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BEFORE POSTINGIf you find bugs or issues, post them here. No nitpicking, please.
Bugs and glitches for 0.31
randomman12 |
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| QUOTE (Slit_Zurifa @ Oct 29 2009, 06:47 AM) | I cannot start the game. It says:
___________________________________________ ERROR in action number 1 of Other Event: Game Start for object obj_skipper:
Error defining an external function. |
you must use the dll files from version 0.3 or follow the link obreck gave in on of his posts for the download link to download: http://www.sendspace.com/file/41m2c8edit: if you have the files and there are still problems with mkf V 0.31 then try to restart your computer it worked with me This post has been edited by randomman12 on Oct 29 2009, 08:52 AM
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because its randomness
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Del |
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Spriter, tester & critic

    
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That's why you need testers Aura  Also, the Abobos, if you just duck next to them they can't hurt you, if I remember correctly, in the sprites I reshaded there was a kicking one, I think he should do that if you're next to him instead of punching. None of the characters is tall enough to be hit by punches unless you are on a platform.
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Current WIP's Bunch of Megaman's Enemies and Robot Masters sprites - 90% Moon Fortress enemies and tiles - 50% Quake 1 level artwork (all tiles, backgrounds & sprites) - 75% Dr.Mario - 100% (for current version only) Mr.L - 30% (mostly by Hopalongtom) Shade Waluigi - 100% Lots of characters' sprites fixes & improvements - 60% Duo Cosmo - 5% Secret thingies - 95% Random assists and designs - ??%
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AuraLancer |
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Level Designer and Novice Coder

   
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| QUOTE (Del @ Oct 29 2009, 02:32 PM) | That's why you need testers Aura 
Also, the Abobos, if you just duck next to them they can't hurt you, if I remember correctly, in the sprites I reshaded there was a kicking one, I think he should do that if you're next to him instead of punching. None of the characters is tall enough to be hit by punches unless you are on a platform. |
That was built in the old dev kit. Testing wouldn't have caught Roll or Wario, etc. problems because they weren't in there to test.
Also I got kicked by an Abobo in Fever Las Vegas, so they do kick.
EDIT: I don't know if this was intended or not, but Sonic is immune to the second boss in Anciena Pyramid's shots when he ducks. That made it ridiculously easy.
This post has been edited by AuraLancer on Oct 29 2009, 12:39 PM
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Del |
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Spriter, tester & critic

    
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| QUOTE (AuraLancer @ Oct 29 2009, 11:36 AM) | | QUOTE (Del @ Oct 29 2009, 02:32 PM) | That's why you need testers Aura 
Also, the Abobos, if you just duck next to them they can't hurt you, if I remember correctly, in the sprites I reshaded there was a kicking one, I think he should do that if you're next to him instead of punching. None of the characters is tall enough to be hit by punches unless you are on a platform. |
That was built in the old dev kit. Testing wouldn't have caught Roll or Wario, etc. problems because they weren't in there to test.
Also I got kicked by an Abobo in Fever Las Vegas, so they do kick.
EDIT: I don't know if this was intended or not, but Sonic is immune to the second boss in Anciena Pyramid's shots when he ducks. That made it ridiculously easy.
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I see.
Well, I don't know.. but when I duck next to an Abobo he just punches. I'm not sure if it was just ridiculous luck.
Also, Sonic's fire shield is immune to King Watinga's bullets too, at least the first phase Watinga, but anyway it's just so easy it's eeehhhh. Not sure if he's immune by ducking too, haven't tried, but I think he is.
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Current WIP's Bunch of Megaman's Enemies and Robot Masters sprites - 90% Moon Fortress enemies and tiles - 50% Quake 1 level artwork (all tiles, backgrounds & sprites) - 75% Dr.Mario - 100% (for current version only) Mr.L - 30% (mostly by Hopalongtom) Shade Waluigi - 100% Lots of characters' sprites fixes & improvements - 60% Duo Cosmo - 5% Secret thingies - 95% Random assists and designs - ??%
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Del |
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| QUOTE (Obreck2 @ Oct 29 2009, 02:36 PM) | | Oh Abobo does kick, but its chosen at random. I'll have to take up Del's suggestion and have the kick override all choices if the player is ducking. |
Haha yes a 100% chance kick in the face will be lovely.
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Current WIP's Bunch of Megaman's Enemies and Robot Masters sprites - 90% Moon Fortress enemies and tiles - 50% Quake 1 level artwork (all tiles, backgrounds & sprites) - 75% Dr.Mario - 100% (for current version only) Mr.L - 30% (mostly by Hopalongtom) Shade Waluigi - 100% Lots of characters' sprites fixes & improvements - 60% Duo Cosmo - 5% Secret thingies - 95% Random assists and designs - ??%
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Lars Luron |
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Lord of the Ellipses.....

  
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| QUOTE (AuraLancer @ Oct 29 2009, 10:07 AM) | | EDIT: Could the merging affect it? It looks for the elevator obj so maybe it's still looking for the one in my source? Sorry I don't quite understand the merging process. |
Bah, I must have missed that when I merged in your levels. Should be just a quick fix.
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 World 1-17: Mushroom Forest - 100% Complete World ?-?: Oedo Castle - 100% Complete World -1-?: Pibble Plateau - 100% Complete World 7-S13: Journey to Funkotron - 100% Complete Doh's Dimension revamp: 100% We're sorry; the Lars you are trying to reach has been disconnected. My laptop screen finally bit the big one. I'm gonna be out of action for a while until I can get a replacement. Try not to burn the place down while I'm gone....
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Del |
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Spriter, tester & critic

    
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Okay here's my terribe list of bugs and observations I've seen so far:
Ok.. first, what happened to the victory and death jingles? Is it because of the playlist.ini file? I downloaded the game from Turbo's install file, and they just don't work. My character gets stuck at the pole for a while, and if I die, Wario for example gets weird sprite overlapping, and sometimes I still can move freely. I don't know what's going on. You can tell me here how to fix it, but the public in general won't know. I suggest, if it's possible to fix, do it and reupload the game, this one is very annoying it takes 1 minute to die. Other people reported this, I don't know if it this was tested at all before releasing, it's so obvious... (sorry if I sound harsh, but it's better if I say it here instead of getting tons of complaints from the public).
Roll - mega helmet: I mentioned this one before, so.. since Roll can get charged shots without the Mega helmet now, what's the point of it now, just an extra hit point? I think she should get at least a powerful charged shot, or let the weak one go through enemies, or let her charge faster, anything.
Protoman - charge shot: I never mentioned this observation before, but he charges these "middle charged" shots so fast. You have to hold the shoot button for less than a second to get it. In the megaman games it took a few milliseconds to begin to charge and release a middle charged shot. I noticed it does more damage than a single bullet. You can take out big enemies by abusing this, being able to shoot about 2 middle charged shots per second.
World 1 - big hammer bros - in map, the wandering giant hammer bros that's at the bottom of the screen, around Bowsers' final fortress, there isn't a path, but you can still go through the "land".
World 3 - Joes - these are great indeed, but I think the battle is too easy. Personally I would add one or two Hammer Joes (the ones that can't be stomped while "charging" their shot.
Morton koopa Doc - Weird glitch, I was fighting him and after I stomped him for the second time, next to the wall, he walked backwards like Michael Jackson and went out of the screen. He never came back.
Freezing game - I think this has something to do with the victory jingles stuff; in older versions, after having the game running for a while, just the sounds got glitchy, but now, all the game does. It doesn't reduce frameskip rate, but it's all tilted. For example, you jump, the game freezes for half second and then you are in the air, then you are on the ground. It's all paused.
Arcade factory moving platforms - those pink platforms that move you to the left or to the right when you stand on them are still missing their animation.
Stairs sliding - this can be seen in AF too, if you try to slide as Roll or Proto when you are next to stairs that touch the ground, you can't slide and get seizures at the stairs.
Arcade factory green crushers - Bananas tried to fix this a hundred of times, but they still don't touch the ground (1 empty tile between them and the ground).
Kuwanger's weapon (Roll) - this weapon needs cooldown in it's hitting rate, you can do huge damage to big enemies that don't have cooldown on their hits like the Cyber Demon or Metal Slug tanks or Cacodemons. It's very overpowered, I'd make it's hit cooldown rate to be around 200 milliseconds, but not too big like Arthur's Cutman weapon. This one needs a faster cooldown and moving speed instead, it's really lame, it cant hit enemies more than once and takes forever to come back.
Watinga cockroaches - when you stand on them as Roll, Proto, Vile or Zero they get seizures.
Watinga's bullets - they are too weak, it's impossible to lose as Sonic or Tails with the Fire shield.
World two pipe says four - in Australia, theres a hidden part that leads to World 4 and World 1, however, the pipe that leads you to W1 says "4" in the pipe.
ITEM 1 - the "1" is still backwards in the sprite.
Anciena pyramid rings - this is a W9 level, it should have W9 coins instead of rings.
Those huge red enemies in the pyramid don't hurt when they punch you, I think they should toss you hard AND hurt you, similar to Lars' ogres in Mt.Sabre. Also, this level has a very nice layout, but it's too easy to be a W9 level, it needs tons of more enemies everywhere. As it is now it's just like a big room with lots of rupees. I would add lots of parakoopas or other flying enemies in that area with many stairs. The bosses are easy too and they need cooldown when taking hits too. For example if you shoot them with Kuwanger's weapon, they take HUGE damage.
FoD cherries - Aura's level, the cherries were indicators of where those enemies hiding in the trees were. I see enemies were added, but no indicators.
Yellow switch palace - it doesn't work, the switch just gets seizures.
World 3 extra health - I know about the "optional" thing for this, but seriously, does this world really need this? It's very easy. An example: as Link, or any other character, join one of those Wandering Sniper Joes minilevels, man poor Joes, they have to hit you EIGHT times to make you lose just one of your 30-99 lives. The Megaman levels aren't that hard. I think this is unecesary and makes it too easy.
World 4 - I can't join shop or levels or anything properly, I just get the "join level" sound endlessly, then it shuts up and freezes the game.
Sorry if I sound harsh again, but it's all for good. Also, congratulations on the updates and fixing most of the old glitches. Good job team!
This post has been edited by Del on Oct 30 2009, 11:15 AM
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Current WIP's Bunch of Megaman's Enemies and Robot Masters sprites - 90% Moon Fortress enemies and tiles - 50% Quake 1 level artwork (all tiles, backgrounds & sprites) - 75% Dr.Mario - 100% (for current version only) Mr.L - 30% (mostly by Hopalongtom) Shade Waluigi - 100% Lots of characters' sprites fixes & improvements - 60% Duo Cosmo - 5% Secret thingies - 95% Random assists and designs - ??%
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