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Commander~DEST
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PostSubject: Biolab 4 Testing   Mon Jan 25, 2010 8:58 pm

Post your glitches below. The programmers will correct your glitches as soon as possible. Your help as testers is greatly appreaciated. Hopefully we can expand this list to unveil as many glitches as we can. I'm sure that there are some known glitches that I shoud l have put down here but couldn't remember.


Major Glitches:
-While running, if you point the mouse downwards, your gun aims up. It is exactly 180 degrees off. And it points towards your player, and the player walks backwards, sort of like a moon walk.

Minor Glitches:


Updated: January 27

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Last edited by Commander~DEST on Wed Jan 27, 2010 11:44 pm; edited 4 times in total
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PostSubject: Re: Biolab 4 Testing   Tue Jan 26, 2010 12:19 am

That glitch is just... strange...
I've tried to fix it but it just won't work...

Btw, I fixed a glitch that kept the walk-animation running when the game was paused.

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PostSubject: Re: Biolab 4 Testing   Tue Jan 26, 2010 4:19 am

Oh you fixed that? Great! I tried myself yesterday and evidently forgot to add it to this list. I corrected a number of glitches this morning and level 2 now plays with out errors.

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PostSubject: Re: Biolab 4 Testing   Tue Jan 26, 2010 6:57 am

Yeah, Although it didn't need to be fixed.

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PostSubject: Re: Biolab 4 Testing   Tue Jan 26, 2010 7:21 am

Yeah it did! There shouldn't be any movement when it's paused.

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PostSubject: Re: Biolab 4 Testing   Wed Jan 27, 2010 7:21 am

I updated the list and they are now sorted. In this early stage of testing we only need two catagories.

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PostSubject: Re: Biolab 4 Testing   Thu Jan 28, 2010 4:51 am

New Glitch/Crash:

___________________________________________
ERROR in
action number 1
of Draw Event
for object obj_player:

In script scr_achievement_draw:
Error in code at line 5:
height=sprite_get_height(spr_achievement_background);
^
at position 31: Unknown variable spr_achievement_background

I think this has something to do with the deleted sprites?

EDIT:
I suggest that we start to make sub-forums here... no assignments or something like that but "General Discussion"(aspeects and features of the game, no programming) "Undecided" "Done" something like that, so everything that is under work(weapon stats, detailed plot) would go to Undecided and something we have resolved already would go to Done

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Last edited by Hegemege on Thu Jan 28, 2010 4:54 am; edited 1 time in total
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PostSubject: Re: Biolab 4 Testing   Thu Jan 28, 2010 4:54 am

I think you ran the wrong version. Try this one: Biolab 4 v0.0.0.4c (In Progress)

I had them named wrong! My bad!

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PostSubject: Re: Biolab 4 Testing   Thu Jan 28, 2010 4:55 am

Oh okay, I ran an exe there... BTW read my edit above^^

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PostSubject: Re: Biolab 4 Testing   Thu Jan 28, 2010 4:56 am

Sounds good!

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PostSubject: Re: Biolab 4 Testing   Thu Jan 28, 2010 5:02 am

Can you by any chance do it during the following days? I am starting to panic about my exam week starting from Monday with chemistry. I have a programming course too, we will solve some old abitur maths exams with Maple 12 and we have to model some physics with MATLAB. Probably something should be known about floating points too...

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PostSubject: Re: Biolab 4 Testing   Thu Jan 28, 2010 5:03 am

I could do it right now!

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PostSubject: Re: Biolab 4 Testing   Thu Jan 28, 2010 5:06 am

Brilliant!

I hope I see some magical modifications into this part of the forum when I wake up tomorrow... BTW, I think I can do the stair walking during the weekend(at last)

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PostSubject: Re: Biolab 4 Testing   Thu Jan 28, 2010 8:17 am

Glitches found: 2
1)Majorish:
I think you can press space in room 1 to automatically teleport to room 2 even if your not by the door.
2)Minor
If you press space(During textbox) While the game is fading in/out, the fade will stop...
(To test this one, just start up BL4 and hit space as fast as your hands will go...

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PostSubject: Re: Biolab 4 Testing   Thu Jan 28, 2010 8:21 am

I have acknowledged both of those glitches, although I did not post them.

As for the transtion glitch, we are in the middle of programming it, so that's why it's not working right.

As for the textbox glitch, I know how to fix that, it'll be actually pretty easy.

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PostSubject: Re: Biolab 4 Testing   Fri Feb 05, 2010 8:51 am

When you crouch, your character gets stuck in a loop... Do we even need a crouch? It seems pretty pointless. You only go down like 20% of your height...

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PostSubject: Re: Biolab 4 Testing   Fri Feb 05, 2010 10:41 am

You mean the animation is in a loop? That's odd. I think I know how to fix that.

Btw: this weekend I'm at camp remember so I'll see you all on Monday. I think I will have lots of time to get working on the engine. You know this game is really shaping up.

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PostSubject: Re: Biolab 4 Testing   Fri Feb 05, 2010 1:56 pm

I still think the crouch is useless. Either getting rid of it or making our hero crouch more would be the best thing to do.

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PostSubject: Re: Biolab 4 Testing   Fri Feb 05, 2010 11:10 pm

It complicates quite a lot of things and we would get rid of quite a chunk of code if we didn't have crouching. It is afterall quite pointless, though jumping is maybe a bit more pointless, who would jump during a firefight...

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PostSubject: Re: Biolab 4 Testing   Fri Feb 05, 2010 11:29 pm

Who would jump in a straight hallway too? Jumping and crouch seem completely pointless. If we removed them, it would help simplify our game greatly.

Edit: If there was no jumping or anything... Why would we even need aiming? Without jump our crouch, then enemies will be like Directly in front of the player.

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PostSubject: Re: Biolab 4 Testing   Sat Feb 06, 2010 1:35 am

I kind of like jump. But crouch is unimportant. We don't want to simplify this game so much to avoid giving the user control. Let's get rid of crouching but we'll keep jumping.

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PostSubject: Re: Biolab 4 Testing   Sat Feb 06, 2010 6:58 am

But the jumping is still useless. Your character fights in a horizontal room. What purpose does Jumping have?

P.S. image_index for obj_player sprite 7 is totally messed up. When you leave rooms in goes crazy and when you reload it changes to 0 and goes up to 40, goes to -0 and goes down or stays at 0 and your character just sits there.

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PostSubject: Re: Biolab 4 Testing   Mon Feb 08, 2010 4:21 am

Ok. I guess. It will make animations easier for Nrage. But we do want to have the ability to aim. Because of head-shots, shooting object hanging off of cielings, ect...

I guess I'll work at removing them Smile

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PostSubject: Re: Biolab 4 Testing   Mon Feb 08, 2010 4:36 am

I think jump could still prove useful for hard to reach ducts, items, or areas as well as a way to dodge attacks. But I believe that the game needs more vert combat and for rooms to be more up and down along with left and right action. I think there is a way to reach a middle ground here. Me and Legion have discussed all of this and we both think that the levels could use more up and down action. Heck why do you think one of the first things I sprited were stairs and second levels. We could have stairs second and third levels and elevator pads, its practical and will give the gameplay more diversity.

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PostSubject: Re: Biolab 4 Testing   Mon Feb 08, 2010 4:54 am

I am good with elevation pads but I dont think some short ledges are any good for our game. As I said, a large part of the engine must be rewritten but I don't see it as a problem.

We might have to begin use collision checking for movement, or update the variable levely(or similar) every step and check for a object below player... It is doable

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