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Cecconoid

Pixel-tastic, retro-infused, flick-screen, twin-stick-shooter. · By Triple Eh?

v0.CHIM Bugs & Issues Sticky

A topic by Triple Eh? created Mar 22, 2019 Views: 968 Replies: 23
Viewing posts 1 to 13
Developer

Post any bugs / issues in here.

(1 edit)

Permadeth happens in Room R2C5 due to baddie moving over respawn point

Developer

Fixed. Ages ago :D

Developer (1 edit)

Collision Bug: You can touch an enemy and not die. Most of the game (enemies) think you're dead, but you can happily run about...

Not seen this in days.

(1 edit)

Medium: If you die / quit the game and start new game before music has stopped playing on the menu, music will fade and never come back ingame // Start game, quit the game and start new game after landin to main menu, or after game over start new game after landing to main menu

Developer

Fixed. Added FadeMusicInstant to gs_Game_Exit.

(1 edit)

Minor: If you pause the game during spawn animation on, animation will play in background, ship will spawn out from nothing // Start cecconoid, pause the game immediately after game has loaded the spawn room and wait for the animation to run in the background.

Developer (1 edit)

Fixed: Particles were missing ParticleSimulationSpeed.cs component. (There might be more like this.. Edit: there were, the Prize Drop stars wouldn't have paused either)

(2 edits)

Minor: spawned loot box in ROOM_R2C2 can be interacted and pushed around, not consistent with other boxes of the same kind 

Developer (1 edit)

This is consistent with the other loot boxes, since they're under the influence of gravity / are free moving physics objects. Ones placed in the rooms are static objects and set to never move.

(1 edit)

Two nulls with stack traces and one repro video: https://drive.google.com/drive/u/0/folders/1R2Xfv6-C5sc_tk1PaYF_ZNgwvz3oyK1

Developer

Fixed: Added null checks

(1 edit)

back to room 2c5 gain - randomly there is a sound file that loops permanently.  Also had odd times when starting the game and the music didn't play

Developer

This is the bounce sound effect. The baddies get stuck in the collision and bounce permanently. Left it cos it's useful to the player. Have reduced the volume of the sound effect though.

cool, yeah I got deafened by the bugger :D

(1 edit)

Still can't play this great on a 360 pad. It's just too sensitive, I can't move true horizontal or vertical very easily. 

Developer

Fixed: I think. Found an issue with the PlayerController, fixed, deadzone smoothing changed, fingers crossed etc.

Developer

On the first run of Eugatron, the player remains locked until the end of the screen transition. It should be half that duration. Could be the DevModeEnter, probably the changes made to how the player is forced offscreen until the level commences...

Developer

Player should be invulnerable for  0.3s after death in Cecconoid, as well.

(2 edits)

Exploit: Room with balls that try to get to player but are stuck behind the laser. If player gets the boulder that goes around player, can farm infinitely points by killing all the balls and resetting the room by going to another room and coming back. Video about this on Google Drive.

Developer

Fixed: Room was missing some checks, swarm blobs ignore the player's option

(2 edits)

When on the eugatron select screen, clicking start with the mouse doesn't work and disables arrow keys/enter input (so I have to alt-tab out and force quit). I checked and it was also happening in the previous build.

Also, not sure if it's intended but in the latest build I can't use arrow keys on the first menu (choice between cecconoid/eugatron), it's mouse-only.

Developer

Yup, spotted that this morning. Fixed the UI for Eugatron. Will check the keyboard input thing before the next build.

Developer

Just fixed the keyboard thing. But it's created an amazing new bug where input is not debounced, so what ever button you're holding down between the transitions will fire off immediate :(

No idea how to fix that.