Abel9210

Starport Avalice Delta: Bugs and General Issues

Feb 27th, 2016
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  1. General:
  2. * Player character's immunity to self-damage is not on by default.
  3. * No in-game way to rebind controls, and default controls are not explained in the game itself.
  4. * Player characters aren't being forcibly despawned when they're not being used? See: the fact that there are at least 36 characters that were spawned around the time this pastebin was written.
  5. * When you're on a slope and you jump over it, the game will think you landed on the ground while you're still airborne, and your jumps are reset. (Link to gif: http://puu.sh/nnNgE/c2189173bc.gif)
  6. * The game jitters noticeably when you're standing on a slope. As well, when you're on the flat ground of said slope, the player character sprite falls into the ground and zips back up continually.
  7. * The game does not run at a consistent FPS; it will dip periodically for a few milliseconds for seemingly no reason. (Link to performance sheet: http://puu.sh/no4A7/b09c32d732.png)
  8. * When the player character dies, their sprite is removed from the game, but you can still attack. As well, the dead character's technical model is not actually removed from the game proper.
  9. * When you play as Lilac and shoot the edge of the playable screen, the bullets stick to the wall instead of going off-screen. (Link to gif: http://puu.sh/oIvo1/ed8416cf7e.gif)
  10.  
  11. Dragon Valley:
  12. Is technically beatable in its current state as Carol, fairly sure Lilac cannot beat it by way of not having double jump. Of course, that would mean something if there was a clear win condition that maybe triggered a score tally.
  13. * You can fall out of the platforms randomly.
  14. * If you run into a rock formation, you will zip on top of it.
  15. * While running across the floor of Dragon Valley, your sprite orientation will randomly spaz out.
  16. * Why are there so many stars?
  17. * Double jumping off of certain platforms is impossible.
  18. * Platforms have no collision when jumping into them from below.
  19. * There seriously has to be a better way to do level design that doesn't involve hard-coding assets into the game at specific X/Y/Z values.
  20.  
  21. Chat:
  22. * You can move the chat around with your mouse. This is not an issue per se, but seems to be a hilarious bug anyway.
  23. - The chat object becomes slightly blurrier when you do this.
  24. * Word wrapping is handled poorly; the apparent method is to create a new line after a certain amount of characters are passed.
  25. * There's no actual way to turn off chat input when it's engaged.
  26. * When in 'solo' mode, it's impossible to tell if chat input is disabled or enabled.
  27. * Pressing any key that doesn't have a function turns on chat input mode, when it should be relegated to one key at most.
  28. * Chat history is temporarily hidden when you press Enter to say stuff.
  29. - I would prefer the chat history to be active forever when chat input is engaged, just above or below the chat input stuff (probably above). If you're not typing anything in or people haven't said stuff for thirty seconds, it should be hidden.
  30. * When you're typing stuff and someone says something while you're typing, the chat history will replace the chat input without actually disabling chat input. If you type something during this time, it'll snap back to chat input mode.
  31.  
  32. Variable Modifications:
  33. * When 'enableFlight' is set to true, you drift very slowly to the right when you're not doing anything.
  34. * When 'enableFlapping' is set to true, double jumping sets your left and right keys to diagonal movement. Left goes up, and right goes down.
  35. * 'enableRifle' and 'enablePounce' cannot coexist on the same character. If both are set to true, you can't shoot bullets with the B button.
  36. * If you set bullet shots to cost HP per bullet, you cannot actually kill yourself with bullets when you go to 0 HP. However, you also can't shoot any more bullets. (This is not a bug, I think, but interesting to note anyway).
  37. * When 'enableCasting' is set to true, pressing the C button brings up a spell list next to your character. However, it preserves any vertical and horizontal momentum you had prior to pressing C, allowing you to float for as long as the spell list is active. Also, there are no spells to cast. (Link to gif: http://puu.sh/oIyYK/0508e14f85.gif)
  38. * enableGlide doesn't do anything I can see.
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