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Bug of the Week (Vote!)
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Pepsi Ranger
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Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Wed Jan 28, 2009 1:21 pm    Post subject: Reply with quote

Since Ypsiliform is on the bug nomination block (which I guess means it's coming out soon?), would it be wise to re-open this thread?

I know there are things I'd like to see added / fixed in time for the next stable release that I don't necessarily want to nominate in Bugzilla as release blockers in case things get clogged and become overwhelming for James (or impractical for Ypsiliform), but I wouldn't mind posting in a separate thread for possible consideration in case there's time to fix / implement them, or at least to give James some ideas for the "Z" or "A" release.

I can't tell if the votes system has really gone anywhere since Voxhumana, so I don't want to put all my eggs in that basket. Hopefully this can serve as a secondary voting booth if the first one has been overlooked these days.

(Though, if it hasn't been overlooked, then I'd encourage everyone to start voting there again--doesn't look like there's been much voting activity in the last year.)

Bugs I hope will be considered for Ypsiliform:

Bug 660 - NPCs cannot be activated when misaligned
Reason: It's really annoying.

Bug 430 - Script waits sometimes skipped
Reason: Seems like a big deal, but has apparently gone forgotten since last year.

Bug 550 - Premature fade-in after "teleport to map" (a side effect of 430)
Reason: Because it's a side effect of 430.

Features I hope will be implemented in Ypsiliform:

Bug 391 - Extended chaining options
Reason: It's long overdue.

Bug 468 - NPC activation / suspension features
Reason: Seems like it would be an easy update and would save on wasted script space. It would also be a nice cosmetic improvement.

Bug 477 - Rotating Sprites
Reason: It's way long overdue. And now that slices are implemented, it's super way long overdue. (Actually, the new slice addition may already fix this, but if it doesn't, it's super duper flipper grouper way long overdue.)

Bug 493 - Additional sound effect triggers
Reason: Seems like they'd be a quick and easy addition. No reason not to have them.

Bug 600 - Battle statistics in global variables for scripts
Reason: James said it would be easy to implement. Would make for an excellent precursor to battlescripting (to help whet people's appetite for it). And I need them at some point.

Features I hope will be implemented in "Z":

Bug 336 - Need more commands for working with doors!
Reason: Would be nice to change a doorlink through a script-trigger if certain conditions are met (like maybe a landslide wrecked the next map, for example). I'd nominate this for Ypsiliform, but the discussion makes it seem like this would be a complicated fix.

Bug 475 - More Tags
Reason: I'm running out fast!!! But, um, would just be nice to have them soon.

Bug 544 - Shop Manipulation
Reason: Shops that only offer the same perameters every visit are both boring and unrealistic. Plus, it's odd that after every manipulative object we have in plotscripting, we still can't touch shops.

Bug 648 - Script Multitasking
Reason: TMC needs motivation.

Hopefully this will get the voters' blood stirring again.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Jan 29, 2009 3:28 am    Post subject: Reply with quote

I was also going to look at some bugs and feature requests besides the ones I nominated on '' . bug_title('683') . ''

I had look at all those bugs. Not really any promises.

(hint: the [bug] tag)

'' . bug_title('660') . '':
The affected code is delicate, maybe best to do it at the same time as adding pixel based movement since it's probably going to need a lot of the same. How often had you had problems with misaligned NPCs? Did it also happen in At the Risk of Manipulation? I should get around to looking at that buggy hippy.

'' . bug_title('430') . '':
Not forgotten, just a mess because some people rely on the bug existing. But the bugfix has actually been enabled for the last two releases.

'' . bug_title('550') . '':
This is just due to bugs in people's scripts previously hidden by 430. The problem with Wandering Hamster's intro is a bug in the intro script which fixing 430 exposes, but I thought James had finally given up and fixed it?
I'm not sure what Bis Senchi's scripts are about, the article is too complicated for me to easily understand what the problem is.

'' . bug_title('391') . ''
Most voted for feature request.
I'm not sure how hard this would be to implement - should have a look. Maybe not as bad as I think, but the 'bookkeeping' systems in the battle code, like remembering whether an missed, tend to be nonexistant or buggy kludges. The truth is, I'm scared of the battle code. I agree that this is really really (really) overdue.

'' . bug_title('468') . ''
Are you looking at just the commands to suspend and resume individual NPCs here? I think they'll be great, I should have a look.

'' . bug_title('477') . ''
Aww, every time I see this bug I think it's about about ingame sprite rotation.
Now that we have plotsprites, the lack of those tools is even bigger.

'' . bug_title('493') . ''
We've already got several of those. Sure, why not a few more.

'' . bug_title('600') . ''
I tend to get discouraged from these sort of features and think "why don't we just implement battlescripting instead?"

'' . bug_title('366') . '' (not 336)
I think that you can do nearly everything, including what you described, with tag conditionals on door links. Can't you? But it would be good to have, and I've wished they were there a couple times.

'' . bug_title('475') . ''
I thought we didn't have a comfortable way to do this. However, the 'Plan for increasing available tags' (not the ideas on the bug report) is actually pretty pain free.

'' . bug_title('544') . ''
Yes, would be nice. I wonder how messy shop data is. The manipulation commands would probably end up being quite complicated. Also, shop stocks are saved in save files, but changes to shop data wouldn't be, which might lead to pretty glitchy behaviour. We really really really need to replace the save file format.

'' . bug_title('648') . ''
I haven't forgotten. I was going to do it at the same time as the interpreter rewrite, which a couple months ago I was actually hoping to get into Ypsiliform. But maybe there's no reason I should do that.
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Pepsi Ranger
Reality TV Host




Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Thu Jan 29, 2009 12:32 pm    Post subject: Reply with quote

Quote:
Bug #660 - NPCs cannot be activated when misaligned:
The affected code is delicate, maybe best to do it at the same time as adding pixel based movement since it's probably going to need a lot of the same. How often had you had problems with misaligned NPCs? Did it also happen in At the Risk of Manipulation? I should get around to looking at that buggy hippy.


I almost said no to the At the Risk of Manipulation question since the NPCs are mostly normal, but now that I think about it more, I think I did have a problem getting that janitor to align right on certain occasions (it's been so long since I touched the game, I hardly remember how it functioned). But I used a different scheme for activating NPCs, so the misalignment didn't affect gameplay much. It just made things cosmetically awkward.

Most of my misalignment problems have been happening with the automated NPCs, especially with those who respond to timers.

Although, now that I think about it, I wonder if it has to do with the number of ticks I wait before the timer checks a location again. I thought suspend NPCs would fix it, but it still gets misaligned. (Maybe I should start checking for pixel location instead of X,Y location.)
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Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
Posts: 432

PostPosted: Thu Jan 29, 2009 2:05 pm    Post subject: Reply with quote

My Selfish list of bugs
A few of these would be pretty great. AND they'd be really easy to implement, which I base purely on guesswork and on absolutely no facts or knowledge of my own.

'' . bug_title('14') . ''

'' . bug_title('56') . ''

'' . bug_title('497') . ''

'' . bug_title('502') . '' (Why not?)

'' . bug_title('510') . ''

'' . bug_title('528') . ''

'' . bug_title('573') . ''

'' . bug_title('581') . '' (please?)

'' . bug_title('665') . ''

'' . bug_title('685') . ''

And these seem like they'd be tougher. Again, based on on evidence, whatsoever.

'' . bug_title('121') . '' (This would be an amazing time saver. BTW, bugs 520 and 521 seem to be very related to this.)

'' . bug_title('488') . ''

'' . bug_title('512') . ''

And here's a bug that was supposed to be fixed for Xocolatl but was pushed back so I'm guessing we might want to tackle this one.

'' . bug_title('531') . ''
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Jan 29, 2009 2:50 pm    Post subject: Reply with quote

Quote:
Bug #488 - Running away
With the new bitset to disable the ESC key for running and with Moogle1's new accuracy formulas, it should be a lot easier to create a more balanced running away command. Of course, it's not the same as pressing ESC but it's still a pretty acceptable workaround.
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The Drizzle
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PostPosted: Thu Jan 29, 2009 3:04 pm    Post subject: Reply with quote

Quote:
with Moogle1's new accuracy formulas


Buh? I didn't even know this existed.
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Moogle1
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Halloween 2006 Creativity Winner
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Joined: 15 Jul 2004
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Location: Seattle, WA

PostPosted: Thu Jan 29, 2009 3:59 pm    Post subject: Reply with quote

The percentage-based formulas -- Aim%, Dog%, and Aim%~Dog%. Ring a bell?
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