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IDProjectCategoryLast Update
0010571Shattered HavenBug - GameplayFeb 3, 2013 1:27 pm
ReporterGameMaker24 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Summary0010571: Recent Grays are too powerful for some levels.
DescriptionI love a challenge, as long as it's actually possible to accomplish. I've seen two levels, however, that include a Recent Gray that I don't think anyone can kill.

In 051 Woodcutter's House, which I might have mentioned in a separate issue, a Gray lurks that runs across the screen toward you, and even when I trick it into taking the north route while I take a south route, it still catches up to me by the time I get indoors. I could make this puzzle possible by placing a bear trap in that faraway house to buy time, but only if no adjustments are to be made.

In 052 Ghost Town, a Recent Gray guards the choppy river and its shallows. I can obtain and place three Iron Tack traps, but there's no way to find and use a 4th trap before he kills me.

In summary, I think Recent Grays are faster and have more HP than they originally did. If you want me to test these levels in the original Alden Ridge, let me know.



TagsNo tags attached.
Internal WeightFix Before Major Release

Activities

Chris_McElligottPark

Feb 3, 2013 9:39 am

administrator   ~0030483

By the way, I also don't receive any notice of new issues at all, ever, because I have that explicitly turned off on mantis. Otherwise I get so flooded with new stuff and it's hard to concentrate. So again if there's critical stuff, an email directly to me to let me know never goes amiss if I'm not actively working on SH on that day.

Just in for this one:

* Previously, the new grays fasts' speed was 175/175/193, which was indeed too fast.
** Now it is 120/140/150 instead.

* Previously, the seeker grays' speed was 105/140/175, which was indeed too fast.
** Now it is 85/120/130 instead.


In terms of your comments on the HP, I can't duplicate the issue. New Gray Fast enemies still go down in 2 hits to me, same as before. They are taking _four_ for you?

Chris_McElligottPark

Feb 3, 2013 9:41 am

administrator   ~0030484

Oh, I forgot to say: new compiled version 687.

GameMaker24

Feb 3, 2013 9:48 am

manager   ~0030486

Okay, I'll email you periodically when there are critical issues.

Thanks for the speed adjustments -- I'll try this soon.

When I stood in the water throwing one-tined pitchforks, I emptied out ALL 25 onto the Recent Gray without killing it! (I didn't know they're immune to these -- I don't think they should be.)

In a different playthrough, I stood in the water swinging iron sickles; it took four hits to kill it.

Further, every other time I hit it, it turned invisible until I hit it again. And I don't think it ever made any sound effects, even for dying.

Also, throwing a grenade at it killed it in one hit. =)

GameMaker24

Feb 3, 2013 10:06 am

manager   ~0030487

I just realized, this shouldn't be marked resolved because of the HP discrepancy. Also, as a note, I'm glad I haven't tweaked the Pit Fest yet -- for all I know, it's perfectly solvable on other computers! :)

Chris_McElligottPark

Feb 3, 2013 11:55 am

administrator   ~0030491

* Fixed an issue where monsters were becoming flashing and invincible (like the player) after taking a hit. This only affected monsters that took more than one hit, of course. However, you could still unload lots of ammunition into them, and it would consume your weapons or traps without hurting them.
** This has been changed so that they don't get any sort of invulnerability time anymore, which I believe is how it must have been in the original Alden Ridge and is certainly what feels right here -- goodness it feels more responsive.

Chris_McElligottPark

Feb 3, 2013 11:59 am

administrator   ~0030493

"Further, every other time I hit it, it turned invisible until I hit it again. And I don't think it ever made any sound effects, even for dying."

Regarding this, I could not duplicate, even at 30fps. What I saw was:
- After hitting it once it would flash for one second, meaning it was invisible periodically but still visible half the time.
- Hitting it the first few times plays the "enemy hit" sound, which is just a much more slight sound which would be easy to miss in the music if you weren't looking for it.
- Hitting it the last time when it is killed causes it to grunt in death properly as you'd expect.

I tested this with one-tined pitchforks and a sickles, and both worked on it well. I'm hoping that the other bug with the flashing, as noted above, was the real culprit here causing some downstream strangeness for you. But I'm leaving this marked as feedback in case there is something else odd going on on your machine but not mine somehow.

New compiled version 690.

GameMaker24

Feb 3, 2013 1:27 pm

manager   ~0030495

The reason I saw the Recent Gray turn invisible until I hit him again might have been that he was standing absolutely still, staring me down as I stood in the shallow water. I think there was one time that I started to move, triggering his movement, which broke his invisibility.

Regardless, I've tested this now using 690 and he did die after two pitchforks, and he did scream this time while dying. There's no music in this particular level to have drowned out any sounds.

I tested the Woodcutter's home again -- it felt good to be able to reach some traps and kill the New Gray! Consider this issue resolved! :)

Issue History

Date Modified Username Field Change
Feb 3, 2013 9:31 am GameMaker24 New Issue
Feb 3, 2013 9:31 am GameMaker24 Status new => assigned
Feb 3, 2013 9:31 am GameMaker24 Assigned To => Chris_McElligottPark
Feb 3, 2013 9:39 am Chris_McElligottPark Note Added: 0030483
Feb 3, 2013 9:39 am Chris_McElligottPark Status assigned => resolved
Feb 3, 2013 9:39 am Chris_McElligottPark Resolution open => fixed
Feb 3, 2013 9:41 am Chris_McElligottPark Note Added: 0030484
Feb 3, 2013 9:48 am GameMaker24 Note Added: 0030486
Feb 3, 2013 10:06 am GameMaker24 Note Added: 0030487
Feb 3, 2013 10:06 am GameMaker24 Status resolved => feedback
Feb 3, 2013 10:06 am GameMaker24 Resolution fixed => reopened
Feb 3, 2013 11:55 am Chris_McElligottPark Note Added: 0030491
Feb 3, 2013 11:59 am Chris_McElligottPark Note Added: 0030493
Feb 3, 2013 1:27 pm GameMaker24 Note Added: 0030495
Feb 3, 2013 1:27 pm GameMaker24 Status feedback => assigned
Feb 3, 2013 1:27 pm GameMaker24 Status assigned => resolved
Feb 3, 2013 1:27 pm GameMaker24 Resolution reopened => fixed