Version 1.5.2

Report bugs and glitches you found
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Nigel Chinclucker
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Re: Version 1.5.2

Post by Nigel Chinclucker » Thu Mar 28, 2019 3:11 pm

The game crashed when I tried to move a Nombrellan spawner.

Also, not a huge problem, but for some reason Silver Tomahawk just kind of appears in the weapons list sometimes.

Also, I can set up a boss to drop a weapon when defeated, and still spawn in the level with the weapon.
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Sms_gaming
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Re: Version 1.5.2

Post by Sms_gaming » Thu Mar 28, 2019 5:05 pm

Uhm.... I think I did stuff. I swear, I didn't touch the game's code.
https://media.discordapp.net/attachment ... -01-41.mov

Sometimes the game crashes with this code

Code: Select all

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

Unable to find any instance for object index '8' name 'objMegaman'
at gml_Object_objSectionSwitcher_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objSectionSwitcher_Step_0 (line -1)
Last edited by Sms_gaming on Thu Mar 28, 2019 5:07 pm, edited 1 time in total.
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NoneDragon
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Re: Version 1.5.2

Post by NoneDragon » Thu Mar 28, 2019 5:07 pm

Well, i figured out why when beating Time Man the teleporter won't spawn.
It happens after using the teleporter a few times, i played the Example Level "Obligatory Boss Rush Level" and when you beat at least two bosses and go for Time Man, the teleporter won't spawn when defeating him. I saw this happening with Time Man only, no idea if other bosses trigger this bug as well.
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Blast Man
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Re: Version 1.5.2

Post by Blast Man » Thu Mar 28, 2019 5:46 pm

Sms_gaming wrote:
Thu Mar 28, 2019 5:05 pm
Uhm.... I think I did stuff. I swear, I didn't touch the game's code.
https://media.discordapp.net/attachment ... -01-41.mov

Sometimes the game crashes with this code

Code: Select all

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

Unable to find any instance for object index '8' name 'objMegaman'
at gml_Object_objSectionSwitcher_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objSectionSwitcher_Step_0 (line -1)
nope, normal screenout bug
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Uranus
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Re: Version 1.5.2

Post by Uranus » Thu Mar 28, 2019 6:58 pm

the bug from 1.5.1 and before is still here#
############################################################################################
ERROR in
action number 1
of Other Event: Game End
for object objGlobalControl:

Data structure with index does not exist.
at gml_Object_objGlobalControl_Other_3
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objGlobalControl_Other_3 (line -1)

it happens when I exit, autoupdate or try to view or play any online level
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ZepperFang
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Re: Version 1.5.2

Post by ZepperFang » Thu Mar 28, 2019 7:31 pm

I wonder if such crashes are caused by corrupted level data. If yes, we will need to start from scratch, since there's no plans for an tool for fixing the corrupted levels (caused by the 1.5 update).

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InUniverse
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Re: Version 1.5.2

Post by InUniverse » Thu Mar 28, 2019 8:30 pm

Using Bass' double-jump while Flame Sword is active causes Bass to swing it a second time, interrupting the first swing and playing no sound effect.
Image ImageImage

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Re: Version 1.5.2

Post by Sms_gaming » Thu Mar 28, 2019 8:50 pm

InUniverse wrote:
Thu Mar 28, 2019 8:30 pm
Using Bass' double-jump while Flame Sword is active causes Bass to swing it a second time, interrupting the first swing and playing no sound effect.
It's pretty easy and fun to do. The sound for the second swing doesn't play. Weird.
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Re: Version 1.5.2

Post by LunarHalcyon » Thu Mar 28, 2019 9:01 pm

'Nobrellian spawner put at vertical screen transition (soft, probably hard too) causes crash. I went ahead and posted a picture i reproduced

EDIT: Specifically, when placed anywhere, but dragged onto a screen transition tile, into a tile that's sheltered from rain above it, but has rain on screen below it too which does cover the immediate top tile of the screen.

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Re: Version 1.5.2

Post by bogusbolus » Thu Mar 28, 2019 9:50 pm

So I was playing as Bass in a boss rush level and after I defeated flame man, he dropped a key. The key flew toward Bass but when it touched him, the game stopped and gave me this message.

Code: Select all

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step EventobjMegaman
for object objKey:

Push :: Execution Error - Variable Index [0,30] out of range [1,30] - -5.keyCollected(101058,30)
at gml_Object_objKey_Collision_375f7d2f_3120_44bc_812e_a935ed926fc8
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objKey_Collision_375f7d2f_3120_44bc_812e_a935ed926fc8 (line -1)
I had no other choice than to press the abort button as the program had come to a screeching halt. I wish I knew how to post an image I have saved.

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InUniverse
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Re: Version 1.5.2

Post by InUniverse » Thu Mar 28, 2019 9:59 pm

Astro Gates will only move exactly once from a button pressed while the door is out of section, no matter how much you mash the corresponding button. This makes it difficult to track the state of gates between sections.

Image
Image ImageImage

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MarkusT
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Re: Version 1.5.2

Post by MarkusT » Thu Mar 28, 2019 10:09 pm

The software does not start for me.
Instead i get this error message.

Code: Select all

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 3
for object objGlobalControl:

round argument 1 incorrect type (string) expecting a Number (YYGR)
at gml_Object_objGlobalControl_Alarm_3
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objGlobalControl_Alarm_3 (line -1)
And the only option i have is to abort..

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Diamond Wolf
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Re: Version 1.5.2

Post by Diamond Wolf » Fri Mar 29, 2019 12:25 am

Image

Code: Select all

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

Unable to find any instance for object index '8' name 'objMegaman'
at gml_Object_objKakinbaTank_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objKakinbaTank_Step_0 (line -1)
(Bass is in the pit)

All I did was try to get it to drop its shield... (Desert Base example level)
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LeonardMan
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Re: Version 1.5.2

Post by LeonardMan » Fri Mar 29, 2019 12:38 am

Upon further analysis of my bug, it is impossible to make ANY Robot Master give me Rush Jet OR Rush Coil, regardless of their position in the weapons menu. I just can't get bosses to give me Rush items.
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Re: Version 1.5.2

Post by Bean man » Fri Mar 29, 2019 1:01 am

LeonardMan wrote:
Fri Mar 29, 2019 12:38 am
I just can't get bosses to give me Rush items.
This also applies to Magnet beam.
Image

Okay yes alright okay

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Re: Version 1.5.2

Post by yotubesocialhd2 » Fri Mar 29, 2019 1:03 am

InUniverse wrote:
Thu Mar 28, 2019 9:59 pm
Astro Gates will only move exactly once from a button pressed while the door is out of section, no matter how much you mash the corresponding button. This makes it difficult to track the state of gates between sections.

Image
Have you tried placing the corresponding button in the same screen as the Astro Gate?

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Re: Version 1.5.2

Post by ZepperFang » Fri Mar 29, 2019 1:24 am

Nigel Chinclucker wrote:
Thu Mar 28, 2019 3:11 pm
The game crashed when I tried to move a Nombrellan spawner.

Also, not a huge problem, but for some reason Silver Tomahawk just kind of appears in the weapons list sometimes.

Also, I can set up a boss to drop a weapon when defeated, and still spawn in the level with the weapon.
Yes, yes and yes. Same problem here, but with Concrete Man. My level was lost - I can't play it or even touch the boss - it crashes.

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BenPlusMM
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Re: Version 1.5.2

Post by BenPlusMM » Fri Mar 29, 2019 1:39 am

i tried to play a level made before the update

___________________________________________
############################################################################################
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
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objHTTPControl_Alarm_0 (line -1)
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astro man
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Re: Version 1.5.2

Post by astro man » Fri Mar 29, 2019 1:51 am

I do not publish images, I'll tell you how to do it so you can appreciate them.

I was trying to see what was the special function of the concrete man in the springs and it turned out that everything went well. It was amazing to see how his momentum ran in the air and he jumped higher than normal.

But at the right time, he got stuck in the animation of his momentum and started doing it from left to right when he was pushed towards the wall and he got stuck forever.

How to achieve it?
1: you have a square and flat boss room and do not fill it with more blocks, just leave it that way.
Place a row of springs in the room and place the concrete man. Then see if something happens.
:o

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Re: Version 1.5.2

Post by SquiggleLemon » Fri Mar 29, 2019 2:02 am

If I make it so Crystal Man give you a weapon doesn't lock that weapon. For some reason it's only Crystal Man no one else he still gives you the weapons but it's not locked unless you put a capsule for it somewhere else in the level. (which I have been using as a work around)
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