Topics about events/announcements that are no longer relevant.
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Emral
- Cute Yoshi Egg

- Posts: 9884
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Mar 31, 2019 2:36 pm
PROX wrote: ↑Sun Mar 31, 2019 2:20 pm
idk if I'm using them wrong or not, but npcs don't seem to interact with clear pipes at all. I'm sure you guys have already heard about it from other people.
There's a set list of NPCs that interact with clear pipes by default, including shells, powerups and various projectiles. You can manually add more NPCs to the list, but I would wait for the patch which will introduce a very easy way to do so.
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Westretroman
- Eerie

- Posts: 704
- Joined: Tue Mar 29, 2016 6:50 pm
Postby Westretroman » Sun Mar 31, 2019 3:16 pm
A simple bug, if you touch the Mega Mushroom before it can finish it's animation, it will be added to your reserve even if your small, big, having a item in your reserve,etc.
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Emral
- Cute Yoshi Egg

- Posts: 9884
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Mar 31, 2019 3:55 pm
The patch fixing all bugs addressed so far is coming out soon, thank you to everyone reporting bugs over the course of the past day. You should be getting a notification on the launcher once the update is available.
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FirestarPlays
- Chain Chomp

- Posts: 301
- Joined: Tue Feb 28, 2017 1:26 pm
- Pronouns: he/him
Postby FirestarPlays » Sun Mar 31, 2019 4:26 pm
I get a "attempt to perform arithmetic on a nil value" error with Mario Challenge
Also there is an error in Level Contest Japan where the custom graphics and lua on that episode won't load
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DrMekar
- Eerie

- Posts: 785
- Joined: Sat Apr 08, 2017 7:16 am
- Flair: CUSTOM CHARACTER CREATOR
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Postby DrMekar » Sun Mar 31, 2019 4:44 pm
I have another weird problem. I just finished a Custom Sprite for Fry Guy (PNG without Background), but the game doesn't register it.
Not after Reload or after Iopend the level again or after closing the Editor.
Here's the Sprite:

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Emral
- Cute Yoshi Egg

- Posts: 9884
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Mar 31, 2019 5:01 pm
The updated build has been released, please update your versions to fix many of the bugs addressed throughout the past day.
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DrMekar
- Eerie

- Posts: 785
- Joined: Sat Apr 08, 2017 7:16 am
- Flair: CUSTOM CHARACTER CREATOR
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Postby DrMekar » Sun Mar 31, 2019 5:12 pm
Enjl wrote: ↑Sun Mar 31, 2019 5:01 pm
The updated build has been released, please update your versions to fix many of the bugs addressed throughout the past day.
I hope this question isen't to stupid, but where can I find the download for the updated version? Also when was it released since
I was problably pretty late and only got to it today around 4pm.
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Emral
- Cute Yoshi Egg

- Posts: 9884
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Mar 31, 2019 5:34 pm
DrMekar wrote: ↑Sun Mar 31, 2019 5:12 pm
Enjl wrote: ↑Sun Mar 31, 2019 5:01 pm
The updated build has been released, please update your versions to fix many of the bugs addressed throughout the past day.
I hope this question isen't to stupid, but where can I find the download for the updated version? Also when was it released since
I was problably pretty late and only got to it today around 4pm.
The links on the website have been updated. Same location as before. It was released when I posted the announcement post you just quoted.
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ElectriKong
- Bowser

- Posts: 4651
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Postby ElectriKong » Sun Mar 31, 2019 5:47 pm
Seems like the patch has introduced a new issue. It seems like you cannot change controls using the new controls option from the launcher menu, as the changes don't seem to get saved. Using the old methid of changing the controls still works however, but this issue did not exist in the first patch of this build.
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DrMekar
- Eerie

- Posts: 785
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Postby DrMekar » Sun Mar 31, 2019 6:03 pm
Enjl wrote: ↑Sun Mar 31, 2019 5:34 pm
DrMekar wrote: ↑Sun Mar 31, 2019 5:12 pm
Enjl wrote: ↑Sun Mar 31, 2019 5:01 pm
The updated build has been released, please update your versions to fix many of the bugs addressed throughout the past day.
I hope this question isen't to stupid, but where can I find the download for the updated version? Also when was it released since
I was problably pretty late and only got to it today around 4pm.
The links on the website have been updated. Same location as before. It was released when I posted the announcement post you just quoted.
Okay then 
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John The White Yoshi
- Rocky Wrench

- Posts: 605
- Joined: Fri Jan 10, 2014 12:22 am
Postby John The White Yoshi » Sun Mar 31, 2019 7:18 pm
Enjl wrote: ↑Sun Mar 31, 2019 5:34 pm The links on the website have been updated. Same location as before. It was released when I posted the announcement post you just quoted.
Uh... I'm still getting the same "custom graphics not loading" bug.
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PROX
- Van De Graf

- Posts: 1973
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Sun Mar 31, 2019 9:52 pm
npcs act weird when they interact with snake blocks. It might be limited to generators, but this deserves a looking into.
EDIT: the Grrols don't interact well with the snake blocks by themselves either. I think it's safe to assume that a lot of npcs don't interact well with snake blocks
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Matt_The_Slime
- Lakitu

- Posts: 459
- Joined: Wed Mar 18, 2015 2:17 pm
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Contact:
Postby Matt_The_Slime » Sun Mar 31, 2019 11:42 pm
A question about NPC's, but how do the Boompers work?
They aways just stay still and do nothing, an I can't interact with them. What are they supposed to do?
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Danny
- Wart

- Posts: 4001
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Postby Danny » Sun Mar 31, 2019 11:55 pm
Any ETA on when we could see a full release? Really looking forward to this and the progress made so far is impressive.
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Mon Apr 01, 2019 12:11 am
The worst type of bug is the type that appears unpredictably... Every so often when my level loads, one or more of the following happens:
1: getColliding as part of clearpipe that checks what block the player is ducking/pressing against takes far more CPU time than it should (the small bumps at the beginning of the graph)
2: The part of elementalblocks that checks for intersections between fireballs/iceballs and blocks takes far more CPU time than it should (the large spike at the end of the graph)
I think one of my own NPCs that uses colliders.collideBlock also suffers from one of those.
3: Rarely, ffi_block takes a gigantic amount of CPU time and lags horribly
The amount of lag caused by each of these can vary whenever the level loads, if it appears at all. The lua in my level is disabled. I haven't seen it show up when running the level from the editor, just by running it from the launcher. I'll try to isolate the cause, but the randomness makes that hard.
Here's more printout:
Collected Data
100.0% __xpcall 25.0% JIT Compiled, 33.0% Interpreted, 28.9% C/C++ Code, 13.1% Garbage Collection, 0.1% JIT Overhead
100.0% [builtin#22]
49.1% elementalblocks.lua:99 6.8% JIT Compiled, 41.5% Interpreted, 51.7% C/C++ Code
98.7% elementalblocks.lua:104
1.1% elementalblocks.lua:102
48.5% elementalblocks.lua:checkTable 6.9% JIT Compiled, 41.9% Interpreted, 51.2% C/C++ Code
100.0% elementalblocks.lua:83
48.5% ffi_block.lua:getIntersecting 6.9% JIT Compiled, 42.0% Interpreted, 51.1% C/C++ Code
26.1% ffi_block.lua:463
26.1% ffi_block.lua:465
23.9% ffi_block.lua:467
8.3% ffi_block.lua:462
5.6% ffi_block.lua:464
5.1% ffi_block.lua:468
5.0% ffi_block.lua:466
37.0% ffi_mem.lua:mem 9.5% JIT Compiled, 43.7% Interpreted, 46.8% C/C++ Code
49.8% ffi_mem.lua:41
43.3% ffi_mem.lua:68
5.2% ffi_mem.lua:40
1.0% ffi_mem.lua:36
0.7% ffi_mem.lua:69
21.6% ffi_block.lua:(for generator) 65.2% JIT Compiled, 34.8% Interpreted
43.9% ffi_block.lua:305
17.9% ffi_block.lua:368
14.5% ffi_block.lua:370
12.5% ffi_block.lua:372
4.0% ffi_block.lua:304
2.8% ffi_block.lua:366
2.0% ffi_block.lua:322
1.1% ffi_block.lua:325
0.9% ffi_block.lua:324
11.9% ffi_mem.lua:readmem 43.0% JIT Compiled, 57.0% Interpreted
52.8% ffi_mem.lua:30
25.9% ffi_mem.lua:41
18.1% ffi_mem.lua:40
2.1% ffi_mem.lua:38
1.0% ffi_mem.lua:36
10.5% colliders.lua:getColliding 33.9% JIT Compiled, 64.9% Interpreted, 1.2% C/C++ Code
98.8% colliders.lua:1582
1.2% colliders.lua:1508
10.5% clearpipe.lua:474 34.1% JIT Compiled, 65.9% Interpreted
99.4% clearpipe.lua:486
0.6% clearpipe.lua:487
10.4% clearpipe.lua:enterPipe 34.3% JIT Compiled, 65.7% Interpreted
100.0% clearpipe.lua:270
6.4% newblocks.lua:updateList 100.0% JIT Compiled
99.0% newblocks.lua:1012
1.0% newblocks.lua:1020
Also, anyone else have popping in their spc music?
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cpeka66
- Koopa

- Posts: 19
- Joined: Tue Feb 26, 2019 10:02 am
Postby cpeka66 » Mon Apr 01, 2019 8:00 am
If you kill Buster Bettle when he picks up a brick, he (brick) just gets stuck in the air, and it will be impossible to interact with him (screenshot of the bug attached)

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Emral
- Cute Yoshi Egg

- Posts: 9884
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Apr 01, 2019 11:47 am
build updated for real now.
only on dropbox so far, google drive should be up in an hour.
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boingboingsplat
- Goomba

- Posts: 4
- Joined: Mon Apr 01, 2019 11:40 am
Postby boingboingsplat » Mon Apr 01, 2019 11:52 am
If you kill a football the exact moment a Puntin' Chuck creates it, you get this error:
PS, are these runtime errors logged anywhere? A screenshot works but feels inelegant.
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DrMekar
- Eerie

- Posts: 785
- Joined: Sat Apr 08, 2017 7:16 am
- Flair: CUSTOM CHARACTER CREATOR
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Contact:
Postby DrMekar » Mon Apr 01, 2019 3:03 pm
I tried the LvLx format out as soon as I heard it, so I could finally build Lord Skies's Mansion as orgininally planned, but I still got the same warning and
all BGs over the counter got deleted out by the Game.
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Murphmario
- 2025 Egg Hunter

- Posts: 2389
- Joined: Fri Dec 20, 2013 7:07 pm
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Postby Murphmario » Mon Apr 01, 2019 3:29 pm
Just a minor nitpick: The "Fluoresent" in the Tourian tileset isn't actually fluoresent, but something unique to the Metroid universe called a "Zebetite". That's pretty much all I have to say; the team all did a good job on this somewhat-update, and I hope future development goes nicely.
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