Version 1.3.4

Report bugs and glitches you found
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WreckingPrograms
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Version 1.3.4

Post by WreckingPrograms » Sat Apr 07, 2018 9:04 pm

Report bugs/glitches found in version 1.3.4 of the game in this thread. Any and all bug reports are appreciated! Do not report bugs found in other versions here.

Please provide as much information about the bug as possible, such as:
  • A detailed description of the bug itself. What oddities did the bug cause?
  • What did you do to trigger the bug?. We need to be able to reproduce the bug to fix it. Screenshots, videos or GIFs would also help here but are not mandatory.
  • If you get an error message, post it. Usually these error messages show where exactly the problem lies, so they are very useful.
  • If your bug is related to the online mode and involved some kind of server error, post the error log. You can find the error log file in %localappdata% > MegaMaker > ErrorLogs. The structure of this file is year_month_day_hour_minute_second.txt. Please send the contents of this file if available.
  • A theory of the cause of the bug, if you have one. If you already have an idea of what caused your bug, it would save us a lot of time.
On top of this, feel free to include any relevant additional information about the bug. Thanks in advance, and happy game breaking!


Lists of bugs not to report
>Gray screen = Server is experiencing heavy load and can't load things up in time
>Persistence error = Server is experiencing heavy load and cannot handle your request at the moment
>Music still plays after closing the game = Open the task manager and end the game process
>Teleporter disappear at the other side and it works like a one-way teleporter = It's a pretty cool bug so we've decided to keep it
Created this game, I guess.

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8JKN4
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Re: Version 1.3.4

Post by 8JKN4 » Sat Apr 07, 2018 9:11 pm

############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object objHTTPControl:

DoAdd :1: undefined value
at gml_Object_objHTTPControl_Alarm_0
############################################################################################

The first level I went to play in 1.3.4 gave me this crash.
Hell Man: hotter than Heat Man, deader than Skull Man. Hell yeah.(Mugshot by MP64)

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Luigi
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Re: Version 1.3.4

Post by Luigi » Sat Apr 07, 2018 9:44 pm

There are issues of bass not being able to destroy the rolling drills from behind. My guess is that it is being counted as a wall and blocking the shots as if you were shooting at a wall:
https://imgur.com/yLSxKgP

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Reddy
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Re: Version 1.3.4

Post by Reddy » Sat Apr 07, 2018 10:26 pm

Found this while testing a level with SFX only and no music: the sounds for refilling health (with life energy capsules, E-tanks or similars) and for the boss health bar sound at the beginning of the battle still work at maximum volume, independent of the volume configurations in the options menu. I tested this on the level editor, and got the same results.
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8JKN4
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Re: Version 1.3.4

Post by 8JKN4 » Sat Apr 07, 2018 10:56 pm

I don't currently have a screenshot,but it seems that Girres are affected by Foot Holders.I'm not sure though.

EDIT:I caught it
Image
While on the topic of Girees walking on Foot Holders,I also noticed that when they are on a Foot Holder and collide with a block they fall down instead of ataching to it.
Hell Man: hotter than Heat Man, deader than Skull Man. Hell yeah.(Mugshot by MP64)

CDi Arcade
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Re: Version 1.3.4

Post by CDi Arcade » Sat Apr 07, 2018 11:13 pm

Still cannot play online. This bug occurs whenever I click on the name of a level after going online. This bug has happened since v1.3.0 for me. Anybody have any thoughts? Looks like a few others are having this same problem. Are we doing something wrong? I think we are in the minority here since it looks like a lot of people are still playing and creating levels.


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

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

SMAAASH!!! Puppy
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Re: Version 1.3.4

Post by SMAAASH!!! Puppy » Sun Apr 08, 2018 12:37 am

Gots an error message for you.

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object objCrashLiftRail:

Push :: Execution Error - Variable Index [9728,2800] out of range [9713,-1] - -5.placedSomething(100189,311298800)
at gml_Object_objCrashLiftRail_Alarm_0
############################################################################################

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InUniverse
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Re: Version 1.3.4

Post by InUniverse » Sun Apr 08, 2018 12:43 am

InUniverse wrote:Crash Bombs and Hyper Bombs are STILL destroyed outright instead of detonated by the projectiles of the Harri Harry, Cannon (MM3), Metall Cannon, and Bomb/Rock Thrown enemies.
Image
Still happening.
Image ImageImage

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sbq92
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Re: Version 1.3.4

Post by sbq92 » Sun Apr 08, 2018 2:09 am

Atomic Fire STILL uses the wrong color palette. Unless it's intentional (I don't know why it would be), I'm quite surprised it hasn't been fixed by now.

Now, I know a weapon's color palette isn't that big a deal, but it's really a matter of consistency and accuracy. All other weapons use the correct colors, as do Atomic Fire's weapon icon and shot, so why are Mega Man's colors incorrect?
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NMario84
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Re: Version 1.3.4

Post by NMario84 » Sun Apr 08, 2018 3:16 am

What's wrong about it? Atomic Fire's color looks fine to me. Unless its completely different on your end, it couldn't be THAT much different from source game, could it?
Image
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Kaz_Ray
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Re: Version 1.3.4

Post by Kaz_Ray » Sun Apr 08, 2018 3:50 am

Megaman is not being able to be destroyed by spikes while sliding beneath them, also, when a platform drags him and makes him hit one from behind he doesn't die.

Image

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TREMIC1
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Re: Version 1.3.4

Post by TREMIC1 » Sun Apr 08, 2018 4:19 am

Kaz_Ray wrote:
Sun Apr 08, 2018 3:50 am
Mega Man is not being able to be destroyed by spikes while sliding beneath them, also, when a platform drags him and makes him hit one from behind he doesn't die.

Image
I'm not sure if you are illustrating here what you are trying to talk about, but based off the image, I should probably tell you that Mega Man can slide under/inbetween any one gap space without harm, even if there are spikes at the top.

What would cause him to die based off this is

-He stands up into a spike above after the gap spaced is increased.
-He slides onto a spike either by falling out into a bigger gap, or the floor of the gap becomes spikes.
-He slides into a spike horizontally that is in the space.

Kaz_Ray
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Re: Version 1.3.4

Post by Kaz_Ray » Sun Apr 08, 2018 4:43 am

This is a really weird behavior since he would probably die doing such in the games, also doesn't explain why he doesn't die when foced into a spike and hit by one from behind.

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Play Dash
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Re: Version 1.3.4

Post by Play Dash » Sun Apr 08, 2018 6:14 am

The "Flash-nothing Weapon Container" Bug still works.
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Play Dash
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Re: Version 1.3.4

Post by Play Dash » Sun Apr 08, 2018 6:16 am

NMario84 wrote:
Sun Apr 08, 2018 3:16 am
What's wrong about it? Atomic Fire's color looks fine to me. Unless its completely different on your end, it couldn't be THAT much different from source game, could it?
Nope, i played Mega Man 2 on mobile and MM's colors totally differed.
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warlic
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Re: Version 1.3.4

Post by warlic » Sun Apr 08, 2018 6:47 am

Image

Certain parts of the Rolling Drill appear to "reflect" the Wind Storm.
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RandomCatDude
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Re: Version 1.3.4

Post by RandomCatDude » Sun Apr 08, 2018 10:51 am

While looking at my profile, a server error ended up softlocking me in an infinite loop.
I tried to fit Cave Johnson's lemon rant here, but it didn't fit. Stupid 255 character limit...

Raniero
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Re: Version 1.3.4

Post by Raniero » Sun Apr 08, 2018 11:53 am

This is a 1.3.3 version bug but seeing how that topic is closed, I post this bug here:
If you have a falling platform above moving sands, and if the player decides to fall to the sand while standing on top of a falling platform, the player, instead of being of the top of the sand to slowly being swallowed, the player goes directly to the bottom of the sand, which means an insta detah if you don'thave a screen below to transition to.

The7thmirror
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Re: Version 1.3.4

Post by The7thmirror » Sun Apr 08, 2018 1:47 pm

Game crashes when falling off Rush Jet after completing a level. This includes being pushed off by a wall, running into a wall and Rush teleports away, and sliding off during the clear animation. Other methods of changing from standing to falling (conveyor belts, falling off Item 2) did not produce the same crash.


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 4
for object objMegaman:

Variable objBossDeathTimerMegaman.justStartedLevelMegaman(100162, -2147483648) not set before reading it.
at gml_Script_playerCameraInit
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_playerCameraInit (line 0)
gml_Object_objMegaman_Alarm_4

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sbq92
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Re: Version 1.3.4

Post by sbq92 » Sun Apr 08, 2018 2:35 pm

NMario84 wrote:
Sun Apr 08, 2018 3:16 am
What's wrong about it? Atomic Fire's color looks fine to me. Unless its completely different on your end, it couldn't be THAT much different from source game, could it?
On the left is how he looks in MMMaker, on the right is how he's supposed to look:
Image
In MMMaker he's red and yellow, but in MM2 he's more of a dark magenta and yellow. It is somewhat subtle, but it is still different, and I can't think of any reason for it to not be correct given that both the icon and the shot use the correct colors.
Image
Note that the capsule uses the incorrect red but that's only because it matches Mega Man's colors. The icon itself uses the correct colors.
Wood Mania: 210378
SotN Entrance: 208059
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