Space Funeral: Soft lock in RIP-THE-BLOOD's fort #1084

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JBoughter opened this Issue Dec 30, 2016 · 4 comments

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JBoughter commented Dec 30, 2016

Name of the game:

Space Funeral

Player platform:

Windows

Attach files (as a .zip archive or link them)

Space Funeral issue.zip Contains savegame/logs.

Describe the issue in detail and how to reproduce it:

Whenever you're going through the fort, normally there's these skulls that follow you and deal damage to you when you tap them. In most cases, since this makes it very difficult to go through the fort now, you can get yourself soft locked by standing still and having the skull move into you (which didn't happen normally, it just tapped rapidly instead of going inside). When replicated in normal circumstances, the menu was still usable, and movement was still possible, along with being able to turn the sprite. In EasyRPG Player, all three of those things are impossible, and it essentially soft locks the game, requiring the game to be reset and a previous save to be loaded.

I've went ahead and recorded this issue if you can't replicate it.
https://www.youtube.com/watch?v=JZ89SRJOlXY

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scurest Mar 1, 2017

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The soft lock seems be caused by the same thing as #1086 (this patch appears to resolve it). However, the behavior is still different than RPG_RT.

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scurest commented Mar 1, 2017

The soft lock seems be caused by the same thing as #1086 (this patch appears to resolve it). However, the behavior is still different than RPG_RT.

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Ghabry Mar 3, 2017

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can you elaborate the "behaviour is still different" part?

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Ghabry commented Mar 3, 2017

can you elaborate the "behaviour is still different" part?

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scurest Mar 4, 2017

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Yeah.

First, this needs the other change in #1108 or else the events (which use chip graphics) will pass right through you if you don't move into them (which is convenient, but wrong :). Other than that

  • The flash color doesn't go fully opaque in EasyRPG.

    final

  • The direction of motion for events that cycle left/right is determined by their current facing direction in RPG_RT. We determine it with a flag Game_Character::cycle_stat. For example, if you stand in the bottom row and wait for the... thing... to hit you from the right, it will retreat two steps to the left, then (1) in RPG_RT continue its cycle moving left, (2) in EasyRPG, continue its cycle going right

    out

  • If you back that same thing into the bottom-right corner, in RPG_RT, it will stay facing left, hitting you. In EasyRPG, the direction it faces switches every frame. You can't tell with the weird face thing but if you change the event graphic, you can.

    switch

    Also, if you hold right in this position, the event will constantly face right. In RPG_RT, holding right doesn't change anything (it stays facing left).

That's what I noticed.

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scurest commented Mar 4, 2017

Yeah.

First, this needs the other change in #1108 or else the events (which use chip graphics) will pass right through you if you don't move into them (which is convenient, but wrong :). Other than that

  • The flash color doesn't go fully opaque in EasyRPG.

    final

  • The direction of motion for events that cycle left/right is determined by their current facing direction in RPG_RT. We determine it with a flag Game_Character::cycle_stat. For example, if you stand in the bottom row and wait for the... thing... to hit you from the right, it will retreat two steps to the left, then (1) in RPG_RT continue its cycle moving left, (2) in EasyRPG, continue its cycle going right

    out

  • If you back that same thing into the bottom-right corner, in RPG_RT, it will stay facing left, hitting you. In EasyRPG, the direction it faces switches every frame. You can't tell with the weird face thing but if you change the event graphic, you can.

    switch

    Also, if you hold right in this position, the event will constantly face right. In RPG_RT, holding right doesn't change anything (it stays facing left).

That's what I noticed.

@Ghabry Ghabry closed this in #1108 Mar 4, 2017

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Ghabry Mar 4, 2017

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I will move the remaining problems observed to a new issue

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Ghabry commented Mar 4, 2017

I will move the remaining problems observed to a new issue

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