Crush the bugs.

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Re: Crush the bugs.

Postby Yoshi42 » June 29th, 2013, 4:21 pm

AwesomeJRFD wrote:If you try manually editing the code, weird stuff happens. Crabs go back to their original beta form, and enemy mushrooms get stuck in their pre-jumping state.
-snip-




I found something else, when close to the crab it turns back normal and sort of home attacks you, then you freeze in the screenshot pose!

Also you escape the crab with the time control option, but you can't place blocks.
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Re: Crush the bugs.

Postby blue » July 21st, 2013, 9:22 am

MAJOR GLITCH: Setting the time to 2 will cause major issues. The LL will glitch up making speed to be corrupted(?) and FOrever time is 2.

Other than that, getting hurt then going into a transition will turn you into a zombie (never hurt, came from dieing) and you can still attack. :P
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Re: Crush the bugs.

Postby Raz » August 1st, 2013, 9:42 pm

Not a bug but still worth the mention: Knights are easy to corner into a wall and spam attacking them. It makes them easy to kill.
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Re: Crush the bugs.

Postby KABOOM » August 14th, 2013, 2:18 pm

In the editor, sometimes platforms will randomly teleport when clicked on.

In gameplay, if a downwards-moving block is moving fast enough and crushes the player, the player will appear on top of the block instead of dying. A similar thing can happen with sideways-moving blocks, where the player can appear on the opposite side of them.
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Re: Crush the bugs.

Postby AwesomeJRFD » August 16th, 2013, 8:12 pm

Chapter 1 Release Candidate has been released!




List of songs that don't work in the Level Designer anymore:
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  • Cathedral
  • Amyxo
  • Final Break
  • Marcia Minor
  • Techno Cave
  • Twisted Polka
  • Winter Theme
  • Sanctuary Echo - A capella
  • Sanctuary Echo - Orchestral

I'd say that's a pretty important bug.
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Re: Crush the bugs.

Postby KABOOM » August 17th, 2013, 5:38 am

Delta Negate Zones no longer work. That's pretty big, too.

EDIT: Void Meadow's loop point is weird. Not sure about the other songs.
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Re: Crush the bugs.

Postby Raz » August 18th, 2013, 11:20 am

Going to controls only brings you to the load level tab.
EDIT: changing the head, body, and legs of the old NPC doesn't do anything.
Karyete, Master of Civil Conversation
Disclaimer: none of these messages have been edited, context can be provided if needed (thanks discord!) but absolutely does not change anything about these messages and that he's too overly defensive and cocky to make situations better

Karyete: I don't have anything to say to you, I've been deliberately trying to not offend you for years, actually, but apparently everything I say to you is wrong. You come across as so aggressive that you successfully intimidated me into not wanting to talk to you
Karyete: Seriously, what is your problem? And not only that, you fail to even acknowledge you might be in some wrong here.
Karyete: Oooh it's you? Hello. Feel free to drop this right now. You're going to make yourself look like an idiot.
Karyete: We don't want to hear your opinion at this stage.
Karyete: You're not getting any apology, especially after now.
Karyete: You can stay up on your high horse, continue to twist the truth and act like an absolute child all you want. I refuse to give respect to a man who right now is picking up a dropped argument because he simply cannot fathom the idea that he might be in the wrong.
Karyete: How pathetic
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Re: Crush the bugs.

Postby KABOOM » August 19th, 2013, 6:52 am

The "set variable" trigger command doesn't work on variables that have already been set.

EDIT: Turrets and LD reference markers are always placed in the Mid Front layer, no matter what layer you choose.

EDIT 2: Entering an End Portal when a "Sleep until on ground" trigger is active causes an error.

EDIT 3: Sometimes when Eagle Kicking, the game gives the following error:
Code: Select all
TypeError: Error #1009: Cannot access a property or method of a null object reference.
   at com.runouw.ll.engine.hero::Hero/enterFrame()
   at com.runouw.ll.engine.modes::GameplayEngine$/enterFrame()
   at com.runouw.ll.engine::GameEngine$/enterFrame()
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Re: Crush the bugs.

Postby AwesomeJRFD » August 23rd, 2013, 11:40 pm

  • The window title still says beta v.3.2
  • Changing the closeBG while the farBG is set to solid black results in the closeBG being in the front of the level.
    Screenshot: show
    Image
  • Jumping at a certain spot in the 5th story mode level causes a huge amounts of lag, and graphical glitches.
    Screenshots: show
    Jumping here:
    Image
    Causes huge lag and this:
    ImageImage
  • Relative xspeed in the "Move Character" trigger function still doesn't work.
  • P (paste) button doesn't paste copied text as an item. It pastes the last item copied directly from the designer. Only ctrl+v (cmd+v on a Mac) works.
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Re: Crush the bugs.

Postby CedarBranch » August 24th, 2013, 3:45 pm

It isn't much of a bug, but the Invisible Light Source's description is cut off when NOT in full screen mode (the contents in parentheses are too long.). Same with the Log Cabin Snow Top Slope Up End Right & Left.
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