul 28, 2008 8:41 am    Post subject: Reply with quote

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

PostPosted: Mon Jul 28, 2008 8:41 am    Post subject: Reply with quote

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

PostPosted: Mon Jul 28, 2008 8:42 am    Post subject: Reply with quote

I played all of the entries, and the majority of them I did enjoy.
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
Posts: 621

PostPosted: Mon Jul 28, 2008 8:44 am    Post subject: Reply with quote

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

PostPosted: Mon Jul 28, 2008 8:46 am    Post subject: Reply with quote

You made the Slime Quest game, correct? I'll run through it again within the next couple of days and get back with you on that.
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
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PostPosted: Mon Jul 28, 2008 8:49 am    Post subject: Reply with quote

okay thanks Happy im planning on uploading a better demo, just as long, but with more going on adventually.
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LeRoy_Leo
Project manager
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Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Mon Jul 28, 2008 1:17 pm    Post subject: Reply with quote

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.
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Gizmog1
Don't Lurk In The Bushes!




Joined: 05 Mar 2003
Posts: 2257
Location: Lurking In The Bushes!

PostPosted: Mon Jul 28, 2008 4:43 pm    Post subject: Reply with quote

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
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PostPosted: Mon Jul 28, 2008 5:30 pm    Post subject: Reply with quote

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?
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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
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PostPosted: Mon Jul 28, 2008 5:41 pm    Post subject: Reply with quote

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
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Location: The dead-center of your brain!

PostPosted: Mon Jul 28, 2008 5:51 pm    Post subject: Reply with quote

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. Happy
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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

PostPosted: Tue Jul 29, 2008 2:28 am    Post subject: Reply with quote

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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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Fri Aug 01, 2008 9:48 am    Post subject: Reply with quote

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)


Ooh, thanks a bunch.
I've fixed it up and it should be better now.
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