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Klonoa Engine

Started by S.Z., November 10, 2014, 08:25:17 PM

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Graystripe2000

Quote from: Daemyn on November 28, 2014, 02:59:51 PM
blehh I've done something to my level that is making collision act all jacked up especially for boomies but it seems to affect other enemies too.

I think it may have been because I added about 20 companion blocks on the very last segment but removeing them didn't seem to fix it or it may have to do with the breakable blocks xD



I'll leave it here as a glitch test level for now x_x  :big_smile: Also it is a vertical level.

Woah.
Discord: Graystripe2000 #6860.

S.Z.

#51
Quote from: Daemyn on November 28, 2014, 02:59:51 PM
blehh I've done something to my level that is making collision act all jacked up especially for boomies but it seems to affect other enemies too.

I think it may have been because I added about 20 companion blocks on the very last segment but removeing them didn't seem to fix it or it may have to do with the breakable blocks xD



I'll leave it here as a glitch test level for now x_x  :big_smile: Also it is a vertical level.

Haven't done much coding in the weekend since I were out of town, I did encounter something similar while making levels for my fangame, thanks for the level, it will probably help me find out what is wrong, It probably hasn't anything to do with the breakable blocks (they are mostly like normal blocks, only difference is how they react to explosions), but yeah I'm working on it, It might be some old code interfering with new code, since I had to make a few big changes to the base code, when coding the boomies. It's probably just a oversight somewhere.

the_darai

I really wished I'd have time to test out your engine and find some bugs for you, S.Z. As it is, I'm busy with my job, but once things settle down I'll hop right on this.


S.Z.

#53
The bug seems to be caused by some strange unpredictable code behaviour (As I have said before the tools I use can sometimes be a bit quirky.), luckily it seems that fixing it was not really hard though, I will have to run some more tests though, and do some cleaning, there is a bit too much redundant code at the moment.

Edit: Nope that wasn't the bug, I finally tracked down the line that causes the glitch (managed to make it trigger on a map with a single segment) and I'm working on a solution.

S.Z.

#54
The glitch should be gone now, found some other bugs that I managed to fix too, I hope I can work on getting my fangame out without encountering any more major hiccups.

http://www.newgrounds.com/dump/item/cf0eded449e1d2913193ae00bfb2fe65


Voka~Daemyn

#55
Falling seems to be broken in all vertical levels for me but I noticed it first when making this level



Edit: might not be a glitch but are the collision boxes gonna be too big for me to use floaties that way?

Klonoa DtP Playthrough : http://www.youtube.com/playlist?list=PLzi0N7-iVFsUr0N84a42yBM92o5VV0P2w
http://bandainamcoent.co.jp/cs/list/klonoa/relay-essay/essay-11.html

[img width=267 height=150]https://i.gyazo.com/f762966ecd6652e9cdbf348b1967e3c8.png[/img]
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Voka~Daemyn

#56
I got the the enemies exploding way to early when tossed glitch again like last time but it was probably caused by tacking this on to the end of the level  :embarassed:

I also keep forgetting to mention the X button on window fails to do anything so I have been using file>quit.



weird things did not start happening until I added the 8 flying moos and 18 dreamstones to that tunnel among the other moos in section 8.
Klonoa DtP Playthrough : http://www.youtube.com/playlist?list=PLzi0N7-iVFsUr0N84a42yBM92o5VV0P2w
http://bandainamcoent.co.jp/cs/list/klonoa/relay-essay/essay-11.html

[img width=267 height=150]https://i.gyazo.com/f762966ecd6652e9cdbf348b1967e3c8.png[/img]
Sorry but you are not allowed to view spoiler contents.

S.Z.

#57
Quote from: Daemyn on December 03, 2014, 01:17:57 AM
Falling seems to be broken in all vertical levels for me but I noticed it first when making this level

Edit: might not be a glitch but are the collision boxes gonna be too big for me to use floaties that way?


Fall deaths are simply disabled, I just lazily disabled code in the engine, because otherwise you would just die when starting the level, the vertical level thing was just a crude feature that I added, by adding a few extra lines of code anyway.

There's a some code that is there to prevent you from grabbing a floatie and going through the wall, it might be testing a bit too big of a area, when checking that you aren't "cheating" though, I will have to tweak it a bit I guess.

Quote from: Daemyn on December 03, 2014, 02:56:27 AM
I got the the enemies exploding way to early when tossed glitch again like last time but it was probably caused by tacking this on to the end of the level  :embarassed:

I also keep forgetting to mention the X button on window fails to do anything so I have been using file>quit.

weird things did not start happening until I added the 8 flying moos and 18 dreamstones to that tunnel among the other moos in section 8.

So it seems that you can still cause the same glitch, I guess I still need to make a few changes then, I know how to do the same checks in a bit more processor intensive way, but it will make sure that the game does not lose track of whatever it's doing, or I might do the collsion checks in another way altogether, still your feedback is really valuable, as annoying as it is sometimes. XD

The X button is something I disabled because I had a really bad habit of clicking it when I wanted to go back to the level editor, when I was making levels, I eventually just disabled it because I was tired of losing levels due to my own negligence.
:embarassed:

Edit: I didn't run into the same issue when playtesting the level, were the enemies close to a platform when "glitching out"? Because all I ran into was a poor hitbox alignment issue with the flying Moos when playing the level myself, however if you manage to glitch out a boomie, then I can be certain that something is up, if I can get a heads up on what exacly happens, and how to replicate the issue, it would make it alot easier for me to find these glitches, though if you aren't able to replicate it you can still describe what happened and what you were doing when it happened, and I will see what I can find.

Voka~Daemyn

I can't seem to get the collision stuff to happen again either it may just be a rare sporadic thing after using the editor for a long while when making a level I had it open for a long time editing the level between doing other things.

I'll probably try to make a pretty weird test level to make sure of that later.
Klonoa DtP Playthrough : http://www.youtube.com/playlist?list=PLzi0N7-iVFsUr0N84a42yBM92o5VV0P2w
http://bandainamcoent.co.jp/cs/list/klonoa/relay-essay/essay-11.html

[img width=267 height=150]https://i.gyazo.com/f762966ecd6652e9cdbf348b1967e3c8.png[/img]
Sorry but you are not allowed to view spoiler contents.

S.Z.

#59
Managed to make a temporary extension to my current tools that lets me do some advancedish tile editing, it's taking a bit longer than intended but atleast I'm getting closer to the point when I can retire the old level editor, and start making one that is more up for the task of creating proper levels, now I only need do the scripting part and I'm all set, though that part will probably go through several revisions before I make it public.

Also today I learned that the things I have been calling floaties, are actually called goomis (thanks to a sign I missed on my first playthrough of EoD), so yeah that will probably be changed when I release the new editor.
:D