skydereign wrote:I've only played for a little bit, but there are two bugs I noticed. When you press up, and fire you'll start to shoot. But if you release up while the robot is still shooting, then when you finish you'll keep moving up and down. You can't move left and right after this, unless you press up again, and various other problems. The other is if you press up to extend yourself, and then let go and try to move into the moving platforms (the ones triggered after blowing up some of the computers), you will stick to it. Not sure if that's intentional, but it feels like a bug. It also happens on some other walls. For example, you can stick to the sides when you enter the launch tube thing.
-Edit
Also, if you are on the rising platforms and it is going down, you bounce. I never liked that, and it usually causes bugs, though in your game you don't have normal jumping. If you press up while standing on them (at least the one that I am currently standing on), you teleport off of it to the left. Just to note, the game starts to lag whenever the storm cloud enemies appear. The lag seems to go away a bit when they die, but the game is still slower than it was.
-Edit 2
When you switch to the red robot, pressing down still effects the green one. Also recharging still causes the other to glow. When I blew up a giant wall when I first got the red robot, some pieces just flew slowly straight upward, which looked rather weird. They also had a higher zdepth than the hud. I didn't notice if the others did that as well, to busy staring at the ones defying gravity. Pressing up seems to make you go through the very thin pieces of ground. Not sure if that is deliberate, albeit it was useful in some occasions. Another thing I just noticed is the robots animation for down slope moving right is messed up. Part of his face appears on the left.
Occasionally I just turn red and die... did I do something? It kind of looks like I got zapped. Another thing, when you get launched up by one of the jump pads, you can fall through the ground under them due to gE's collision system. Another question, is pressing escape supposed to pause it? I can also fall through the ground in stage 4 (by the jump tube) by moving into the bot switcher pod, and pressing. As I jump around due to collisions, I let go and fall through the ground.
The blocks you can still pick up as the red robot. Not sure if this is intentional, but the block still glows green, and has no fancy connection to the box. The red robot doesn't seem to die when I fell in water, and the red robot also can't stand on the boxes. Also, each robot has their own respawn point? Is that because only certain robots are supposed to appear in certain areas?
-Edit 3
Sometimes when I kill an enemy, the coin things they drop will be automatically collected, while other times they won't. At first I thought the water drops didn't automatically give it to me, and the storm clouds did, but that is not the case. Hope this all helps.
Wow, you must have played for a long time.
The shooting and stretching glitch is a complicated moonwalk issue (kind of :p) I'll see if I can completely overhaul the stretching system after I finish the boss.
The reason the robot hops is because the the frames for the walking/standing animations are smaller than the stretching animations, so if you let go of the up key, the animation jumps back to the stand animation and suspends him in the air for half a second. Again, I have a few ideas to fix that.
Wall sticking is just caused by my lazy code. I didn't focus on collisions so much and just used the default "Physical Response" action and forgot about it.
There are a few "perfect collision" demos I'll look into, those will probably help a lot.
I've tried to make the robot change it's parent to the elevator upon collision with the top side of the elevator, but that made the view go bonkers.
The stretching on the elevator can be easily fixed. As far as the lag goes, I have a few theories about that problem, but if I can't fix them, there's not much I can do about it.
The I'll try to debug the switch robot system. When I've tried to tamper with it in the past, it got completely screwed up, so I thought it was best to leave it alone. Nevertheless, I'll see what I can do.
I have no Idea what's wrong with the particles. When I started this game I used paths instead of Directional_velocity. I'll switch it over and that will probably fix it.
I'll fix the zdepth and animation too.
You die if you run out of energy, and the default animation for death is the zap animation.
There is no pause system yet. When I use the "Pausegame" function the buttons don't work. I've seen other people make fancy pause menus and a I have no idea how they work. Does anyone have a tutorial on pausing? If there is, it would be greatly appreciated.
I don't have all the functions for the red robot yet (ie box manipulation, water damage, ect.) sometimes I forget about all those things when I test the game. The robot does take hits from enemies, but sometimes he doesn't change color.
There are a few checkpoints that are only for the red robot so when the game is resumed from a previous session, the green robot won't be trapped when you start the game. Feel free to explore around with any robot however, it doesn't matter which robot goes where.
When you blast an enemy with the red robot the coins are automatically collected because the drop guy flies of the screen. This is normal.
There's a collectible "pod" hidden on the end of stage 4 that unlocks the next level. Right now it's possible to get to the next level by getting this pod, but I'm going to make it a little more obvious by taking that off or moving it. I also found a bug with the talking robot at the end. I'll take that off too.
Thanks for the it, I'll see what I can do to fix those problems. (Most of them should be quick fixes.) I really appreciate the feedback!