Some certain pony told me they didn't see jumping Twilight in a while -- how about seeing Twilight and her speedrun strats?
Ran the game just to get some material (screenshots) to work with and I didn't have to play long to break the game with my epic skills.
I mean, it's kinda fun to have such glitches, so that people can creatively use these in speedruns, but thaaat one is too easy to perform, too OP.
I haven't checked the code yet, but at first glance I suspect the code order is to blame.
The thing is, that when Twilight is squeezing, unable to get up (the forced ducking state), she's also unable to jump (to prevent from these things happening lol). Buuut it looks like if you start squeezing through such passages and immediately jump (basically approach the wall, then hit DOWN+RIGHT+JUMP), she will enter the passage and jump even though she should not and due to her hitbox getting stuck in the walls, she'll end up being teleported away.
agesa while since I was working with her code, but obviously the 'forced' state is applied too late, by a single frame. If I remember my code correctly, the check for forced ducking state is executed before or after the movement in general (walking&jumping), so she can move by these few pixels and jump in a single frame, before the next check will be run (either at the end of the code or at the beginning in the next frame). I didn't think of it, heh. Well anyway, the solution is simple, I'll have to move that check, so that it is executed after movement, but before jumping. ez
The teleporting though... It's how I wrote collision (cheap magic to keep player away from walls) and while everything works, it doesn't like when somebody manages to get stuck in the wall, heh. Generally there should be no way to get stuck, but the more I play, the more features I add, the more I realize, that ... things just happen and I definitely should consider handling such circumstances in a less aggressive way. Someday I'll have to reimagine how everything should work and I guess... I'll have to rewrite a lot of code.
Looks funny kinda like a budget tantabus turning reactions into nightmare Hmm that is interesting, looks like the ring animation after reacting, except it goes wild. The mentioned animation in slow-motion; I tried toying with that, but still couldn't recreate it on my end. This is.. intriguing.
I tried looking around on mobile & tablet views, gave some reactions here and there and I can't seem to be able to see the thing you're mentioning - everything appears to be correct. Would it be possible for you to take a screenshot of it?
Ooookay, I think I'm done toying with these icons, at least for now.
...and with that, I've did some progress on the game's page (nothing epic to see there tho). Of course, it all is still a work in progress, but I got it to a state, where it doesn't look like a complete mess.
---A thread on the forums will be posted once there'll be a playable build---
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@Rikifive, you are usually in the forum issues thread, I have two issues that I have seen as distracting, that you can report there (for me):
First one is really obvious in mobile view, in the Welcome Plaza, as the width is too small for the green text, it gets overlapped. You can see this by resizing the window on desktop view as well, as I did in the screen shot.
The other one is the purple "events" tag that is almost impossible to read. I have also seen this kind of formatting happening in copy/pasted tags of user names in appreciation threads as well. Sometimes the text is white, but sometimes it is black and kinda unreadable.
I could always use ~15MB wavs. big filesize, big brain
but mp3/ogg are good enough for a game I guess. I initially have wav files I need to convert afterwards, so I could upload these somewhere separately, should audiophiles desire to listen to epic quality.
Shattered Harmony OST DLC confirmed
Yeah, it's like a midi file, that's kinda what trackers are about basically.
At the moment I'm using Famitracker, configuring instruments, putting notes and effects myself- if you're not familiar with that one, that's basically how it looks and what it can output-
It does have an option to export tracks as .nsf files to be used in real nes(-ish) hardware, hence I mentioned that, as other than making the game be able to "play" these, there would be no extra effort required from my side. Writing it myself--- That is what I've been thinking about multiple times, but yeah, that does seem like it would be a rather bigger project of its own. Sounds fun though, I'd gladly toy with that, but I have enough of work, heh. I should focus on the game more.
Regarding the forum issues with stylization, yeah, these two is what I've seen myself a lot, but I kind of assumed they're aware of these rather obvious inconveniences, and that they might be working on that once they'll have some time. I did mention one another thing (dark burger on mobile like it was with initially dark user bar at the top on pc), that has been left unanswered. Welp, I'm afraid I can't make things any faster, so it's best to report such things/make threads and await replies from relevant ponies, who can work on the site layout, because I can't.
I'll bring that to their attention nevertheless. Edit: Done, and that's all I can do I'm afraid.
Banned accounts being automatically moved to the Banished group was a custom feature that isn't supported anymore after the upgrade, and therefore, the Banished badge no longer exists. The Banished group was a separate thing from the actual account ban, where the badge was mostly an optional visual sign. So, let's say that just the badges are gone, but the banned accounts remain banned. What was said above is one of the reasons why the banished badges probably won't be implemented back. There's no really a reason to publicly mark users that way. There also were many threads created b
Mmm polished spoilers on the site
It's like opening treasure chests!
And I've been working further on the actual content (the page for Shattered Harmony) and after preparing some images (namely drawing more spell icons to show them all on the page), I kind of came to the point, where I want to modify the spell icons, because I kind of drew stuff randomly at first and next icons kiiiiiiiinda don't match, so I'll have to approach it all properly and try to keep one style.
For example, here's element of honesty;
BEFORE (already was in game for a long time, looks more like a pineapple)
AFTER (new icon, more accurate to the original look, colors also more accurate)
What kinda irks me is that there's no center in these 16x16 icons. It's hard to align these nicely without making double-pixel-center, which is what I did at first.
The thing is, that double-pixel centers make the icons less accurate to their actual look by making them.... fat.
Some more examples I worked on today:
BEFORE (new icon in old style)
AFTER (new icon in the new, thinner style or something)
BEFORE (new icon in old style, too fat but actually looks somewhat niiiice in pixel art(?) )
AFTER (new icon in new style, now it looks too squished on the other hoof lol)
...Hmm... Now when I look at these when placed next to each other, the old style didn't look thaaat bad I think... maybe..?
Anyway, these are work in progress; haven't really finished them, as it's past 7AM and it's time for me to go to sleep!!!