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From Topic: Midi the Squirrel Game Demo
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Razon
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Joined: 12 Dec 2004
Posts: 959
Post#5  Posted: Sat Jan 02, 2010 8:20 am  Reply with quote + 
It's not the coding languages fault as it's properly capable, and you could also just use your own variables instead. I'll report a few bugs here and suggestions on how to fix them.


Glitch: When you're against a wall and jump while holding the arrow key against the wall, and you reach the top where you can move then it will execute hill movement coding causing you to move over and up a bit faster for that instance in time.
Fix: Setting it to not run hill movement coding when you're jumping should work, though depending on your engine coding it could take more then that.

Glitch: Downhill movement not being executed at all.
Fix: Basically what you want to do, is a reverse of the uphill coding that checks for non free space instead of free space. And making sure that there's free space to move down to, and setting the vspeed instead of the y like you do with uphill coding.

Glitch: Getting stuck on moving platforms.
Fix: Have the moving platforms check if the position that's it's going to move to is free prior to moving there. Use a place_free relative(from the x and y) check to see if it can move the entire object mask to the new position from the position that you're at.

Glitch: Getting stuck on those blocks moving down, happened when running and jumping through that area where the blocks move down and block the path. The blocks moved down onto the character and got him stuck, and they all piled into each other then.
Fix: Have it do a relative(from the x and y) place_free check like with the moving platforms so that it doesn't move onto the character.

Glitch: I've managed to get stuck on the very right wall of the starting new game area, haven't been able to cause the glitch again.
Fix: It seemed like he was falling stuck falling and couldn't move left because of it, probably because there's no ground past the edge of the screen but the reason that he couldn't move back may be because the actual movement wasn't allowed past that point that he managed to get to.

Glitch: You can open doors and be taken to the next area when pressing up even if you're walking or running.
Fix: Have it check wether the character is moving before it opens the door, or just make the character stop and walk through the door.

Glitch: Collision with the ground from above and below isn't smooth. Also setting the hspeed to 0 when it shouldn't as well, which attributes to making collision with the bottom of a wall under water look more glitchy by changing your direction besides the un-smooth collision.
Fix: With the wall parent on collision with the character, you could set something like this- it will make for smooth collisions from above and below.
Code:
with(other) { if !place_free(x,y+vspeed) { if vspeed<0 { move_contact_solid(90,vspeed); }
else if vspeed>0 { move_contact_solid(270,vspeed); } } vspeed=0; }
Note: This isn't a complete fix for this, but it takes care of most of it.

Suggestion: Also don't set the active stand sprite on landing. That should be handled by the coding that normally sets it, or if it is then you need to stop it from setting it the moment that you land when you're walking or running. Unless you want it that way, maybe it will look better when the movement's not glitchy. And when you're in shallow water with land below you where you could stand head over water, you should be able to stand in it and the character could maybe just move slower on it- a splashing effect when entering and leaving the water would be good too.

Glitch: Not moving all the way up against the wall sometimes until you let go of the arrow keys.
Fix: Should be an easy fix, what needs to be done may depend on how your source is coded to work- try adding this(edited where stated) to the step event for your character.
Code:
if place_meeting(x+hspeed,y,WALL_PARENT_HERE) { if hspeed<0 { move_contact_solid(180,hspeed); }
else if hspeed>0 { move_contact_solid(0,hspeed); } hspeed=0; }


GML is a very easy language to use, it's base is similar to the basic base of the delphi coding language.
If you have any other questions or issues with fixing something, then feel free to ask me.
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