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June 19, 2013, 01:58:05 PM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCockpit CompetitionCommander Jet Pack : A dangerous path[FINISHED]v1.1
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Author Topic: Commander Jet Pack : A dangerous path[FINISHED]v1.1  (Read 16418 times)
Glyph
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« Reply #30 on: April 05, 2009, 06:56:07 PM »

Check the top of the first post.
I finished!! Tears of Joy
Note:May be buggy.
Oh yeah, thanks so much Pgil!! Beer!
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moi
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« Reply #31 on: April 05, 2009, 08:24:21 PM »

awesome! downloading...
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pgil
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« Reply #32 on: April 05, 2009, 08:38:21 PM »

Starting to play right now. It's hard as hell! But I will persevere...
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Glyph
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« Reply #33 on: April 05, 2009, 08:48:33 PM »

DANGIT!!!
A room doesn't link to the right one and skips over it to the next...but it's possible to go back through the door so you can still go to that room, so no HUGE deal... more bugs to come, I assure...
(It's in the end of the space zone)
Bloody hell, I'm making an update, although not for consideration and seperate. I found an effing huge bug that I fixed earlier... in other words, I UPLOADED AN OLDER GMK!!!
« Last Edit: April 05, 2009, 09:07:58 PM by Glyphmasta » Logged

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gauthier
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« Reply #34 on: April 05, 2009, 09:18:05 PM »

I'm pretty sure Derek said it wasn't due until 12:00 PST, so you've got a bit of time still Zach Gentleman

I saw that room you were talking about at the end of space, it confused me a bit at first. Also, I'm having trouble getting the shield to work. I've tried turning my back on a few bullets, but they usually just go right through my shield. And yes, I equipped it from the pause menu. Finally, I've seen a glitch where breaking pots below other pots causes the higher up pots to fly straight up at an incredible velocity, rather than obeying the laws of physics. It's not a game-breaking bug, obviously, but still looks pretty wonky.
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Glyph
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« Reply #35 on: April 05, 2009, 09:26:36 PM »

Thank god for time zones.
I know why all that's working, and why items won't display.
I'll also throw in a readme with the credits, etc in case noone gets to the end Wink
Like I said, older gmk, fixed bugs reoccurring.
Gonna fix this thing up- for good.
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gauthier
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« Reply #36 on: April 05, 2009, 10:02:20 PM »

Ooh, I found a pretty big bug. When I bought the Moon Jewel, the thing that lets you break pots easily, I went back and saved in the nearby save room. When I went back to the room with the shop, it gives me this error message:
Quote
ERROR in
action number 1
of Key Release Event for <no key> Key
for object o_creds:

Error in code at line 82:
   if itp2=25  and o_pause.ei[17]=1 then {itm2="No Item"; itc2=1000; iim2=40; idc2=""; itp2="";};

at position 10: Cannot compare arguments.

And then, every time the shop is on the screen, it continuously gives me that message, and I'm forced to quit.

EDIT Ah wait, the one that I get when I'm near the shop is a bit different:
Quote
ERROR in
action number 1
of  Step Event
for object o_shop:

Error in code at line 43:
   if itp2=1 and o_pause.wpn[2]=1 then {itm2="No Item"; itc2=1000; iim2=40; idc2=""; itp2=0;};

at position 10: Cannot compare arguments.

The other one comes up when I first enter the room, and this one appears every step that the shop is on screen.
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Glyph
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« Reply #37 on: April 05, 2009, 10:35:49 PM »

Ooh, I found a pretty big bug. When I bought the Moon Jewel, the thing that lets you break pots easily, I went back and saved in the nearby save room. When I went back to the room with the shop, it gives me this error message:
Quote
ERROR in
action number 1
of Key Release Event for <no key> Key
for object o_creds:

Error in code at line 82:
   if itp2=25  and o_pause.ei[17]=1 then {itm2="No Item"; itc2=1000; iim2=40; idc2=""; itp2="";};

at position 10: Cannot compare arguments.

And then, every time the shop is on the screen, it continuously gives me that message, and I'm forced to quit.

EDIT Ah wait, the one that I get when I'm near the shop is a bit different:
Quote
ERROR in
action number 1
of  Step Event
for object o_shop:

Error in code at line 43:
   if itp2=1 and o_pause.wpn[2]=1 then {itm2="No Item"; itc2=1000; iim2=40; idc2=""; itp2=0;};

at position 10: Cannot compare arguments.

The other one comes up when I first enter the room, and this one appears every step that the shop is on screen.
I literally have no idea, seeing as o_creds is the credits object, it doesn't have a no key event, and it's not ever in that room! WTF
This is very odd... I'll try to spend the last 15 minutes fixing it, but there seems to be no logic behind it whatsoever...
As for everything else, all fixed (I think)...
Wait a minute... I test-deleted o_creds, and it just moved on to the next randomly associated object, and object used as a waiting period after you beat the boss... This is messed up, as NONE of these objects exist at any given time and therefore shall not be ran through for coding... and definitely not run through OTHER objects' coding! I'm speechless...
Never mind. Weirdness was because of a variable not properly assigned, and it couldn't handle it.
« Last Edit: April 06, 2009, 06:03:19 AM by Glyphmasta » Logged

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« Reply #38 on: April 05, 2009, 11:00:01 PM »

Well, going with this...
But if any programming peers would like to look into it, I'm going to include the .gmk in the folder in the first post. The offending areas would have to do with finding the connection between o_shop and o_creds, of which I know none of.
Dang, so close. I was testing every aspect of the game and it all worked fine and then this one problem comes along and ruins it...
Oops, actually I was screwed either way. I never programmed in an item.
I'm going to sleep, enjoy that accidental 999 gold default too there, I'll update as well as I can tomorrow, and fix this stupid bug, etc. Too late for me, though. Good luck to the rest of you! Gentleman
« Last Edit: April 05, 2009, 11:13:13 PM by Glyphmasta » Logged

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« Reply #39 on: April 06, 2009, 05:23:17 AM »

Problem Solved! I'm going to keep the buggy yet legal version on the first post, but I encourage you to play the working version, as the game is pretty lame with the bug.
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« Reply #40 on: April 06, 2009, 05:46:59 AM »

Oh, cool. I'll get the new version. I didn't get very far in the old one anyway. I'm starting to figure it out though  Cool
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Glyph
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« Reply #41 on: April 06, 2009, 06:50:51 AM »

Well, v0.97 is a wreck but v0.99 should be perfect... However, I've never tested beating all the bosses, etc. but I've done extensive individual testing.
More known [MAJOR SPOILERS] bugs-
When you re-beat a boss, it won't count IF you've ever did the typing thing, it will only count what you just did, making you lose progress sometimes.
Presents may be reobtainable meaning you could lose your killer present/get all 3 from the same place and turn them in at the same place and miss an item, but I don't know if I ever made a precaution. Tell me if you reobtain a present, get 2 knives, or go to the same house etc.

EDIT: Fixed aforementioned problems. Updating to most recent version.
« Last Edit: April 06, 2009, 08:59:39 AM by Glyphmasta » Logged

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« Reply #42 on: April 06, 2009, 11:52:49 AM »

v0.999 is out! Now I just need people to test it... report anything and everyhting!
There aren't any bugs on the top of my head except minor ones like-
player occasionally sticks in the sides of blocks when flying for a few steps
certain enemies sometimes get stuck in blocks
The enemy thing I'm not too happy of, but I only lowered the probability of it happening with fixing attempts, so now it's rare.
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« Reply #43 on: April 06, 2009, 04:49:20 PM »

Gah! I found two bugs, one right after the other (so they might be related). First, I got this error:
___________________________________________
ERROR in
action number 1
of Collision Event with object o_mech
for object o_epar:

Error in code at line 4:
   o_mech.vt-=(pow/(o_pause.ei[33]+1));

at position 14: Unknown variable pow


I clicked "Ignore" and the game continued just fine.
Then I entered one of the save rooms (the one with the laser handgun)
and somehow a second instance of the mech appeared..
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« Reply #44 on: April 06, 2009, 05:18:45 PM »

Oops! Those objects were NOT supposed to be there, they were for testing, so that's why there were 2 mechs and all those items. Going to update in a few minutes, o.999b.
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