Page 1 of 1

A few more bugs. (MOSTLY FIXED AS OF PATCH 23)

Posted: 30 Sep 2019, 0:19
by Void
Every bug has been fixed! Thanks 38A!
Spoiler
I came across a new bug where trying to alter certain values (namely gfxwidth and gfxheight) of any custom effects doesn't keep changes when saving the world map file. (FIXED AS OF PATCH 23)

There's also another bug where saving global/world map scripts only works if you save using the test world confirmation message, and not the normal method of saving. (FIXED AS OF PATCH 22)

UPDATE: I hope I'm not too late, but I found another issue relating to creating effects through events:
framespeed.png


Basically, the framespeed and amount of frames the effect is visible are swapped when adding the effect. (FIXED AS OF PATCH... 20?)

Added 15 Sep 2019, 17:04:
So I guess I wasn't descriptive enough. For the effect issue, I think the game tries to auto calculate the average width and height of custom effects, considering I had one frame of a custom effect for a brick break and the game automatically split the amount of effect frames into 4.

I don't think it is a bug if you didn't set frames at the same time.

As for the other two, I'm not really sure how to be more descriptive.

You can upload a video to explain, because it should be fixed in patch 20.
I don't really have a good screen capture tool, unfortunately, I'll try to describe it through more screenshots.

Okay, it seems the last two problems have been fixed. The global effect one still persists, though:
This world/global effect has one frame, and the width and height are how I want it.
effect1.png


However, when I save the world map and reload the map or go to a level that doesn't have any level-specific effect configurations set up, the world configuration/.wls file changes by itself:
effect2.png


If this seems confusing still, this bug is related to the .wls file, which contains the configurations for the global objects.
Oh, by the way, not all of the effects related to the gfxwidth and gfxheight bug weren't fixed, but I found a workaround, just enable gfxsplitwidth and gfxsplitheight.