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MOST ANNOYING GLITCH YOU'VE FOUND

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So I managed to make it so I could show a transparent BG for my menu. Yay!

Then I use the shop to buy stuff and find out there is a tremendous glitch with the scrolling using shops (it basically does something where it overwrites the description making an unreadable mess, unless you go to make shops not transparent.

What's the most annoying glitch, you've encountered? As in, something that forced you to fix EVERYTHING just to get stuff to work as intended?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
One day I discovered a glitch in my DNA code that meant I never finish anything I start, ever, and it resulted in Tundra taking 12 years and still not being remotely close to being finished.
Hmmm, well, not necessarily what I was going for, but...

How did you fix it?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I didn't, it's still there. :(
edchuy
You the practice of self-promotion
1624
author=Trihan
One day I discovered a glitch in my DNA code that meant I never finish anything I start, ever, and it resulted in Tundra taking 12 years and still not being remotely close to being finished.

I think the effects of global warning have been widely exaggerated ...

author=bulmabriefs144
How did you fix it?

I think it requires some sort of a global catastrophe, such as an asteroid impacting Earth or hell freezing over ... (Sorry Trihan, I couldn't help myself!)
SunflowerGames
The most beautiful user on RMN!
13323

One annoying thing in my game is my skills and costs.
In the skill menu during battle some of the names
run into the numbers.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Make the names shorter then. :P
SunflowerGames
The most beautiful user on RMN!
13323

Doesn't work always since my cost is a percentage of total HP.
Which means the numbers get bigger.
Addit
"Thou art deny the power of Aremen?!"
6394
Hmmmm..."annoying glitches," you say?

Well...I think the only one I can remember that caused me to basically strip down what I have done for the past month in order to fix everything from scratch had to be the final phase of coding for "Monopolo's CPU AI." Everything was, at first, going rather smoothly. Having the AI roll the dice worked fine; having the AI purchase / not purchase certain properties based on income and dependence worked fine; having the AI mortgage and sell buildings in order to escape bankruptcy worked fine -- everything was all going fine. But the final part is really what stumped me for a long time before basically redoing everything again from scratch in order to get it to work, and that was the final phase: "Building Houses / Hotels with more than 2 different sets." Basically, for some strange reason, if the CPU acquired, say, all the Blues & Light Purples, and had enough money to purchase building on them, it was supposed to cycle through whether it wanted to build on one set or the other or both, by spreading the buildings apart. Whenever the process was checking to see what the AI wanted to do, it would usually result in a total "freeze," and having the piece just...stand there like a total jackass. No matter what I did, I couldn't get it to work for the longest time until I found out that the stupid problem had to do if the AI opponent had a full set of "Reds." One stupid misplaced variable had me going ALLLLLLL the way back to fix it. When I tested it, things worked fine, and I soon breathed a sigh of relief.

That's an example of an "annoying glitch." One helpful glitch that I found (that I left unfixed as a joke) is that, sometimes, when Player 4 crosses "GO" to collect their $200, they won't receive their $200 for passing. This usually is VERY RARE, as I can't pinpoint exactly what's making it happen, but I've always left it in because it was rather hilarious when it happened to somebody. So whoever Player 4 happened to be, they would usually end up getting screwed sometimes.

I guess certain "glitches" left in can add something to a game if done properly. Of course, if it's "game breaking," you wanna make sure you fix that ASAP.

I think I've had no less than four game-breaking bugs, and I'm always the first to point them out.

(Hey Trihan, didn't you say you'd help with testing?)

One pretty much crashed all battles. It turned out to be a common event WITHIN a common event, that I started on, removed, and forgot to remove the Call Common Event ?

Then I had a bug I couldn't even see (on some computers, sound files have to be at least 69 Mbps).

I also had a thing where my Trigrams, a random number effect that picked an effect (basically, dealing anywhere from healing damage to 1 damage to 99% nonlethal), basically went crazy and cast every turn. After trying everything including putting End Event at every spot, I final just switched it from Link to Event, to Attack. I think that worked.

And the way my Party Exp was set up, stalled my system, slowing in down on older machines. This basically involved cutting stuff out, especially my Geomancy system as it was. I might be able to switch it back now though.

And pretty much any glitch with my battle system involves copying millions of lines from one monster to another. Also, since I added Disharmony, I can't have the screen minimized for battle anims, because it throws some MFC error at me, which doesn't do anything, it's just an error I can't fix.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I did, bulma, yes. ^_^ I'm still working up the motivation to restart after getting my ass handed to me. :P

Addit: What is this Monopolo of which you speak?
(You've just gotta get back on the bike and... do some serious cheating. Goto the north end of town, where there's some huts, and one of them has a Chrono Trigger priestess expy. Talk to her, and she levels you up, no questions asked. You can get to about level 20 before she stops doing that.

I can do these at low level, but I know the enemies, and how to prep.)

Also, if we're talking about those giant worms, that's a battle you're supposed to lose (if you somehow win, more of them come). It should allow you to continue after that, though.
edchuy
You the practice of self-promotion
1624
author=Trihan
I did, bulma, yes. ^_^ I'm still working up the motivation to restart after getting my ass handed to me. :P

Addit: What is this Monopolo of which you speak?


Even though it will probably bring some painful memories for Addit:

Monopolo

BTW, Trihan, although I don't have any useful gamemaking skills, perhaps I can help you test whatever you have. PM me if interested.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I was gonna complain about my custom EXP system in RM2K3, but complaining about "having to redo everything" in RM2K3 is cheating, because you have to redo everything for practically every bug in RM2K3! Getting the best bug by using RM2K3 is like getting the best high score by using Game Genie. And anyway I have a more fun one, from my MUD.

The bug is related to the way NPC invisibility works. NPCs were never really designed to be visible to one player and not another; the query_visibility() function doesn't even take a player as an argument. To make it do this (after the game was ten years old) I had to whip up some shenanigans based around detecting the ID of the player performing the current action, and make the NPC appear visible or not based on that player's mission status (or whatever other condition). I make NPCs invisible when they're part of a mission, but you're not on the right step. (Think of it like pages of an event. If you're on step 2 of the Calibrations and Calamari mission, the Ultros NPC in room 3 is visible.)

There were two major bugs with this. One was just related to how visibility worked in general. If the player types "look ultros" when he's not supposed to be able to see Ultros, it gives him a different message than if he tried to look at something that really wasn't there. Specifically, it spits out the standard status message indicating how much HP the NPC is missing, which happens when looking at any NPC in the game no matter what: "Someone is in perfect health."

The second bug was much worse. If the NPC was fightable, the combat messages got all screwed up. The NPC was not on the mission and thus couldn't see itself. So its name would get replaced with "Someone" for about half of the lines of text in every battle:
You attack Someone 1 time and hit for 320 damage.
Ultros attacks you 2 times and hits for 467 damage.
Someone says, "Gwee, hee, hee! Don't tease the octopus, kiddies!"
Ultros attacks you with Tentacle for 944 damage.
You say, "Heaven's wish to destroy all minds! Holy Explosion!"
You let out a burst of holy energy throughout the room!
You attack Someone with Holy Explosion for 1974 damage.
It would appear this way both for the player in combat - who could see the NPC - and for anyone else in the room - whether they could see the NPC or not. Ridiculous. Totally awful.

Fixing either of these bugs would have required not only recoding how visibility works, but also editing every NPC and mob in the game, of which there are like ten thousand, to add extra arguments to functions that they call. In the end I solved the second one by never having fightable mobs turn invisible under any circumstance. If the player has to fight something that other people shouldn't see, then when they try to enter the room, I teleport them to an instanced copy of the room with its own mobs, and teleport them back to the normal version after they are done the mission. This required recoding all of my missions, but that took fifteen hours instead of fifteen years. And, uh, I just left the first bug in place. It's still there~
The memory error crash bug in Hero's Realm.

"Insufficient Memory to create stream."

Never ever figured out the cause or solution to this. The game would crash the entire engine on save, closing the game and corrupting your targeted savefile. nearly made me scrap the entire project.

If I remember correctly, your game was kinda heavy (esp on the battles). I moved most of my battle equations into common events, because it seemed to run them faster.

Also, some of your maps were identical (the coin trade areas, especially) so you could probably have cut out some of that and made recall location maps. When I tried to test/edit stuff it tended to clog on me.

Probably the database was overloaded in areas that couldn't take it or something?
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