Version 1.4.2.1

Report bugs and glitches you found
TheophileCaceres
Posts: 22
Joined: Sat Mar 24, 2018 11:27 am

Re: Version 1.4.2.1

Post by TheophileCaceres » Mon Jul 30, 2018 7:57 pm

i discovered some effect with Level Objects and Shade Man. so every one's Effect. every one tested while Shade Man is sucking the player's health.

--Checkpoint : Shade man can bring the player to use a checkpoint.
--Yoku Block : if its activated while the player is getting sucked his health. its stuck the Player and Shade Man for a while.
--Key : The player can get a key by Shade Man. Very fun for being in a zone with pickups but Blocked by a Key Door
--Lift Platform : If the player active it and then getting attacked. both get killed (possible to kill Shade Man without getting killed to win)
--Teleporter : Shade Man can catches the player to a teleporter. Shade Man ignores the teleporter while the player get teleported. but after 1 frame. the player return to Shade Man.
--Magnet : If Shade Man release the player while being too close to a magnet. both are stuck. its happened to me once.
--Quicksand : Its hide Shade Man while his introduction. while Flying. his hiding too. so its adding more difficulty
Rolling Drills : Both can get killed if Shade Man is between Rolling Drills. No Escape.

--Cossack, Falling and Rotating make Shade in the ground while his introduction. but soft-lock the game before his health bar is showed.

--Ring/Coil Platform : Shade man ignores it. after release the player. The player ignores some Ring/Coil Platforms.

The Rest does nothing. (and some block like a block or a tile Shade Man)

WhiscashMan
Posts: 17
Joined: Sun Apr 01, 2018 3:35 pm

Re: Version 1.4.2.1

Post by WhiscashMan » Mon Jul 30, 2018 9:29 pm

Since we're on the topic of Shade Man glitches, I noticed that in several stages if you're standing near a wall and he does his swooping attack he may get stuck in the wall if he makes contact with it. Almost like the wall tiles aren't solid during his swooping.
257149 - random level testing lasers
49506 - random level testing bomb platforms (short. first level made)

User avatar
Pika Luigi
Posts: 113
Joined: Wed Jul 19, 2017 12:48 am

Re: Version 1.4.2.1

Post by Pika Luigi » Mon Jul 30, 2018 10:21 pm

Tom Daddies can clip into the ground if the ground is directly in their path.

https://imgur.com/a/42HGUH5
I'm-a Pika Luigi!

User avatar
MTZPyra
Posts: 335
Joined: Thu Sep 14, 2017 5:41 am
Location: Huntsville, AL
Discord: Pyra The Wolf™#2969
Contact:

Re: Version 1.4.2.1

Post by MTZPyra » Tue Jul 31, 2018 2:03 am

The game is super broken. I've gotten teleported inside floors/walls/ceilings THOUSANDS of times. Sadly I do not think this bug has fix, as it always happens by random.
Note: I am not using the teleporters to teleport me inside the tiles.
ℙ𝕪𝕣𝕒
#MANUALTILER for 1.5

My Levels
-Mine Spelunk- (193640)
Ring Plateau MkII (220661)

User avatar
Jevedor
Posts: 599
Joined: Tue Jul 25, 2017 4:56 pm

Possible memory leak with floor lights.

Post by Jevedor » Tue Jul 31, 2018 2:18 am

I started a thread about this, but the more I test it the more im convinced this is not the usual lag issues with large stages but rather an issue connected with floor lights. Seems to increase the more times a floor light is triggered on and off.

Long story short, I have a level with alternate paths, the paths with limited floor light use, no lag occurs. The path that has extensive Floor Light use by about 3/4 of the level the lag is unbearable. Best guess is there is a memory leak, something being set and not unset or duplicated when the lights are triggered.

The other thread has a link to the level to download and test if so desired to use for testing. Use Protoman to end up taking the path with heavy floor lights (hes forced to go that way without adapters). Seems like a critical issue with the gimmick, which is a shame as its one of my new favorites.

Here is a link to the threads I started: viewtopic.php?f=15&t=4931&p=37258#p37258

User avatar
Nigel Chinclucker
Posts: 726
Joined: Fri Dec 29, 2017 7:51 pm
Location: Texas
Contact:

Re: Version 1.4.2.1

Post by Nigel Chinclucker » Tue Jul 31, 2018 2:41 am

Aside from the rampant fake difficulty, I didn't have any problems. It might be your computer.
My Most Popular Levels:
283233: Cheery Happy Funtime
213787: Ye Olde Basic Castle
204335: Runaway Train

User avatar
Jevedor
Posts: 599
Joined: Tue Jul 25, 2017 4:56 pm

Re: Version 1.4.2.1

Post by Jevedor » Tue Jul 31, 2018 4:52 am

Nigel Chinclucker wrote:
Tue Jul 31, 2018 2:41 am
Aside from the rampant fake difficulty, I didn't have any problems. It might be your computer.
Serioisly doubt its the computer. My specs are way above and beyond what is needed, and i dont have problems like this with any other level ive made or played. The issue is too consistent with the lower Floor Light path vs the others. I assume you went the lower path with protoman?

On a seperate note i would be curious for more info on what you meant by fake difficulty, but thats unrelated to the bug so send me a private message if you want.

User avatar
Mighty
Posts: 1247
Joined: Tue May 15, 2018 9:52 am
Location: Trying to find those Met action figures...
Discord: Mighty#9997

Re: Version 1.4.2.1

Post by Mighty » Tue Jul 31, 2018 8:45 am

If a Push Block gets sent flying upwards while you're on top of it, and the blick to ceiling distance is just a few pixels shorter than you, you can stay stuck in the ceiling as if you're hanging from it by your head. Jumping will get you free.
b

TheophileCaceres
Posts: 22
Joined: Sat Mar 24, 2018 11:27 am

Re: Version 1.4.2.1

Post by TheophileCaceres » Tue Jul 31, 2018 9:09 am

Spring Man Glitch
Using W.Wave on his attack (Spring Punches) delete the attack (not the springs)
sometimes the springs can get freeze for all the battle.
UPDATE : For a while

SMAAASH!!! Puppy
Posts: 680
Joined: Wed Jul 19, 2017 2:52 am

Re: Version 1.4.2.1

Post by SMAAASH!!! Puppy » Tue Jul 31, 2018 8:16 pm

Yaffus can cause Mega Man to glitch around walls. I think he is somehow being pushed into them.

User avatar
Nigel Chinclucker
Posts: 726
Joined: Fri Dec 29, 2017 7:51 pm
Location: Texas
Contact:

Re: Version 1.4.2.1

Post by Nigel Chinclucker » Tue Jul 31, 2018 8:17 pm

Image

This level requires you to crash kick through tadpole eggs to advance, but I couldn't go through any of the multiple paths because I couldn't destroy the eggs.
My Most Popular Levels:
283233: Cheery Happy Funtime
213787: Ye Olde Basic Castle
204335: Runaway Train

User avatar
Neo Cutman
Posts: 875
Joined: Fri Apr 06, 2018 9:51 pm

Re: Version 1.4.2.1

Post by Neo Cutman » Tue Jul 31, 2018 11:44 pm

Life Pickups in Wily Challenge could give a extra life and recover health.

Life pickups in Wily Challenge gives the player an extra life but does not recover health like in another game modes. The problem is that many levels use the life pickup for the player in fact recover health to continue playing and the level is created with this intention, how this is currently without recover health many level are broken. I'd like to suggest that the player could recover the health and get a extra life when get an Life Pickup in Wily Challenge.

User avatar
Snivymaster1337
Posts: 1704
Joined: Sun Jul 08, 2018 7:59 pm
Location: Arbor Area, Windmill Way.
Discord: Snivymaster1337#6543

Re: Version 1.4.2.1

Post by Snivymaster1337 » Wed Aug 01, 2018 12:42 am

My 3 key won't work for some reason on MMM when I input my Password. Not allowing me to sign into my account. That might be the problem with my Previous Report..
EDIT: Ok it started working again.... Maybe it only happens sometimes.
Last edited by Snivymaster1337 on Wed Aug 01, 2018 2:39 pm, edited 1 time in total.
Feedback:tm:?

Also, check out my MMM fangame here.

Oh, and that's not all, I have two challenges/collabs going on, one for my level series (You can get sent to the post here), and you can get sent to the other here.

T Money
Posts: 2
Joined: Tue Jul 31, 2018 2:57 am

Re: Version 1.4.2.1

Post by T Money » Wed Aug 01, 2018 2:58 am

The Super Arrow doesn't break weapon barriers/blocks.

User avatar
Jevedor
Posts: 599
Joined: Tue Jul 25, 2017 4:56 pm

Re: Version 1.4.2.1

Post by Jevedor » Wed Aug 01, 2018 3:18 am

Flame Blast cannot harm Gockroach S Nest. It just creates a pillar of flame out the side of it.

User avatar
sbq92
Posts: 179
Joined: Sun Jul 23, 2017 2:23 pm

Re: Version 1.4.2.1

Post by sbq92 » Wed Aug 01, 2018 4:02 pm

The Wind Man fans don't function accurately.
Image
In MMM (left), that is the lowest point Mega Man falls after being pushed up by the fan. If the ceiling is too low, Mega Man just gets stuck up at the ceiling.
In MM6, Mega Man descends all the way back down after being pushed upward, and after hitting his head on the ceiling he comes back down.
Last edited by sbq92 on Wed Aug 01, 2018 4:08 pm, edited 1 time in total.
Wood Mania: 210378
SotN Entrance: 208059
Jungle Base Infiltration -Revamped-: 112280
The Metal Conquest: 92368
Ridley V1 -Long-: 89791
Construction V2: 51433

User avatar
Mega-zacsolo
Posts: 29
Joined: Thu Jul 20, 2017 12:42 am
Location: Wily's lab

Re: Version 1.4.2.1

Post by Mega-zacsolo » Wed Aug 01, 2018 4:06 pm

Rush jet into the top of the falling platform crashes the game

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object objRushJet:

Variable <unknown_object>.<unknown variable>(100005, -2147483648) not set before reading it.
at gml_Object_objRushJet_Step_0
############################################################################################

User avatar
Yoshi2018
Posts: 3740
Joined: Thu Mar 29, 2018 11:54 pm
Contact:

Re: Version 1.4.2.1

Post by Yoshi2018 » Wed Aug 01, 2018 7:04 pm

sbq92 wrote:
Wed Aug 01, 2018 4:02 pm
The Wind Man fans don't function accurately.
Image
In MMM (left), that is the lowest point Mega Man falls after being pushed up by the fan. If the ceiling is too low, Mega Man just gets stuck up at the ceiling.
In MM6, Mega Man descends all the way back down after being pushed upward, and after hitting his head on the ceiling he comes back down.
They should be more like Mega Man 6, it gives more control and I've been softlocked due to Mega Man Maker's version.
I am inactive. If you see me, consider yourself unlucky.

FernandoPlayer7
Posts: 5
Joined: Sat Jul 15, 2017 3:39 pm

Re: Version 1.4.2.1

Post by FernandoPlayer7 » Wed Aug 01, 2018 8:50 pm

Here's a bug : If you enter a Boss Door while playing as Proto Man after using Time Slow the level will basically softlock (except that i can quit the level). I don't know if this bug also happens with Mega Man and Bass. Forgive me if I wrote any wrong word, my english is not that good.

User avatar
ZepperFang
Posts: 239
Joined: Mon Jul 17, 2017 10:41 pm
Location: Brazil
Contact:

Re: Version 1.4.2.1

Post by ZepperFang » Wed Aug 01, 2018 11:18 pm

Here's some videos about version 1.4.2.1 (probably work with older versions). I'm not sure if it's a feature or a bug.




Locked

Who is online

Users browsing this forum: No registered users and 2 guests