Version 1.3.0

Report bugs and glitches you found
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8JKN4
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Re: Version 1.3.0

Post by 8JKN4 » Sat Mar 24, 2018 5:57 pm

Apparently,if a Fan Fiend pushes Bass into a boss door that's set to go in the opposite direction(in this case,it pushed me left into a boss door that goes right)while Bass is shooting,he will get stuck in his shooting pose unable to move.Again,I don't know how to record GIFs,so I tried to take a screenshot as an octopus battery moved from one point to another:
Image
I didn't take this screenshot with him shooting and a bullet offscreen.Bass is stuck there.

The stage's ID is 202164 if I'm not mistaken or crazy.
Hell Man: hotter than Heat Man, deader than Skull Man. Hell yeah.(Mugshot by MP64)

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Buster
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Re: Version 1.3.0

Post by Buster » Sat Mar 24, 2018 6:01 pm

Bass can go through ceilings.
Image
Here I mashed up, jump and shoot.

Image
Here I:
  • held up and shoot
  • kept holding shoot and released up
  • pressed jump once
A fangame Soon™ to be announced, maybe.
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NMario84
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Re: Version 1.3.0

Post by NMario84 » Sat Mar 24, 2018 6:23 pm

That's one thing I don't like about adding in additional features in a game. They seem to create even more unintended bugs without proper beta testers.
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Wanna go for a ride?

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RandomCatDude
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Re: Version 1.3.0

Post by RandomCatDude » Sat Mar 24, 2018 6:45 pm

NMario84 wrote:
Sat Mar 24, 2018 6:23 pm
That's one thing I don't like about adding in additional features in a game. They seem to create even more unintended bugs without proper beta testers.
I'd really like to become a playtester, but I'm definitely not qualified to do so. Even though I can spot bugs in new features pretty easily...
I tried to fit Cave Johnson's lemon rant here, but it didn't fit. Stupid 255 character limit...

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8JKN4
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Re: Version 1.3.0

Post by 8JKN4 » Sat Mar 24, 2018 7:34 pm

I was playing a level and it seems that Shine and Skull Man don't work well together.
This was the crash message I got:

############################################################################################
FATAL ERROR in
action number 1
of Step Event1
for object objShine:

Variable objSkullBullet.xspeed(100098, -2147483648) not set before reading it.
at gml_Object_objShine_Step_1
############################################################################################

I would gess that I probably used the Shine at the same time as Skull Man fired a bullet,but I don't have any idea how that thing works.There's so many bugs that in less than a week there will probably be already a version 1.3.1,honestly.
Hell Man: hotter than Heat Man, deader than Skull Man. Hell yeah.(Mugshot by MP64)

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Re: Version 1.3.0

Post by azrael4h » Sat Mar 24, 2018 8:35 pm

https://youtu.be/xj3zp6Y1OHU

Placing Proto Man as the starting character crashes the editor when the play button is pressed. Bass and Mega Man do not exhibit this behavior, and I can play the level fine if starting as them. It also crashes when trying to play the level 'normally', not through the editor. Ignoring the message just eventually leads to a crash dialogue.

From a prior level already uploaded, Protoman does not crash the game if he's placed as a character swap capsule instead, as I had gave players the option between him, Bass, or Mega Man.

LeonardMan
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Re: Version 1.3.0

Post by LeonardMan » Sat Mar 24, 2018 8:37 pm

If you fly into a teleporter with Treble Boost, Bass gets stuck in his non-fused jumping animation frame (with the palette of Treble Boost) but still flies around, and every time he fires he aims up.
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2: 231057
3: 231059
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Re: Version 1.3.0

Post by 8JKN4 » Sat Mar 24, 2018 10:11 pm

I think Bass' rapid fire is too rapid for Toad Man...
Image
He still did his "about to jump" pose every so often,but right after got interrupted by my bullets.I'm fine with the speed at which they move,but you should correct the way Toad Man reacts to those bullets.

His reaction to Bass' bullets is like...I don't know,a YouTuber reaction video or something,he was just staring at me taking the hit that was given to him.
Hell Man: hotter than Heat Man, deader than Skull Man. Hell yeah.(Mugshot by MP64)

LeonardMan
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Re: Version 1.3.0

Post by LeonardMan » Sat Mar 24, 2018 11:55 pm

Bass can't set off timed bombs while he's flying with his Treble Boost...
Bubble Bobble: 242483

Castle of Illusion:
1: 231053
2: 231057
3: 231059
4: 231062
5: 231064
Final: 231066

Mr. Gimmick:
1: 178176
2: 178177
3: 178178
4: 178181
5: 178192
6: 178198
Final: ??????, Hunt for each digit in the other 6 levels!

CDi Arcade
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Re: Version 1.3.0

Post by CDi Arcade » Sun Mar 25, 2018 2:07 am

Hey everyone,

I'm having a hard time playing any new level. I keep getting this error message before the level loads. I have uninstalled and re-installed. Not sure what I can do.


___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object objMainMenu:

Data structure with index does not exist.
at gml_Object_objMainMenu_Draw_0
############################################################################################

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InUniverse
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Re: Version 1.3.0

Post by InUniverse » Sun Mar 25, 2018 4:18 am

Switching weapons removes projectiles that were deflected by Proto Shield.

Image
Image ImageImage

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Buster
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Re: Version 1.3.0

Post by Buster » Sun Mar 25, 2018 10:59 am

As Bass, if you keep holding the shoot button as Crash Man appears, he will never jump.
A fangame Soon™ to be announced, maybe.
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RandomCatDude
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Re: Version 1.3.0

Post by RandomCatDude » Sun Mar 25, 2018 1:26 pm

Ever since the overhaul of the editor. The tutorial has turned into a completely unstable mess. I'm not even gonna bother trying to explain all the glitches, just try it out for yourself.
I tried to fit Cave Johnson's lemon rant here, but it didn't fit. Stupid 255 character limit...

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Re: Version 1.3.0

Post by sbq92 » Sun Mar 25, 2018 1:34 pm

Is this a bug?
https://imgur.com/5Co0MfN

It seems like Super Arrows should bounce off of blank weapon blocks. It would be great for rooms where the players has Super Arrow but you don't want the player using it to cheese the room.
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Re: Version 1.3.0

Post by Buster » Sun Mar 25, 2018 2:15 pm

sbq92 wrote:
Sun Mar 25, 2018 1:34 pm
Is this a bug?
https://imgur.com/5Co0MfN

It seems like Super Arrows should bounce off of blank weapon blocks. It would be great for rooms where the players has Super Arrow but you don't want the player using it to cheese the room.
Probably intended. Super Arrow can also do damage, and objects with this property also bounce off the blank weapon blocks, so they definitely needed to pick one of the two scenarios (bounces off vs. stays).

To be honest, I prefer it bounced off, we'd have more control over players if we give them this weapon.
A fangame Soon™ to be announced, maybe.
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Re: Version 1.3.0

Post by 8JKN4 » Sun Mar 25, 2018 2:53 pm

Image
It seems like Platform Coil gave up working to Proto Man.Must've been the pressure.
Hell Man: hotter than Heat Man, deader than Skull Man. Hell yeah.(Mugshot by MP64)

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sbq92
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Re: Version 1.3.0

Post by sbq92 » Sun Mar 25, 2018 3:14 pm

The health and weapon energy capsule spawner sound effect plays even if they aren't in the same room as the player. It makes it so there's an odd sound that lines up with Mega Man (et al) teleporting in after the "READY" message. I personally find the "spawn" sound kind of annoying anyway and would rather it were silent.
Last edited by sbq92 on Sun Mar 25, 2018 3:21 pm, edited 1 time in total.
Wood Mania: 210378
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Jungle Base Infiltration -Revamped-: 112280
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Snessy the duck
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Re: Version 1.3.0

Post by Snessy the duck » Sun Mar 25, 2018 3:15 pm

Sometimes, parts of the playable characters' sprites can get misaligned. Here's an example with Megaman:

Image
Image

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sbq92
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Re: Version 1.3.0

Post by sbq92 » Sun Mar 25, 2018 3:24 pm

Snessy the duck wrote:
Sun Mar 25, 2018 3:15 pm
Sometimes, parts of the playable characters' sprites can get misaligned. Here's an example with Megaman:

Image
He looks fine to me. However, I have noticed at the highest resolution option (F4) the pixels can get a bit weird sometimes. The screen grab looks like it captured the pixels just fine, but I'm guessing it didn't look right mid-game.
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Re: Version 1.3.0

Post by BenPlusMM » Sun Mar 25, 2018 4:00 pm

Royalguard wrote:
Sat Mar 24, 2018 1:41 am
BenPlusMM wrote:
Fri Mar 23, 2018 10:21 pm
If you change to the Bass Buster while transforming into Treble-Bass, Bass' sprites are glitched and you can still fire 8 ways. You can do this with any weapon. With most weapons, you can still use them, and their energy will be drained instead of Treble Boost's. With Time Slow, the music won't slow down. With Charge Kick, you can't use it at all. With Oil Slider, you can ride the oil slick in mid-air, allowing for faster flight, and, when ammo runs out, a stored oil slick. With the utilities, you will find that they all still work, with the exception of Item-1's tangibility.. (Bonus: Bass Buster turns into Mega Buster when Treble is waiting.) With Pharaoh Shot, if you fully charge and then wait for ammo to run out, the bullet will stay above your head FOREVER. Until you switch weapons. With Wind Storm, you can still bounce off of the bullets. With Brick Drop, you play the normal "Hand, not Buster" animation. With Shine, you have the glitched sprite effect, but when you use Shine,, the correct sprite is loaded for the duration of the button press. With Nado, it seems like Treble-Bass might undo, but it doesn't. That's my analysis on how broken Treble Boost is.
And I thought my "infinite slide" glitch was hilarious...
Your "Treble Boost hybrid weapon" glitch is on a whole other level.
I know its probably just a glitch, but I'd love for this to become an official feature. :lol:
I actually discovered it entirely by accident! I happened to switch weapons (with A or S, don't quite remember) while transforming into Treble-Bass, and... ta da!
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