Version 1.5.4

Report bugs and glitches you found
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Sixsack
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Re: Version 1.5.4

Post by Sixsack » Tue Apr 09, 2019 12:17 am

not sure where to post crashes but...
this happened while i was making a level with rain

############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object objRainPreviewer:

Push :: Execution Error - Variable Index [4416,2464] out of range [4433,0] - -5.placedObject(100660,141314464)
at gml_Object_objRainPreviewer_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objRainPreviewer_Draw_0 (line -1)
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Jim Black
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Re: Version 1.5.4

Post by Jim Black » Tue Apr 09, 2019 12:34 am

When defeating a boss (I used Shade Man), he did not drop the selected power up capsule (I had selected it to drop the Nado power up), thus hindering me from reaching a ladder to complete my level. Does anyone else have issues with defeated bosses dropping items?
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LunarHalcyon
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Re: Version 1.5.4

Post by LunarHalcyon » Tue Apr 09, 2019 8:12 am

Sixsack wrote:
Tue Apr 09, 2019 12:17 am
not sure where to post crashes but...
this happened while i was making a level with rain
This happens, if 2 screens vertically have rain, and you move a 2-tile-large enemy or entity across the vertical-seam. Particularly if the vertical-seam has blocks blocking rain above, but the rain starts again brand new at the top-edge of the lower-screen.

Try to avoid doing that in editor, even dragging the transparent entity across it can crash it.
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Pika Luigi
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Re: Version 1.5.4

Post by Pika Luigi » Tue Apr 09, 2019 11:33 pm

I was fighting Shade Man, and when I defeated him, I collected the key and got this crash...

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

Push :: Execution Error - Variable Index [0,7] out of range [1,7] - -5.keyCollected(101061,7)
at gml_Object_objKey_Collision_375f7d2f_3120_44bc_812e_a935ed926fc8
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objKey_Collision_375f7d2f_3120_44bc_812e_a935ed926fc8 (line -1)
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Hyenyaku
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Re: Version 1.5.4

Post by Hyenyaku » Wed Apr 10, 2019 5:30 pm

X-Boxes' weird bouncing behaviours.
https://www.youtube.com/watch?v=RIJsLPVam6E
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[THE BLOODY BRUTAL KAIZO LAND]
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[ASSASSIN CLIMBING KAIZO LAND]
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AppendixOfTheCards
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Re: Version 1.5.4

Post by AppendixOfTheCards » Wed Apr 10, 2019 9:39 pm

Moving screens while editing a stage.


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object objPlayLevel:

Push :: Execution Error - Variable Index [6560,2144] out of range [8721,241] - -5.placedImageIndex(102006,209922144)
at gml_Object_objPlayLevel_Create_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objPlayLevel_Create_0 (line -1)

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Pika Luigi
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Re: Version 1.5.4

Post by Pika Luigi » Wed Apr 10, 2019 10:56 pm

Kind of an odd bug, but if you place two teleporters on top of each other, the color selector advances two colors every time it's clicked. Since there are an odd amount of colors, this doesn't prevent you from selecting any, but it's still kind of a bug, so I figured I'd report it.
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Slash7
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Re: Version 1.5.4

Post by Slash7 » Thu Apr 11, 2019 11:08 am

Bass is randomly losing dash speed on vertical Fans from Megaman 6. Also include Rain from Megaman 9
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MiinionX
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Re: Version 1.5.4

Post by MiinionX » Thu Apr 11, 2019 12:12 pm

Hello there!

I've recently booted up Mega Maker and realized the game is no longer recognizing my D-Pad as a method of input. Aside from the D-pad I still have full usage of all buttons and joysticks. Other programs such as JoyToKey are recognizing the D-pad and previous versions of Mega Maker were as well. So far I have attempted to change controllers, and redownload the game but have not been able to get it working. If you have any advice for how to fix this issue or would like more info I would be more than happy to listen or help.

Thank you for reading my post and I look forward to any possible solutions
MiinionX

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epicawesomeman13
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Re: Version 1.5.4

Post by epicawesomeman13 » Thu Apr 11, 2019 10:19 pm

The game crashes after placing a bokazurah directly on top of a spring (This doesn't happen if there's a vertical gap between the two objects).
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object objSpring:

Variable objBokazurah.grav(100212, -2147483648) not set before reading it.
at gml_Object_objSpring_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objSpring_Step_0 (line -1)
h a p p y

EthGaming101
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Re: Version 1.5.4

Post by EthGaming101 » Fri Apr 12, 2019 12:01 am

If you defeat a boss containing a key and is on the space the boss occupies, the game crashes. It seems to be the third key. I think that the sprites on screen overload the program, causing a crash.
(edit: No, it's random for some reason, and by the way, I'm using magma beam.

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

Push :: Execution Error - Variable Index [0,3] out of range [1,3] - -5.keyCollected(101061,3)
at gml_Object_objKey_Collision_375f7d2f_3120_44bc_812e_a935ed926fc8
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objKey_Collision_375f7d2f_3120_44bc_812e_a935ed926fc8 (line -1)

deltaknightstryke
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Re: Version 1.5.4

Post by deltaknightstryke » Fri Apr 12, 2019 8:44 pm

Broken Transitions randomly cease working and broken transitions that lead down now have a 50% risk of instant death. Robot Master Transitions will randomly not work and requires exiting and restarting level to get it to work. The more Robot Master Transitions the more likely they will cease to work.

NoneDragon
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Re: Version 1.5.4

Post by NoneDragon » Sat Apr 13, 2019 2:36 pm

Triggered after beating a boss and the key goes towards you. Level ID where the crash happened: 316926
Image

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Re: Version 1.5.4

Post by Mega Pokebattlerz » Sat Apr 13, 2019 6:53 pm

The game seems to run a bit slower than it did previously. For example, I've noticed the title screen doesn't sync up with the music correctly anymore.
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BenPlusMM
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Re: Version 1.5.4

Post by BenPlusMM » Sat Apr 13, 2019 11:55 pm

Magma Beam sound effects don't stop playing, even after the level is completed and you're booted back to the menu.
Does this look like the face of mercy to you?
Image
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karamba
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Re: Version 1.5.4

Post by karamba » Sun Apr 14, 2019 2:52 pm


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Nosaj
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Re: Version 1.5.4

Post by Nosaj » Sun Apr 14, 2019 8:50 pm

It seems that I have found two bugs.

Image
The first one happened while I was testing a level, where I got stuck in a corner and was unable to escape.
I had just defeated the boss in the room and was heading to the right door, and when I jumped from the bottom right corner up to the door, Proto Man zipped upwards and got stuck in the upper right corner.

The second one might just be my computer, but it seems that whenever a background is placed (or already present) in any part of a level, the game starts slowing down regardless of the level's size. If this isn't just my computer, I think it may be linked to the speed problems others have had.

faxolu
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Re: Version 1.5.4

Post by faxolu » Sun Apr 14, 2019 11:52 pm

I am currently making a metroidvania level for a contest. When I set a boss to ''drop a weapon'', instead I start the level with the weapon and killing the boss just refill my weapon energy. The level is 50 screens and has 5 boss. Anyone know why this is happening? I didn't had that problem when the level was only 25 screens and 2 boss. Maybe the level is just too big? Thanks!

BlitBitkin
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Re: Version 1.5.4

Post by BlitBitkin » Mon Apr 15, 2019 3:57 am

When multiple bosses are on the same screen and one dies due to falling down a pit, they all explode at once.

Image

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Pika Luigi
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Re: Version 1.5.4

Post by Pika Luigi » Mon Apr 15, 2019 4:17 am

BlitBitkin wrote:
Mon Apr 15, 2019 3:57 am
When multiple bosses are on the same screen and one dies due to falling down a pit, they all explode at once.
Unless you placed a boss suppressor in the room (the skull thing in the boss menu), all bosses will die when one is killed somehow, whether that be losing all its health or falling down a pit.

(Also, your image is broken)
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