Tycho Brahe
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« Reply #260 on: June 22, 2010, 01:11:01 PM » |
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It works perfectly for me on chrome (windows vista 32 bit)
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mokesmoe
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« Reply #261 on: June 22, 2010, 01:44:58 PM » |
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Holding up on a chest causes foreground-background desync until you let go. (I'm using IE)
EDIT: Cursed items prevent me from equipping my minion.
EDIT2: Landed on a kobold's head without crushing him. Just stood on him and he couldn't move. Can't reproduce.
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« Last Edit: June 22, 2010, 01:56:44 PM by mokesmoe‽ »
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Rumrusher
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« Reply #262 on: June 22, 2010, 02:52:00 PM » |
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I finally got the seven floor kill screen error log this time I got it with the twin. TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.robotacid.engine::Effect/enchant()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Effect.as:221] at com.robotacid.dungeon::Content$/convertXMLToObject()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\dungeon\Content.as:223] at com.robotacid.dungeon::Content$/convertXMLToObject()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\dungeon\Content.as:232] at com.robotacid.dungeon::Content/populateLevel()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\dungeon\Content.as:105] at com.robotacid.dungeon::Map/convertDungeonBitmap()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\dungeon\Map.as:138] at com.robotacid.dungeon::Map()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\dungeon\Map.as:52] at Game/changeLevel()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\Game.as:416] at com.robotacid.engine::Player/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Player.as:138] at Game/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\Game.as:528]
TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.robotacid.engine::Character/processActions()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Character.as:435] at com.robotacid.engine::Character/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Character.as:225] at com.robotacid.engine::Player/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Player.as:130] at Game/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\Game.as:528]
TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.robotacid.engine::Character/processActions()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Character.as:435] at com.robotacid.engine::Character/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Character.as:225] at com.robotacid.engine::Player/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Player.as:130] at Game/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\Game.as:528]
TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.robotacid.engine::Character/processActions()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Character.as:435] at com.robotacid.engine::Character/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Character.as:225] at com.robotacid.engine::Player/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\com\robotacid\engine\Player.as:130] at Game/main()[C:\Documents and Settings\Aaron\My Documents\Flash\platform rogue\137\src\Game.as:528] it repeats the error log after the first one. also I had that stand on foe head glitch 3 times before. it must be a overlap where the rouge fight start(the slow fighting) and the hit box for stomping.
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mokesmoe
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« Reply #263 on: June 22, 2010, 02:58:08 PM » |
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The up on chest thing isn't working anymore. I assume it stopped because I changed floors. Got it again. When I do it, I get the massage "picked up" spammed in the log. I don't actually get anything.
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« Last Edit: June 22, 2010, 03:08:46 PM by mokesmoe‽ »
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st33d
Guest
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« Reply #264 on: June 29, 2010, 02:13:49 PM » |
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Changed the text renderer, the game no longer uses TextFields. It instead renders all text to bitmaps using a custom font based on the one I was using before. This means that the project is now 100% open source as I'm using my own font. I've also moved syntax over to interCaps as opposed to underscored_variables. The code should be easier to look at now. I'm adding a source link to my signature to avoid repeating the link. Hopefully the pre-loader should work now without a TextField to bugger it up. If it doesn't then I'll look into basing the pre-loader on Flixel's. Currently putting bug fixing on hold whilst I try to figure out where to place pit traps. I thought I could place them under any ledge (because I imagined you would be able to walk over the ledge instead), but what if the pit bars access to the ledge?
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Rumrusher
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« Reply #265 on: June 29, 2010, 09:04:13 PM » |
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Changed the text renderer, the game no longer uses TextFields. It instead renders all text to bitmaps using a custom font based on the one I was using before. This means that the project is now 100% open source as I'm using my own font. I've also moved syntax over to interCaps as opposed to underscored_variables. The code should be easier to look at now. I'm adding a source link to my signature to avoid repeating the link. Hopefully the pre-loader should work now without a TextField to bugger it up. If it doesn't then I'll look into basing the pre-loader on Flixel's. Currently putting bug fixing on hold whilst I try to figure out where to place pit traps. I thought I could place them under any ledge (because I imagined you would be able to walk over the ledge instead), but what if the pit bars access to the ledge? wait at least grant the rouge some type of bionic hookshot to swing around seeing how she can't jump. so that one won't be screwed over by random level design. maybe being giving the minion a throw master ability to make crossing gaps or getting out or over pit traps easier.
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st33d
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« Reply #266 on: June 30, 2010, 05:14:36 AM » |
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Yeah, but what if your minion is dead? And if I added a grapple, that would be as bad as simply giving the player a jump button, it wouldn't be Rogue, you wouldn't bother with spells or collect equipment, you'd just jump over everything.
I'm just saying the logic behind placing pits isn't as simple as I thought.
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Sir Raptor
Level 6
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« Reply #267 on: June 30, 2010, 07:26:44 AM » |
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You could give your character a limited number of bridges and ladders, which could be replenished by finding more in treasure chests.
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st33d
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« Reply #268 on: June 30, 2010, 07:34:34 AM » |
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Then I'd have the problem of trying to put the chests with said bridges in anywhere but on the wrong side of a pit, otherwise you'd be trapped. Such an algorithm would tell me where to put pits so that they wouldn't be a problem in the first place. It's a route finding problem. Not a mechanic problem.
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baconman
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« Reply #269 on: June 30, 2010, 04:10:53 PM » |
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Though clearly Spelunky-inspired, I do agree that giving a limited amount of "ladder building" and/or "floor destroying" could simply take this "problem" and make it something for players to solve, instead of the program; thus leading to more fun gameplay. As it is, it's a lot like a Roguelike Beat 'Em Up, but with nonlinear pathfinding involved. That's not to say it's not fun.
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mokesmoe
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« Reply #270 on: July 01, 2010, 08:57:37 AM » |
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You should be able to set actions to the same key. One think I could do is set entering stairs to up, so it's the same as picking stuff up.
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st33d
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« Reply #271 on: July 02, 2010, 04:04:35 AM » |
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I avoided using up and down for stairs in case of a loot drop in the same area. I had the same issue playing Torchlight and getting mobbed by an entrance.
A different take on binding keys might be nice though, so that you would add to a list of actions bound to keys rather than a set list of keys that can be bound to just one action.
A ledge, ladder or tunnelling spell would be fun. But I'm definitely not going the Spelunky route of allowing broken levels you have to commit suicide on. It smacks of a cop out. Spelunky gives a lot of tools to dig your way in and out of trouble right from the start. 3 bombs, 3 ropes. It's core to Spelunky's gameplay, so it's not really a cop out, it's fun. If I did it in this game, that's just being lazy.
I was smart enough to create an algorithm that can map routes around an entire random dungeon and allow the player access to every surface. So figuring out where I can safely make incisions in those routes is equally possible. It's another graph problem, I'm sure of it.
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Tycho Brahe
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« Reply #272 on: July 03, 2010, 09:35:26 AM » |
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I suppose you could simply have the program make sure that there's an alternate route to the other side of the pit from one of the sides.
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st33d
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« Reply #273 on: July 03, 2010, 03:30:31 PM » |
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Yes. That would be grand.
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st33d
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« Reply #274 on: July 04, 2010, 05:18:06 AM » |
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Well I've definitely figured out one easy way to do it. Any bottom corner of a room or space could potentially be a pit trap if I dig down from that point when I install the trap. Looking at the map generator, there seems to always be a route around when I imagine a hole there.
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st33d
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« Reply #275 on: July 04, 2010, 06:36:27 AM » |
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Whoo hoo!
Build and sauce updated.
There's now pits equal to the level of the dungeon. Gonna put in secret rooms and dart traps now. Gonna leave the boring bug hunt for a day when I'm not hungover.
Edit:
Secret rooms now in too! No treasure in them just yet, that will have wait for a better monster / chest distribution algorithm. But you do get experience for finding them.
Try walking into the walls at the edge of the map, if you start punching the wall, you're about to find a secret!
Edit 2:
Dart traps in!
That's it for today.
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« Last Edit: July 04, 2010, 03:19:38 PM by st33d »
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Xion
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« Reply #276 on: July 04, 2010, 09:04:24 PM » |
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I got hit by a teleport dart, and it sent me back to the level start got hit by the same teleport dart and it sent me somewhere off to the right side of the level, only the screen was black and I couldn't see what was happening. Because I was off the screen to the right. I fought through some bitches and made my way back into the view and it seemed to get better. got hit by the same teleport dart one last time and the game froze.
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mokesmoe
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« Reply #277 on: July 04, 2010, 11:23:23 PM » |
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Happens to me too. Teleporting via dart to somewhere too far away will stop the screen from scrolling. Teleporting via dart (possibly rune too, haven't tested) while the screen can't scroll causes the browser window to lock up. It takes up 25% memory according to task manager, (I have quad core, so that means a whole core.) so I would guess some sort of infinite loop.
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st33d
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« Reply #278 on: July 05, 2010, 01:08:02 AM » |
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Yup, looks like I fucked up the teleport algorithm when I tried to prevent it from dumping you inside a secret area. I've only got the quicksave to do and then all the basic elements are in! All I need to do is add more monsters and more spells! So I think I'll unfuck teleport, put in quicksave, and then go through all the bugs mentioned in this thread. Thanks again for playing, you've found a lot more bugs and got me to put in far more features than I would had I worked on this in secret.
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Tycho Brahe
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« Reply #279 on: July 05, 2010, 02:35:01 AM » |
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So far I've had no problems with the teleport darts, however I did have quite a funny death from falling down a pit trap, and then having my minion fall on top of me and kill me.
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