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Bug reports for Jan 13 release

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#1 Illari

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Posted 13 January 2014 - 03:01 PM

  • Going to editor opens the last campaign level played, and a loop of error messages with it.
  • Any new fade effects I create still don't seem to do anything.
  • You can get stuck between the ball and wall in tutorial (and toddler mode in general).
  • The lift in Trapped still gets spike wheels stuck in it.
  • The blue part of safety gates skip weirdly when moving with the lift.
  • Music still doesn't restart, when pressing enter before the dying music has ended.


#2 Chaostorm

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Posted 13 January 2014 - 05:31 PM

> Any new fade effects I create still don't seem to do anything.

 

I couldn't repro this, could you be more specific?



#3 Illari

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Posted 13 January 2014 - 05:47 PM

I was rather wrong, fade in/out effects show once in editor as you set them, and after that they also have effect but as an instant jump instead of the gradual fade, in both editor and during gameplay.



#4 Chaostorm

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Posted 13 January 2014 - 10:51 PM

I created a fade and it worked fine, can you save an example in the bug folder?



#5 Chaostorm

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Posted 16 January 2014 - 01:29 PM

Hey Illari, I checked out the fade in/out level and it is working fine for me.  Which tile group is breaking for you?



#6 Illari

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Posted 16 January 2014 - 01:31 PM

At start ones below Jetman.



#7 Chaostorm

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Posted 16 January 2014 - 01:49 PM

At start ones below Jetman.

Those are moving, I thought you were talking about fades?



#8 Illari

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Posted 16 January 2014 - 02:25 PM

I mean below Jetman after those, that are supposed to be triggered at start, which are actually below the signs. Sorry for being incoherent.



#9 Chaostorm

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Posted 16 January 2014 - 04:59 PM

I mean below Jetman after those, that are supposed to be triggered at start, which are actually below the signs. Sorry for being incoherent.

 

Those are working correctly, fades that trigger at start skip the fade process.  So if Jetman starts in an area covered with an opaque "fade out", it will be completely visible at start.



#10 Illari

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Posted 17 January 2014 - 04:16 AM

 

Those are working correctly, fades that trigger at start skip the fade process.  So if Jetman starts in an area covered with an opaque "fade out", it will be completely visible at start.

 

Is that necessary?



#11 Chaostorm

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Posted 17 January 2014 - 06:59 PM

That Jetman be visible at start?  Yes.



#12 Illari

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Posted 20 January 2014 - 07:39 AM

Destroy seems to only do the fade into invisibility now, without actually destroying the tile.

 

While this might not be a bug, in the world map, the zoomed thumbnail of a level goes off-center if the level is too close to an edge, so maybe the edges should be a bit further away.



#13 Chaostorm

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Posted 20 January 2014 - 12:11 PM

Destroy seems to only do the fade into invisibility now, without actually destroying the tile.

 

While this might not be a bug, in the world map, the zoomed thumbnail of a level goes off-center if the level is too close to an edge, so maybe the edges should be a bit further away.

 

Thanks, will look into these.



#14 InsaneJetman

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Posted 23 January 2014 - 01:44 AM

The help icons don't always display their message.

 

I'm not sure when exactly this happens, but I tend notice it the second time I play test a level, having completed it once.

 

For one level that this happens on see my bug report level: Safe Spikes



#15 Illari

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Posted 23 January 2014 - 07:46 AM

Does the Candy theme show up in the Missions editor on purpose?



#16 Chaostorm

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Posted 23 January 2014 - 10:30 PM

Yeah candy is a part of this release.



#17 Illari

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Posted 25 January 2014 - 05:42 AM

Yeah candy is a part of this release.

Will candy levels appear in the Infernal Maze campaign, or just editor? :)



#18 Chaostorm

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Posted 25 January 2014 - 06:25 AM

Yeah I was planning to put 1 in each mission.



#19 Juan G

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Posted 26 January 2014 - 06:24 PM

I found these bugs while using the editor:
* The move-or-copy dialog box ("Do you want to move this level from 'Folder A' to 'Folder B', or save a new level here?") isn't wide enough for its 3 buttons. This is happening since the update in which you replaced the default buttons with your own ones.
* The Tile Groups dialog isn't reset when a new level is loaded. Try it: load a level which has tile groups, open the Tile Groups dialog and choose group A; then, load a different level (which has tile groups too) and open the dialog again. The group A configuration of the first level will be displayed.

* The "destroy" tile group effect doesn't seem to be working properly. Take a look at the bug level "Destroy Effect Hides Objects".



#20 InsaneJetman

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Posted 27 January 2014 - 08:37 PM

After I delete the last saved game, the button still says "Continue Game" and I have trouble making a new game.







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