Game Maker has some of the worst collision detection functions ever. The only thing giving me a headache right now is debugging collision detection. I've found that writing out my bugs descriptively makes fixing them a lot easier. When I remember to, I document the bugs as I find them and then document my fixes for them. (This latter bug has appeared in other Castlevania fan games, from what I've read.) All these years of not making games because I just get fed up with all the bugs in Game Maker gave me a lot of knowledge about various bugs, so I'm taking the time now finally to try and figure out what's causing my bugs. Most deal with collision problems, such as jumping through ledges when Trevor's supposed to bump them or the whip locking up. I still have a (growing) list of bugs I'm currently trying to work out. Numerous bugs common to many Game Maker games, including those made by Mark Overmars himself, have been fixed. I've assigned variables for whip level (in Simon's Quest terms, thorn whip, chain whip, flame whip, etc.), whip damage (based on an array), and whip multiplier (the and glyphs hidden in walls). The whip can be upgraded, although this is still very much a work in progress. (This is currently buggier than the Forgotten One.) Trevor will jump through ledges that are at least 16 pixels above his head. I think I changed some line of code yesterday because I don't remember him hiccuping when I first wrote the code. Have to check the game to see if he "hiccups" when trying to jump, which he currently does in my engine. Trevor cannot jump when there is a ledge right over his head. I'm hoping my arbitrary timeline positioning was wrong and that the coding can be much simpler than what it is right now. ![]() I have to go back to the game and measure his falling rates. Currently I'm working on the code for that, trying to clean it up. Trevor will land awkwardly if he drops a distance higher than 64 pixels but not if he attacks at the right moment (but if his attack finishes before landing, he'll land awkwardly). Other things included that I may or may not have put in the vid or have since changed: "Oh, it's supposed to do that." I think in the vid I was just tapping the key. or do i?" Then I went back to the game, walked up a stair, held attack. I was like, "Shoot I have a bug with the attacks on the stairs! I need to fix this!. ![]() I noticed that when I was debugging early on.
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