Version 1.4.1

Report bugs and glitches you found
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WreckingPrograms
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Version 1.4.1

Post by WreckingPrograms » Sat Jul 28, 2018 7:57 pm

Report bugs/glitches found in version 1.4.1 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 1.4.1

Post by 8JKN4 » Sat Jul 28, 2018 9:54 pm

My level's broken.

Something about the push of Fans was changed and now a section of my level doesn't work properly.



1.4.0
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1.4.1
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The level is unbeatable now because of this.

EDIT: Turns out it's not a bug, and the range was bugged in 1.4.0
Still, a lot of levels are broken because of this
profile pic is an improved version of my hose man mugshot made by MP64/terra (the one i'm using is his version)

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NMario84
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Re: Version 1.4.1

Post by NMario84 » Sat Jul 28, 2018 10:03 pm

Yea, apparently it's the new intended behavior. We're sorry. :(
Image
I'm a dolphin that likes playing around with beach balls, though I prefer to pounce on my buddy.
He seems to love it when I do that to him. I don't mind at all. It shows that we're best friends.

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Yoshi2018
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Re: Version 1.4.1

Post by Yoshi2018 » Sat Jul 28, 2018 10:53 pm

If Mega Man finishes a level on a ladder, he can charge and fire charge shots after the victory music.

Fire an Ice Slasher when an enemy is inside a fire pillar. You will laugh.

I did a medium difficulty and length Wily Challenge and at the end, only 3 levels loaded.

Deflecting one of the Cryorown's shots with Proto Man's shield still causes them to taunt as though you got hit.

When firing a charged shot with the Super Adaptor, the fist still doesn't always return and you're unable to fire until you switch weapons.

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Mag Fly still doesn't kills the player when he touches spikes.
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This still happens.

In 1.4.0 blowing up Shade Man at the same time he grabs you to suck your robot blood, the player would be stuck in their damage sprite. Can anyone try to replicate that?

I noticed that my horizontal screens now default to disconnected. However one time I accidentally made an extra horizontal screen and it was connected.

Using the Proto Shield too close to Hammer Joe or Pharaoh Man makes the projectiles still not hit the enemy.

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This now happens differently, the Water Wave still goes to the other side, but it clips through the wall and only when the wall is 1 tile thick.

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This still happens when collecting weapon energy when the Shine barrier is up.

When testing one of my glitches, my vertical screen defaulted to be connected, but only one out of my five screens.

Attempting to charge kick over Cossack platforms or quicksand still makes you stick to them.

Time Slow still doesn't affect Cossack platforms.

Jumping in between two checkpoints that are as close as possible has weird results.

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This still happens.

If at the point it tells you to save, you instead delete the name of the level and try to save, the normal box will pop-up (The "Input a Level Name to Save" one), but once you click "OK", the tutorial becomes softlocked in trying to get you to save, but the open menu button is unpressable (the map and UI buttons still work). Escape still lets you escape the tutorial still.

Moving in oil when time is stopped makes you go faster. Jumping is still made lower.

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Hyper Bomb, Super Arrow and Crash Bomber don't interact correctly with cannon projectiles.

S-Adapt's Charge Arm still doesn't work on the Pookers.

When you enter a boss room while flying with the Jet Adaptor, you can still fly during the boss cut-scene, however you cannot move horizontally and letting go of the jump button and then holding it again doesn't let you fly again.

Pika Luigi found these 7 glitches in the last version and they are still here:

1. If you use the Jet Adapter while Shade Man tries to turn you to stone, you continue to fly, but you can't move horizontally, and when you land, you are stuck as if you're still made of stone. You can switch weapons still, but you cannot pause. You return to normal if you are hit.

2. If you use the same set-up as Glitch 1, but instead, are hit by one of his Sonic Beams before you land, you are able to move around freely, and even defeat him, but you still can't pause. If you slide while in this state, you will be stuck as if in Glitch 1, unable to do anything except switch weapons. You return to normal if you get hit, unless you perform this glitch again to get hit.

3. If you use Jet Adapter as you get caught by Shade Man, the bar for it will continue to drain as long as you hold down the button.

4. If Jet Adapter is set as the main weapon, and you do Glitch 1 but instead stay flying, once Shade Man hits you, you'll be back in Glitch 2.

5. If you use Jet Adapter after escaping Shade Man's grasp, you can fly up from that point (kind of not a glitch, per se, but I thought I'd at least mention it) Similarly, you can also Double Jump as Bass after he catches you, and use the Super Adapter's Jet as well.

I tried to get these to work with the Super Adapter, but according to what I've found, you would have to be extremely precise.

6. This also works with Rush Jet. With this one, however, if you jump off of Rush, you get stuck in the Jump animation, and and if you get hit normally, you will return to the normal animations, but still in the Glitch 2 state. Getting hit again from here returns you to normal.

7. If you do Glitch 6 and don't get hit or jump, you will instead be stuck in the Stone animation, but able to 'walk'. If you jump, you will get stuck in Glitch 6 again. However, if you fall off of Rush and get hit at all during this, you will just return to normal.

6a./7a. These are possible with Proto Jet as well.

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Pieces of Blocky still don't disappear if they're bouncing on springs.

When placing a burst bomb on a vertical fire pillar, the bomb never explodes, it seems the bomb resets its timer before it can blow up.
I am inactive. If you see me, consider yourself unlucky.

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8JKN4
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Re: Version 1.4.1

Post by 8JKN4 » Sat Jul 28, 2018 11:01 pm

Yoshi2018 wrote:
Sat Jul 28, 2018 10:53 pm
When firing a charged shot with the Super Adaptor, the fist still doesn't always return and you're unable to fire until you switch weapons.
I think this is caused by the fist homing on an off-screen enemy, as when you fire the fist you can sometimes hear the sound of an enemy being hit.
profile pic is an improved version of my hose man mugshot made by MP64/terra (the one i'm using is his version)

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Neo Cutman
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Re: Version 1.4.1

Post by Neo Cutman » Sat Jul 28, 2018 11:06 pm

Bubbleman stops moving when he returns the first time to floor if the player is floating. He keeps motionless until the player steps on something. And the same situation repeats when Bubbleman step in floor again.

but this time I didn`t have problems with the fan operation.

Image

Image

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Neo Cutman
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Re: Version 1.4.1

Post by Neo Cutman » Sat Jul 28, 2018 11:13 pm

Yoshi2018 wrote:
Sat Jul 28, 2018 10:53 pm

Image
Mag Fly still doesn't kills the player when he touches spikes.
I was going to talk about that bug, thanks.

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NMario84
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Re: Version 1.4.1

Post by NMario84 » Sat Jul 28, 2018 11:25 pm

Yoshi2018 wrote:
Sat Jul 28, 2018 10:53 pm
Image
Mag Fly still doesn't kills the player when he touches spikes.
I've talked to Wrecking on discord about this. He doesn't want o change this. It's probably for the best, anyway.

Neo Cutman wrote:
Sat Jul 28, 2018 11:06 pm
Bubbleman stops moving when he returns the first time to floor if the player is floating. He keeps motionless until the player steps on something. And the same situation repeats when Bubbleman step in floor again.

but this time I didn`t have problems with the fan operation.

Image
I am pretty certain Bubble Man standing completely still until Mega Man lands on the ground is intended behavior, as this is true to source game.
Unless I missed the point about it being different with the fans.
Image
I'm a dolphin that likes playing around with beach balls, though I prefer to pounce on my buddy.
He seems to love it when I do that to him. I don't mind at all. It shows that we're best friends.

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Neo Cutman
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Re: Version 1.4.1

Post by Neo Cutman » Sat Jul 28, 2018 11:28 pm

NMario84 wrote:
Sat Jul 28, 2018 11:25 pm
Yoshi2018 wrote:
Sat Jul 28, 2018 10:53 pm
Image
Mag Fly still doesn't kills the player when he touches spikes.
I've talked to Wrecking on discord about this. He doesn't want o change this. It's probably for the best, anyway.
ok

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Re: Version 1.4.1

Post by Random user » Sat Jul 28, 2018 11:37 pm

I insist on the error of the pooker, who float in the air to get away from the oil or fire, instead of falling and exploding.
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"Yo vivo como quiero. Eso es todo. Mi vida no es de tu incumbencia."

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Neo Cutman
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Re: Version 1.4.1

Post by Neo Cutman » Sat Jul 28, 2018 11:40 pm

NMario84 wrote:
Sat Jul 28, 2018 11:25 pm
Neo Cutman wrote:
Sat Jul 28, 2018 11:06 pm
Bubbleman stops moving when he returns the first time to floor if the player is floating. He keeps motionless until the player steps on something. And the same situation repeats when Bubbleman step in floor again.

but this time I didn`t have problems with the fan operation.

Image
I am pretty certain Bubble Man standing completely still until Mega Man lands on the ground is intended behavior, as this is true to source game.
Unless I missed the point about it being different with the fans.
is because I told about this bug in the previous version and the fan operated in a weird way after megaman step on something and bubbleman back to move. but now it´s ok.

And I tested bubbleman without fan, you must be correct about his normal behavior.

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Yoshi2018
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Re: Version 1.4.1

Post by Yoshi2018 » Sat Jul 28, 2018 11:59 pm

Random user wrote:
Sat Jul 28, 2018 11:37 pm
I insist on the error of the pooker, who float in the air to get away from the oil or fire, instead of falling and exploding.
At this point I don't think it is a glitch, and if so, it is cool and shouldn't be patched.
I am inactive. If you see me, consider yourself unlucky.

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Neo Cutman
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Re: Version 1.4.1

Post by Neo Cutman » Sun Jul 29, 2018 12:00 am

Footholder and Crash Lift cant hold a Push Blocks properly, Sometimes can hold only one.
Please, this would be much more fun if it could stack these blocks in a right way.

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Push Blocks cannot properly hold Pickups on itself.

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I need to say I think it's great how the Push Blocks respawn when the player moves away and returns
Last edited by Neo Cutman on Sun Jul 29, 2018 12:28 am, edited 1 time in total.

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MTZPyra
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Re: Version 1.4.1

Post by MTZPyra » Sun Jul 29, 2018 12:01 am

Random user wrote:
Sat Jul 28, 2018 11:37 pm
I insist on the error of the pooker, who float in the air to get away from the oil or fire, instead of falling and exploding.
Uh... this is a FEATURE. It's SUPPOSED to do that.
NOT AN ERROR OR BUG WHATSOEVER.
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demonslayer401
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Re: Version 1.4.1

Post by demonslayer401 » Sun Jul 29, 2018 12:24 am

although not a bug, I fingered it was worth mentioning here that the Slash tile is actually from Shademan's stage

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Re: Version 1.4.1

Post by MTZPyra » Sun Jul 29, 2018 12:42 am

demonslayer401 wrote:
Sun Jul 29, 2018 12:24 am
although not a bug, I fingered it was worth mentioning here that the Slash tile is actually from Shademan's stage
Although not a bug, I figured it was worth mentioning that the grass tile, previously mentioned to be from Slash Man's stage, is actually from Shade Man's stage. I would recommend thou correct thy mistake.
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Re: Version 1.4.1

Post by NMario84 » Sun Jul 29, 2018 12:43 am

As for the stack of push blocks odd behavior of respawning improperly, I've already filed a bug for them.
Image
I'm a dolphin that likes playing around with beach balls, though I prefer to pounce on my buddy.
He seems to love it when I do that to him. I don't mind at all. It shows that we're best friends.

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Re: Version 1.4.1

Post by Nigel Chinclucker » Sun Jul 29, 2018 12:49 am

EDIT: I thought Wily Challenge was freezing, but it was just an internet problem.
Last edited by Nigel Chinclucker on Sun Jul 29, 2018 2:01 am, edited 1 time in total.
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Re: Version 1.4.1

Post by MTZPyra » Sun Jul 29, 2018 12:53 am

Shade Man seems a bit faster than his 16-bit counterpart.
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Re: Version 1.4.1

Post by Neo Cutman » Sun Jul 29, 2018 12:55 am

NMario84 wrote:
Sun Jul 29, 2018 12:43 am
As for the stack of push blocks odd behavior of respawning improperly, I've already filed a bug for them.
I think the way they respawn is very good. The problem is it not being able to stack these blocks on Footholder and Crashlift and can't put Pickups on Push Blocks properly.

and thanks for the answers

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