Posts Tagged ‘bug’

Day 2 Progress

Posted by (twitter: @AwesomeBerries)
Sunday, August 28th, 2016 11:47 pm

Done for today, I have a level full of archaeologists just waiting to be slaughtered. When they die they drop ancient coins, which you need to operate the ANCIENT TECHNOLOGY. :)




I’ll save fixing this buggy behavior for tomorrow. My super villain archaeologist with a gun never aims it at you properly, but he still tries shooting it, best of all if you circle around him he ends up shooting himself.

LD36 bad aim


EDIT: What does everyone use to make their animated gifs? Mine doesn’t seem to work…


Progress, and other nice pictures.

Posted by (twitter: @Ananace13)
Saturday, August 22nd, 2015 9:31 am

Well, so far today’s been a very productive day. I started from nothing and got a basic tilemap out in a pair of hours.

I’ve now also got A* pathfinding and am working on the first enemies and towers, since it’ll be a tower defense game.


View post on

I’m honestly surprised myself at how nice it’s looking so far, though we’ll see how arting the towers and enemies goes.

And there’s the pathfinding too;


I might as well also throw in a strange bug I encountered with the vertex array;

View post on

No idea what caused it.


Anyway, that’s my day so far. How’ve yours been?

You never know…

Posted by (twitter: @Phoenix849)
Tuesday, December 9th, 2014 3:29 pm

Last Rooftop Hero

Ok, guys. This is fail of pretty epic proportions. I forgot to disable WASD in my compo entry Last Rooftop Hero. The whole idea of gameplay was to use one single button only for the whole game. I’ve NEVER used WASD during testing, and thought everyone had a one-button game. I think I’ve just made these controls out of habit and forgot about them.

Fixing this “typo” took me 5 seconds, should be a proper version without WASD now. The thing is… You never know. The game has been online for 3 days and now I don’t really know how many have people found this and had “wrong” gameplay. And not a single one person have told me up to this point 😀

Thanks to Ellian, who wrote a comment about this.

Check it here

Landshark missile overkill bug is GLORIOUS :D

Posted by (twitter: @tuism)
Thursday, May 1st, 2014 1:38 am


Busy adding and fixing stuff on Super Landshark Missile Attack for a post-compo version (all ya’ll input has been super valuable and I couldn’t wait to get Landshark sexy :P), and I managed to fix the choppy bullet time……. But then a GLORIOUS BUG reared its head :) Hahaha :)

I love it when things go wrong GLORIOUSLY. It’s amazeballs really, wish I could keep it so :)

Who else is working on post-compo updates? :)

Halp! Jam Rules on Bug Fixes?

Posted by (twitter: @erwinumali)
Wednesday, August 28th, 2013 10:39 am


I recently discovered that my game, North Exit, has a large, game-ruining bug; I somehow omitted the code for detecting a lose condition, so the player can’t lose the game (no, no that game, but yeah).

However, that doesn’t really make the game unwinnable or less playable — it just makes it infinitely easier.

My plea for help is: is it okay to re-upload the game with that single bug fix? Will that break any Jam rules? I know the Jam is relatively lax on rules, but I just want to be doubly sure. :’D

Thank you to anyone who’ll reply! I’ll go ahead and play your games too if you respond! <3

Weird Bugs

Posted by (twitter: @SirGFM)
Friday, May 3rd, 2013 9:46 am

During the compo, I ran into a bug that made two pushable box (which should collide and stop) run over each other.  I’ve been trying to fix that, but now nothing makes sense anymore… The gif bellow can better show it (and also show a new stage! :)).


As you can see, the first time it collides perfectly… but the second time (which should be the exact same situation), they overlap each other… One thing that I was able to notice (after dumping some frame-by-frame information to a .txt file… >_<)  is that there may be a relation with their order in the object list (FlxGroup, if you’ve ever used Flixel).

Ok, this gave me a (stupid) idea. I’ll check which is the left most one and pass that as the second object to the collision method (FlxObject.separate). I’ll post soon with results. Obviously, it didn’t work. ¬¬

Stupid Pathfinding :-(

Posted by (twitter: @caranha)
Sunday, December 16th, 2012 3:19 am

So, I’ve spend almost 6 hours today trying to get the pathfinding working for my PACMAN game, fighting lots of strange code bugs (and one eclipse bug). Then, when I get everything right, I realize that the way I was approaching the problem was fundamentally wrong!

See, I was picking one of the closest pellets, and trying to find a path around the monsters to it. If there was a monster between Pac and the pellet, this algorithm won’t find another closer pellet in the other direction!

In short, whenever pacman sees a monster between him and the pellet he wants, he freezes.

The solution is to instead implement a BFS, returning when I find the first pellet available (should have seen that all along :-( ). But since I’ve spent SO much time tweaking the AI already, I will put this on the backburner, and work a bit on the sound effects (Wakka wakka wakka!), and the graphics. After I’m done with a somewhat more polished look to my game, I will concentrate on the AI again.

Here are the links, if you want to play with dumb pacman:

Lunch #1 and Serious Bug

Posted by (twitter: @xMrPhil)
Saturday, April 21st, 2012 12:04 pm

Lunch 1
It’s almost 3 pm here in Arlington, VA and I’m having my first lunch for LD23. Kind of late but I wait until I’m hungry.

Chicken and Vegetable stir-fry.
Lunch 1

Screenshot 3
It’s coming a long, but I’m feeling the pressure. My task list seems too long. Worst part is I’ve hit a bug! Maybe you can help? My FlashPunk Entity is not calling the Update method! I’ve triple checked and the World Update is being called and calling the supper.Update()!

package SeedsOfDestruction
import com.greensock.easing.Cubic;
import com.greensock.easing.Quad;
import com.greensock.TweenMax;
import flash.display.BitmapData;
import net.flashpunk.Entity;
import net.flashpunk.FP;

public class SeedBullet extends Entity
[Embed(source = “/assets/Seed Bullet.png”)] public static const SEED_BULLET:Class;

public static const SPEED:Number = 200;

public var image:Image;

public function SeedBullet(player:Player)
// Make the Pink transparent
var bitmapData:BitmapData = Global.MakeTransparent(SEED_BULLET);
image = new Image(bitmapData);

super(x, y, image);

FP.angleXY(this, player.stem.angle, 40, player.x, player.y);
image.angle = player.stem.angle;
image.smooth = true;
active = false;
layer = 2;

setHitbox(40, 40);
type = “seedbullet”;


override public function update():void

if (collide(“BadPlant”, x, y))

override public function added():void

var time:Number = FP.distance(x, y, world.mouseX, world.mouseY) / SPEED;, time, { x:world.mouseX, y:world.mouseY, ease:Quad.easeOut, onComplete:explode } );

public function explode():void
world.add(new Explode(this));

Sky Upon Us – tiny bugfix

Posted by
Sunday, April 19th, 2009 10:48 pm

Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart:

Sorry about that!

Towers that Attack, Bug

Posted by
Sunday, April 19th, 2009 2:58 am

Battled with a stupid bug for maybe an hour. Turned out I had written an asymmetrical comparison operator which crashed sort. I’m not so great at debuggin D yet, at first I didn’t get the debug info, and when I finally did and found a debugger, it wasn’t so helpful. Funnily enough, I ended up solving it with traditional writefln debugging instead, which just took a couple of minutes. Hmm..

Anyway, what I had done before the bug was adding attack towers, which charge up blobs of darkness and fire them at the butterflies.

It mostly just looks like chaos, becuse I just randomly place everything.

Tremble in your boots!

Posted by
Sunday, April 20th, 2008 12:44 pm

Yes. See how far I’ve come. You all don’t stand a chance. Maybe, before time is up, I’ll even manage to make my sprites flip without glitching out in oldfashioned tilemapped glory… but who really wants that anyway? Tilemapped glitches are the best.


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