Bug Reports

Discussion about Rogue Touch for the iPhone and iPod Touch
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lr100
Posts: 66
Joined: Sat Feb 21, 2009 12:10 pm

Re: 1.2 Bugs

Post by lr100 »

CommanderData wrote:
lr100 wrote:Ok, downloaded 1.2 and have been playing for awhile now. The double tap to move is *way* better now, thank you! No more accidentally running past things. Overall it looks good. I have found two problems though:

1) Monsters tend to disappear when you run away from them. Started noticing this now. I am running down the hall and the slime disappears even though its there two squares back. In the next screen shot, I move back one square so you can see that the slime is really there. This makes it so you can't shoot arrows and such because the monster doesn't show up.

2) Double tap to run has one problem left. If you are in a corridor that is two units wide instead of the regular one unit, double tap will never run in one direction. It will just advance one spot and stop.

Tried it several times to make sure that it was indeed a bug.
1) The slime one is not a bug, but an attribute of slimes, when they are not actively attacking, they only get to move every other turn!

2) I can see what you're saying with the hallway there and I think I know what causes that. Our code looks at your position in a hallway and the one you step into next. If there is a way to turn 90 degrees and keep moving, it's deemed an intersection of some sort and you stop. Essentially that hallway is looped back on itself with no gap and it looks like a big string of intersections to our rogue's tiny primitive brain :ugeek: Not sure how we can make him smart enough to see that one yet. Fortunately those type of hallways are not common...
Ok ,just to be clear. As I said before #1 is not specific to slimes. It happens with all creatures (as far as I can tell). Here is a screen shot showing it happening with hobgoblins:

As you can see from this screen shot it looks like the hallway is clear:
IMG_0001.PNG
IMG_0001.PNG (20.21 KiB) Viewed 39486 times
Yet, all I have to do is move one spot to the left, and you will see the hobgoblin that is there appear:
IMG_0002.PNG
IMG_0002.PNG (25.21 KiB) Viewed 39486 times
You can reproduce by having a two or more step headstart and get any creature to chase you down a hallway.
lr100
Posts: 66
Joined: Sat Feb 21, 2009 12:10 pm

Re: Bug Reports

Post by lr100 »

Had the sleep trap/ice monster bug (the lr100 effect!) happen again today. Another good game down the drain because of that bug. Are you planning on fixing that for 1.3? Thanks!
lr100
Posts: 66
Joined: Sat Feb 21, 2009 12:10 pm

Re: 1.2 Bugs

Post by lr100 »

lr100 wrote:
CommanderData wrote:
lr100 wrote:Ok, downloaded 1.2 and have been playing for awhile now. The double tap to move is *way* better now, thank you! No more accidentally running past things. Overall it looks good. I have found two problems though:

1) Monsters tend to disappear when you run away from them. Started noticing this now. I am running down the hall and the slime disappears even though its there two squares back. In the next screen shot, I move back one square so you can see that the slime is really there. This makes it so you can't shoot arrows and such because the monster doesn't show up.

2) Double tap to run has one problem left. If you are in a corridor that is two units wide instead of the regular one unit, double tap will never run in one direction. It will just advance one spot and stop.

Tried it several times to make sure that it was indeed a bug.
1) The slime one is not a bug, but an attribute of slimes, when they are not actively attacking, they only get to move every other turn!

2) I can see what you're saying with the hallway there and I think I know what causes that. Our code looks at your position in a hallway and the one you step into next. If there is a way to turn 90 degrees and keep moving, it's deemed an intersection of some sort and you stop. Essentially that hallway is looped back on itself with no gap and it looks like a big string of intersections to our rogue's tiny primitive brain :ugeek: Not sure how we can make him smart enough to see that one yet. Fortunately those type of hallways are not common...
Ok ,just to be clear. As I said before #1 is not specific to slimes. It happens with all creatures (as far as I can tell). Here is a screen shot showing it happening with hobgoblins:

As you can see from this screen shot it looks like the hallway is clear:
The attachment IMG_0001.PNG is no longer available
Yet, all I have to do is move one spot to the left, and you will see the hobgoblin that is there appear:
The attachment IMG_0002.PNG is no longer available
You can reproduce by having a two or more step headstart and get any creature to chase you down a hallway.
I have one more screen shot showing the bug. This one is a snake that is chasing me. I threw the shuriken at it and missed it and the game even shows the text that I missed the snake. Yet of course, the snake doesn't actually show up on the screen! I guess its that added degree of difficulty to hit invisible snakes! ;-)
IMG_0001.jpg
IMG_0001.jpg (26.03 KiB) Viewed 39486 times
lr100
Posts: 66
Joined: Sat Feb 21, 2009 12:10 pm

Re: Double Tap Bug

Post by lr100 »

In addition to the bug where it will not run in a hallway that is two units wide when you double tap, I realized that there is another less obvious problem. If I am running down a straight hallway, it will run until it hits a door, intersection, monster, item, or trap, which is correct. But if the hallway turns one way or the other, it stops running even though there are none of the above. It should keep running the same as if the hallway were straight. Just because it changes direction does not mean we want the running to stop. It should only stop for the same conditions that it stops for the straight case. I'm surprised no one has noticed this yet!!!
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CommanderData
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Re: Double Tap Bug

Post by CommanderData »

lr100 wrote:In addition to the bug where it will not run in a hallway that is two units wide when you double tap, I realized that there is another less obvious problem. If I am running down a straight hallway, it will run until it hits a door, intersection, monster, item, or trap, which is correct. But if the hallway turns one way or the other, it stops running even though there are none of the above. It should keep running the same as if the hallway were straight. Just because it changes direction does not mean we want the running to stop. It should only stop for the same conditions that it stops for the straight case. I'm surprised no one has noticed this yet!!!
This isn't actually a bug. It's not a simple problem, pathfinding algorithms :lol: We merely let him run in the direction you specify and then stop. If we didn't, I think some really bad things could happen, especially in mazes.

I think I understand your other issue now- All monsters can only be seen one space away in hallways by design. The problem as Gaerisl pointed out at one time in the Feature thread is one of "field of view" or in our case, the apparent field of view. We really should remove the "dot" from the center of hallway squares we cannot see- because our "light" does not reach them, so that nobody is confused by what should be seen or not by the character. At least that was the short version of his wonderful post... We want to do some neat things with lighting, but there's more important features to add first :D
lr100
Posts: 66
Joined: Sat Feb 21, 2009 12:10 pm

Re: Double Tap Bug

Post by lr100 »

CommanderData wrote:
lr100 wrote:In addition to the bug where it will not run in a hallway that is two units wide when you double tap, I realized that there is another less obvious problem. If I am running down a straight hallway, it will run until it hits a door, intersection, monster, item, or trap, which is correct. But if the hallway turns one way or the other, it stops running even though there are none of the above. It should keep running the same as if the hallway were straight. Just because it changes direction does not mean we want the running to stop. It should only stop for the same conditions that it stops for the straight case. I'm surprised no one has noticed this yet!!!
This isn't actually a bug. It's not a simple problem, pathfinding algorithms :lol: We merely let him run in the direction you specify and then stop. If we didn't, I think some really bad things could happen, especially in mazes.
I don't think I understand what you are saying here. I don't see any difference in a maze or any other area? How is it different if it still stops at all intersections, traps, monsters, items, and doors? Isn't it identical? Perhaps I am missing something though.

Also the algorithm is still very simple (at least conceptually): keep running until you hit one of the items mentioned above ( intersections, traps, monsters, items, and doors ).

It seems identical to me to the straight line case.
Zyxt
Posts: 28
Joined: Sun Mar 08, 2009 2:21 pm

Re: Bug Reports

Post by Zyxt »

1) Type of Device: iPod Touch
2) Which firmware version: 2.21?
3) Is it Jailbroken: No
4) Describe the problem, and how to reproduce it if known:
I experienced what I imagine has been called the "black hallway" bug. I have v.1.2, and it's the only time I've experienced the bug. Unfortunately, I don't remember doing anything out of the ordinary.
Peace and love,
~B/Z
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CommanderData
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Re: Bug Reports

Post by CommanderData »

Zyxt wrote:1) Type of Device: iPod Touch
2) Which firmware version: 2.21?
3) Is it Jailbroken: No
4) Describe the problem, and how to reproduce it if known:
I experienced what I imagine has been called the "black hallway" bug. I have v.1.2, and it's the only time I've experienced the bug. Unfortunately, I don't remember doing anything out of the ordinary.

Darn it! I thought we had that one nailed :)

When you describe the "black hallway" bug, you mean that the hallway was able to be traversed, but it did not fill in with the standard hallway graphic right? it might have been similar to walking around blind, where you have to try a few directions when you reach a bend to keep going. Thats been a rare but vexing problem, one of the few that we seem to have left outstanding right now.
Zyxt
Posts: 28
Joined: Sun Mar 08, 2009 2:21 pm

Re: Bug Reports

Post by Zyxt »

CommanderData wrote:
Zyxt wrote:1) Type of Device: iPod Touch
2) Which firmware version: 2.21?
3) Is it Jailbroken: No
4) Describe the problem, and how to reproduce it if known:
I experienced what I imagine has been called the "black hallway" bug. I have v.1.2, and it's the only time I've experienced the bug. Unfortunately, I don't remember doing anything out of the ordinary.

Darn it! I thought we had that one nailed :)

When you describe the "black hallway" bug, you mean that the hallway was able to be traversed, but it did not fill in with the standard hallway graphic right? it might have been similar to walking around blind, where you have to try a few directions when you reach a bend to keep going. Thats been a rare but vexing problem, one of the few that we seem to have left outstanding right now.
Yes, that's the one that I meant. Luckily, it was a short hallway connecting two rooms, so it wasn't that much of an obstacle, but it was a tad annoying.
Peace and love,
~B/Z
lr100
Posts: 66
Joined: Sat Feb 21, 2009 12:10 pm

Re: Double Tap Bug

Post by lr100 »

lr100 wrote:
CommanderData wrote:
lr100 wrote:In addition to the bug where it will not run in a hallway that is two units wide when you double tap, I realized that there is another less obvious problem. If I am running down a straight hallway, it will run until it hits a door, intersection, monster, item, or trap, which is correct. But if the hallway turns one way or the other, it stops running even though there are none of the above. It should keep running the same as if the hallway were straight. Just because it changes direction does not mean we want the running to stop. It should only stop for the same conditions that it stops for the straight case. I'm surprised no one has noticed this yet!!!
This isn't actually a bug. It's not a simple problem, pathfinding algorithms :lol: We merely let him run in the direction you specify and then stop. If we didn't, I think some really bad things could happen, especially in mazes.
I don't think I understand what you are saying here. I don't see any difference in a maze or any other area? How is it different if it still stops at all intersections, traps, monsters, items, and doors? Isn't it identical? Perhaps I am missing something though.

Also the algorithm is still very simple (at least conceptually): keep running until you hit one of the items mentioned above ( intersections, traps, monsters, items, and doors ).

It seems identical to me to the straight line case.
The more I play the more valuable I see this improvement being. It would save a ton of taps per game. Please fix this! Thank you!
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