Posts Tagged ‘bugfix’
I recently discovered that my game, North Exit, has a large, game-ruining bug; I somehow omitted the code for detecting a lose condition, so the player can’t lose the game (no, no that game, but yeah).
However, that doesn’t really make the game unwinnable or less playable — it just makes it infinitely easier.
My plea for help is: is it okay to re-upload the game with that single bug fix? Will that break any Jam rules? I know the Jam is relatively lax on rules, but I just want to be doubly sure. :’D
Thank you to anyone who’ll reply! I’ll go ahead and play your games too if you respond! <3
Thanks to all the great constructive feedback I’ve received from you, I decided to make a postcompo version of my game.
It mostly adresses the default controls and tries to fix some of the collision bugs.
If you’ve already played and rated the original entry, give it a go at:
Fixed a few issues with Karyote:
The disappearing food bug was the main thing. After playing for a few minutes, it seemed like everything disappeared. That wasn’t supposed to happen. Now you can play a lot longer. This is closer to the way it was meant to be all along.
[mild spoiler alert]: fully implemented the mote behavior. I don’t want to give it away, too much, but they now do something. OK, I’ll tell you, when you mutate, they mutate also, into one of the other food types that are present in the game.
Slightly improved the title screen by adding a larger title font. The old title text is now kindof a subtitle, I guess. I think it looks a lot nicer. Also added a graphic to the title screen which gives the controls, so you know how to play without reading the entry page. And added a timer to the Game Over to return to the title screen if you don’t start a new game after a few seconds.
- Added grid lines to the background, to aid in conveying the sense of motion. Mainly this helps when you’re in a sparse area or if you mutated into a slower organism.
- Fixed the mutation math so the player’s speed and turn_speed cannot be 0.
- Added visual effects to the player. As you get closer to mutation, your appearance becomes more unstable.
- New enemy behavior is now modified when you mutate.
- Added a new food type, Ziggy.
- Added visual effects to the enemies. There are now lots of colorful particle effects when enemies spawn, or you eat them, and during mutation.
- Dashboard life and food numbers have been replaced with bars.
- Changed up the visual effects for the player a bit, due to limitation of HTML5 being unable to handle Game Maker’s additive color blending.
- Dashboard life and food bars have been replaced by hearts and dots.
- Mutation math has been tweaked to be a little bit less wild.
- Added some controls to aid debugging:
- Press “c” to toggle the dashboard’s display of the count of instances in the game.
- Press “d” to toggle the dashboard’s display of your closest enemy. This also shows the target for the “Homey” enemies.
- Press “z” to self-destruct.
- Press “r” to restart the game (this has been present all along, not just when the game is over).
- Added new food type, Whirly.
- Added level progression.
- Finally finally fixed the Homey chases the top left corner bug. Turns out he would target the dashboard display, lol.
- New soundtrack by Ian Faleer
- Finally, the last feature for the game is complete! Your sprite changes when you mutate. New sprites are procedurally generated based on your new ability stats.
- When you mutate, your former forms become available to the game as enemy AI.
- HTML5 version has some problems with generating the procedurally generated sprites, resulting in oversized collision mask and unfair collisions, so play the Windows version to get the full experience.
- Player’s sprite mutation
- Old player forms return as new enemy types
Give it a try now:
Karyote by Chris Sanyk (enhanced) (Windows)
The Windows build has nicer particle effects due to the way colors are rendered by the Game Maker runner in HTML5.
Ran through the game again and noticed a few bugs, which are now fixed:
- Score: counting errors resulting in inaccurate Births, Deaths.
- Collision(enemy) bug resulting in every collision killing an enemy regardless of its health.
- Fixed a few minor bugs in the Player controls (I think for real this time)
If you’ve already downloaded it and played it before, it’s worth downloading again and trying it out with the fixes. Gameplay should be a good bit more challenging than in 1.0.
I just realized that the characters in my game are not centered when playing the game in a notebook with integrated GPU. The issue was that textures dimensions are not power of 2.
Here you can see the main character looks small and “uncentered”
I changed the texures dimension in this new version. So if you experiment the graphic issue please try the new version. I didn’t add anything just change the texture dimensions
Please don’t consider this for the compo, of course.
I found out today that the last level was impossible in the game I submitted last night. This was due to some last minute changes that I thought were too small to merit testing.
Oh well! It is at least good to know that players made it that far in!
The leaderboards are growing, and I am both sad and happy to say I’ve been dethroned on all levels – except of course that last level on which hamburger holds the first and only score.
There was a pretty severe memory leak in my game which either caused the game to slow down to an unplayable state or crashed entirely. This issue has been fixed.
Furthermore, a readme has been included which specifies the goal much clearer (well, at least I hope so). Also there was a problem with shooting cannon balls which prevented the player from winning if used uncorrectly, so shooting has now been removed completely. It didn’t really work anyway.
And I found out that you need the Visual 2005 C++ Redist package to start the game, so the required DLLs to launch the game have been included as well. The Mac OS X version also works on Mac OS 10.5 now.
The links have already been updated. If you had any problems earlier, I strongly suggest to try this version. For those of who already downloaded my game, you can download a patch here (90 kB). (Just replace the exe.)
Thanks to everyone who played and rated my game and especially to those who gave their feedback. Much appreciated.
My LD entry, Boboil goes Exploring, will no longer ‘melt your laptop’, as I’ve fixed the memory leak.
Also, as some people said they were on laptops, I’ve added support for arrow keys too. So play it NOWZ!
I’ve released a post compo version of Cave Ninja. Nothing exciting, it just fixes two bugs:
1. Win check for last level corrected.
2. Divide by zero error fixed that occurred for certain OpenGL implementations.
To be honest, for most people there’s no reason to update. But for those that got the divide by zero (might also seem like it just shutdown at once), it might be worth it.
Windows binary (should run fine in Wine).
In my game I had some problems with gosu’s rendering of tiled graphics. jlnr was so kind as to quickly fix some bugs, so here is my updated LD14 entry:
Download: Evacuation v1.01 (Windows binary + Ruby source code)
- background and road tiling
- bunkers no longer getting placed under houses so villagers can’t enter
- sound glitch when game is won
Bummer, too late for the binaries torrent
This is a bugfix for Roadz. I’m pretty sure there is an issue with the timing code on Windows ONLY (as in, it doesn’t work at all and makes the game even more ridiculously hard.) This release should stop that from happening. Includes Win32 binary and Python source. The original is still up if you want to take a look.
Edit: Making this fix broke something else non-critical (but annoying!) in that it was truncating the times to the nearest second. That’s fixed in the above zip as well.