Bugs/design issues v1.30

General gameplay issues and ideas

Bugs/design issues v1.30

Postby CCX » Fri May 13, 2011 1:37 am

It ain't a new release without the corresponding bug topic! :P

Here's the first bug I run into (although to be fair, it probably was in previous versions too, I haven't visited that screen in a while). Turned out to be quite harmless although it gave me a bit of a scare when I first saw it:

clones_screenshot_0036.jpg
looks bad, but no foul actually done
clones_screenshot_0036.jpg (135.45 KiB) Viewed 13029 times


Whoa. :shock: But turns out my progress wasn't lost when I go into the individual maps to check. In fact if I exit back to the main menu and then re-enter pilgrimage, the stat screen will be back to normal. Phew!

Turns out this happens if I click "user-generated mode" and go to a custom level, and while playing it I use the menu to exit back to the world. If I go visit the Stats screen then, I will see this broken stats display. :shock: But to my relief, my progress weren't actually lost. :)
User avatar
CCX
Clones Junior
 
Posts: 192
Joined: Tue Aug 10, 2010 5:21 pm

Re: Bugs/design issues v1.30

Postby rt » Fri May 13, 2011 3:00 am

CCX wrote:It ain't a new release without the corresponding bug topic! :P


I was sure that this time we'd finally created the perfect game. Looks like i'll have to cancel my retirement ;)

Good bug, probably was in 1.29, the stats screen reads from the current CM list.
User avatar
rt
Developer
 
Posts: 566
Joined: Wed Jan 02, 2008 1:32 pm
Location: MB, Canada

Re: Bugs/design issues v1.30

Postby Simon » Mon Aug 15, 2011 12:12 am

Adjust assignment priorities when using Lemmings-style assignments.

Currently wrong priorities occur for spinners, fallers, floaters etc. If the selected skills is exploder, then the spinner is a good high-priority target and should be selected over walkers. If the selected skill is builder, then the spinner should not be of higher priority than a walker.

In addition, you might consider inverting the priority while RMB is held.

-- Simon
User avatar
Simon
Clones Junior
 
Posts: 110
Joined: Tue Feb 23, 2010 1:35 pm

Re: Bugs/design issues v1.30

Postby rt » Mon Aug 15, 2011 4:19 pm

Simon wrote:Adjust assignment priorities when using Lemmings-style assignments.


What do you think of this priority scheme? (curly braces denote a group of equal priority)

Active Morph - Clone State Select Priority
Mold - {Clob,Drill,Gulp,Lop}, Walk, {Fall,Puff}, Mold, Spin, Doppel
Clob - {Mold,Drill,Gulp,Lop}, Walk, {Fall,Puff}, Spin, Clob, Doppel
Nova - {Doppel}, {Clob,Mold,Drill,Gulp,Lop}, {Fall,Puff,Walk}
Drill - same as clob, but swap clob/drill
Gulp - {Mold,Drill,Gulp,Lop,Clob}, Walk, {Fall,Puff}, Spin, Doppel
Doppel - {Clob,Mold,Drill,Gulp,Lop}, Walk, {Fall,Puff}, Spin, Doppel
Puff - Fall, Spin, {Clob,Mold,Drill,Gulp,Doppel,Lop}, Walk, Puff
Spin - {Clob,Mold,Drill,Gulp,Puff,Lop,Walk,Fall}, Spin, Doppel
Atomize - {Clob,Mold,Drill,Gulp,Doppel,Lop}, {Fall,Puff,Walk,Spin}
Lop - {Clob,Mold,Drill,Gulp}, Walk, Lop, {Fall,Puff}, Spin, Doppel
Walk - {Clob,Mold,Drill,Gulp}, Puff

Note that this only applies for Morph On Click mode.
User avatar
rt
Developer
 
Posts: 566
Joined: Wed Jan 02, 2008 1:32 pm
Location: MB, Canada

Re: Bugs/design issues v1.30

Postby Simon » Fri Aug 19, 2011 5:26 am

Most of it seems reasonable already. I will bold my amendments.

rt wrote:Mold - {Clob,Drill,Gulp,Lop}, Walk, {Fall,Puff}, Mold, Spin, Doppel
Clob - {Mold,Drill,Gulp,Lop}, Walk, {Fall,Puff}, Spin, Clob, Doppel

Make puffers a higher priority target than fallers.

rt wrote:Gulp - {Mold,Drill,Gulp,Lop,Clob}, Walk, {Fall,Puff}, Spin, Doppel

Differentiate between the two vertical directions. Put the same-direction gulper near the end before the blocker. Put the opposite-direction gulper at the very head of the list, in front of the set.

rt wrote:Doppel - {Clob,Mold,Drill,Gulp,Lop}, Walk, {Fall,Puff}, Spin, Doppel [general note]

Put puffers before fallers. Consider priority inverted assignments for this (hold RMB?), to assign blocker to the first walker following a worker.

rt wrote:Puff - Fall, Spin, {Clob,Mold,Drill,Gulp,Doppel,Lop}, Walk, Puff

Put blocker at the very end, behind the puffer.

rt wrote:Spin - {Clob,Mold,Drill,Gulp,Puff,Lop,Walk,Fall}, Spin, Doppel

Put fallers at the front, even before the curly braces. Put puffers near the end before the spinners. Put walkers behind the curly braces, but before spinners and puffers.

rt wrote:Atomize - {Clob,Mold,Drill,Gulp,Doppel,Lop}, {Fall,Puff,Walk,Spin}

Put blockers at the front, before the first curly braces, for consistency with exploder assignments. Put puffers in between the two curly-braced sets. Put spinners at the very end.

Lopper, walker, and exploder assignments should be fine.

-- Simon
User avatar
Simon
Clones Junior
 
Posts: 110
Joined: Tue Feb 23, 2010 1:35 pm

Re: Bugs/design issues v1.30

Postby rt » Mon Sep 12, 2011 1:15 pm

Thanks, included in 1.31
User avatar
rt
Developer
 
Posts: 566
Joined: Wed Jan 02, 2008 1:32 pm
Location: MB, Canada


Return to Gameplay Help

Who is online

Users browsing this forum: No registered users and 32 guests

cron