Archived Bugs




Movement Bugs

Bug Description Date Added Reported by Seen by programmer? Date Fixed
Let's polish the jump mechanic a bit to make it feel more responsive.
1: Jump allows you to stop all forward momentum if you want, and should let you jump backwards without having to stop your forward momentum. However, jumping backwards is capped at a max speed of 1/2 the characters max run velocity.
2: Jumping towards the direction you are running will allow you to move at the same horizontal speed you left the ground with.
3: DI should not let the player achieve more than 1/2 max velocity unless they were already moving that fast before they jumped. (we can play with 1/2 for now, maybe increase to 2/3 later)
The second jump (in the air) should also follow similar rules. You should be able to cancle your forward momentum with your second jump if you want, however you will only be able to travel 1/2 max velocity when jumping backwards.
22/07/2014 DB Jumping is fixed for 0.0.9.8 to readjust momentum for reverse jumps. I am not implimenting 3 yet as it seems really specific and a more general solution may be warranted. adressed 31/7/2014
On my screen, in blender, Serneity's idle animation is 50 frames long. If you run frames 1-49, it will loop perfectly. Even if you run 1-50, it still doesn't jump, it pauses for 1 frame because the start and end poses are the same. I'm not sure where this idle problem is coming from but it shouldn't be jumping like that. 21/07/2014 DB fixed for 0.0.9.8 31/7/2014
Lets start playing with ways to allow players to control their jumps a bit more effectively. lets try any or all of the following to see what we think.
1: Allowing the players to DI downwards, affecting the vertical momentum of the jump. If the player DI's down at the start of the jump then they effectively get maximum cancle, let's say it should result around 50% height.
2: Continuing to hold down past the apex of the jump will continue to accelerate the fall up to a max speed of 2x max falling velocity. (IE fast fall)
3: An interesting and fun mechanic that I was exploring on this buggy version of double jumping (IE where you fogot the "-" sign on the jump) is that pressing X (or up) during your jump effectively cancled the jump. I was using this to do some interesting maneuvers around the map that would otherwise be impossible. We might consider using a 2nd pressing of "X" as a way of jump canceling. We would not use the joystick / Dpad "up" because that is how players perform the up-air attacks.
21/07/2014 DB both 2 and 1 seems to be the same thing (downward di for more gravity) so all I did was add downward di Added a check for 0.0.9.8 so that you can cancel airjump vertical momentum with downward di 31/7/2014
Rununing is a bit off. I think double tapping forward to run is a lot of work for the player. In smash if you pushed your joystick hard right or left it detects that and runs your character. Otherwise, you walked at a relative pace according to how far to either side you were on the joystick. I would like to try their version and see if it feels good for us too.
1: Run should happen when the player taps the joystick one direction
2: walking shouuld be a relative speed to the joystick when not in a run state
3: When the player decides to turn after comitting to a run, the character model should not turn direction until they have stopped all forward momentum. We'll probably need an animation to sell this, like them leaning back to stop the momentum.
20/07/2014 Drew Batcheller should be fixed for 0.0.9.8 31/7/2014
If you run and then tap down it holds the crouch animation instead of reverting back to standing until the slide is done, at which point the character will stand up. The character should only crouch as long as the player is holding the down direction. 20/07/2014 Drew Batcheller fixed for 0.0.9.8 31/7/2014
Double jump doesn't actually jump them. They perform the animation but it actually causes them to fall faster. It's pretty funny. Same problem for both characters. 21/07/2014 Drew Batcheller fixed for 0.0.9.8 31/7/2014
Another not on pivoting: Once the player has commited to a run, they need to be punished for deciding to change direction. The turn animation should be slower by a HUGE factor. I would say for now it should take 3/4'ths a second (~22.5 frames) to fully turn around. 15/07/2014 Drew Batcheller Pivoting has been tweaked for 0.0.6; pivoting mid-pivot is disallowed, and pivoting is slowed down by 4 when turning from a run 7/17/2014
When performing a Pivot, the turn speed of the character should be very quick. Ideally, it should take the character about as long to be facing the other direction as it takes for them to change momentum directions. I believe in Smash it only took about 3 frames. As a point of interest, in Smash, if you performed an attack on the 2nd frame (the frame where you were in a "neutral pose" between the 2 dash animations) it would cancel the movement and perform the attack instead.
As a quick reference, a player should be able to pivot (change directions) about 10 times per second. Some quick math 30fps/10 = 3 frames. This seems to be a pretty reasonable assumption.
14/07/2014 Drew Batcheller See above fix 7/17/2014
Yara's run animation is not being performed. The walk is working correctly now but she doesn't run when I try to dash her. 14/07/2014 Drew Batcheller fixed for 0.0.9.6 18/7/2014
The landing animation is functioning incorrectly. I will try to describe how it should be used here:
1) A player landing from a "falling" state can cancel the landing animation as soon as it starts. (IE frame 0) As of right now, the animation is not even being performed; it's being canceled into the idle animation
2) Landing from the middle of an attack animation forces the player to wait through the landing animation. The relative duration of the landing animation should be based on the length of the arial attack that was being performed, and the time left on the animation
3) The landing animation speed for landing from a "falling" state should be relatively fast (10 frames~), to give the player the understanding that the character is ready
4) The landing animation for attacks should last up to a full second, (maybe longer), depending on the conditions
5) Eventually, we will add conditions such as if the player lands the attack or not, which will affect animation duration
14/07/2014 Drew Batcheller fixed for 0.0.9.6; landing will now cause a delay for the duration of the animation 17/7/2014
Yara's walk animation is sometimes freezing. It happens a lot, especially when pivoting the character. It usually kicks back in pretty quickly, but i think it waits for the loop to restart. Seems like it freezes the walk cycle when it pivots. 14/07/2014 Drew Batcheller bad anim on the .blend file, which I fixed 18/7/2014
The "Sentflying" animation for yara resets in mid flight. There is a loop imbedded in the animation a reset isn't necesary. If i need to seaparate the loop into its own animation, let me know. 14/07/2014 Drew Batcehller fixed for 0.0.9.6 17/7/2014
DI should not be as strong as it is. We should experiment with dropping it off or trending it based on the degredation of the current vector. IE the player should not be able to switch directions multiple times, especially from being at max velocity facing left, to max velocity facing right in the same jump. Perhaps as the players horizontal reaches zero, DI reaches ~20% effectivensss. This way if the player is moving at max velocity his DI will be strong, but as he DI's towards slowing down, the power of the DI becomes less pronounced, making it very hard to switch over completely. 23/05/2014 Drew Batcheller fixed for 0.0.9 5/6/2014
Characters should not be able to grab the ledge while performing an aerial attack. 23/05/2014 Drew Batcheller fixed for 0.0.9 5/6/2014
The Joystick isn't allowing us to use the up smash, it simply won't register any movement until a certain point, and then jumps. The player has to perform another attack first, and then switch to holding the “up” direction before the attack ends to be able to perform one. The character needs to be able to perform a standing up-attack. This can be fixed by either. 1: Create a 5-6 frame window at the beginning of a jump where if an attack is used, it cancles the jump and performs the attack 2: Add sensitivity ranges that won't make the character jump but it still registers the joystick as being held up 22/05/2014 Drew Batcheller fixed for 0.0.9 5/6/2014
The 2nd jump animation will play as many times as you hit “up” or “jump” in the air, but Serenity never actually performs a second jump 22/05/2014 Drew Batcheller Saw this happen before. bug seems to have vanished, likely repaired by proxy while fixing other issues -Chris 5/6/2014
Can't use guard or grab or crouch or dash attack. 22/05/2014 Drew Batcheller Guard, Dash Attack and Crouch should function. Grab may require additional rigging; we should plan it out
If you run and then jump, serenity performs the run animation in the air 22/05/2014 Drew Batcheller fixed for 0.0.9 5/6/2014
The walk animation doesn't seem to play. This might be because the range of the joystick isn't being mapped to the types of movement properly... probably... i dunno 22/05/2014 Drew Batcheller Gonna make this low priority/aesthetic thing. Currently using only the run animation for simplicity. Will revisit this bug at a later date 5/6/2014
The animation loop for serenitys idle is looping poorly and causes a glitchy jump. It shouldn't look like that, but figure out what's wrong and if I need to change something I will 22/05/2014 Drew Batcheller the loop start for the animation is hardcoded by my best guess. What frame should I loop this on? -Chris 5/6/2014
When a character begins a dash, the initial movement should be faster, as in they cover more distance. It should take around half a second or less for the character to ramp up to full speed. 22/05/2014 Drew Batcheller Should work, specifics might need find tuning. Test and see 13/6/2014
Once the character achieves full speed in their run, turning around should be slower than before they achieved full speed (before the .5~ seconds) 22/05/2014 Drew Batcheller fixed for 0.0.9; closer to max speed the harder it is to slow down. 5/6/2014
While performing attacks in the air, the player should still be able to DI. However, the DI should be reduced from normal. In the current setting, the player has 0 DI when performing the move 22/05/2014 Drew Batcheller fixed; Di during an attack should be 1/2 of it's value outside an attack 6/5/2014
There should be some small pushing that happens when characters walk into each other, You should be able to run through them, but if you move slow enough you push the character. 17/05/2014 Drew Batcheller fixed for 0.0.9 6/6/2014
DI should not be as strong as it is. We should experiment with dropping it off or trending it based on the degredation of the current vector. IE the player should not be able to switch directions multiple times, especially from being at max velocity facing left, to max velocity facing right in the same jump. Perhaps as the players horizontal reaches zero, DI reaches ~20% effectivensss. This way if the player is moving at max velocity his DI will be strong, but as he DI's towards slowing down, the power of the DI becomes less pronounced, making it very hard to switch over completely. 23/05/2014 Drew Batcheller fixed for 0.0.9 5/6/2014

Attack Bugs

Bug Description Date Added Reported by Seen by programmer? Date Fixed
The lag time associated with landing during the performing of an arial attack is not forcing the player to stand still. If the player lands while performing an arial attakc, they should not be allowed to run, jump, move or attack of any kind (except maybe serenitys Sword-only B moves)
What i mean is, there is a landing animation specifically for landing on the ground while performing an attack. The player needs to be punished into watching this animation. How fast/slow this animation is will eventually depend on the factors we talked about in conceptual design, such as if the move landed, was blocked, what % of the animation is still left unplayed when the player hits the ground, etc...
22/07/2014 DB fixed for 0.0.9.8 31/7/2014
Dash attack is a bit off (and this ties into the movement bug mentioned in the movement section about dashes being too slow at the start)
1: You should be able to perform a dash attack immediately after starting a dash
2: Dashing should almost immediately start at full speed (this may be contrary to what I said before but it doesn't feel right the way it is now)
I'm editing what I put here because I was wrong. Dashing still hasn't changed from a double-tap to a single-tap function yet with the joystick and I was getting confused.
22/07/2014 DB Dashing has been adjusted for 0.0.9.8 31/7/2014
Serenity is still able to perform the Sword arial attacks even if the sword is busy, but only if she is close enough. This is a bug, because the sword itself doesn't come for the attack, she just performs the animation without the sword. Hitboxes don't show up either 21/07/2014 Drew Batcheller Seems already fixed, should be for 0.0.9.8 317/2014
Jump-canceling is still a bit off. Let's try the following
1: Increase the window by 2 frames
2: it seems like you can't jump cancle out of a run. Every time i try to do it, i get the dash attack instead. Somethings funky here.
21/07/2014 Drew Batcheller tweaked jump cancelling so it should work properly for 0.0.9.8 31/7/2014
Serenity can perform her B moves while guarding. Unsure if intended but that's pretty OP if she can. We should discuss this. 21/07/2014 Drew Batcheller fixed for 0.0.9.8 31/7/2014
Serenitys Arial sword down-b is still buggy and crashes the game when it hits someone. Not sure what could be causing it. Just do a few you'll get one too.
It also sometimes de-syncs the sword from the attack.
21/07/2014 Drew Batcheller I still have not seen this. Not adressed
Yara's neutral C is making her walk at max speed. It's pretty damn funny 21/07/2014 Drew Batcheller Wasn't this fixed for 0.0.9.7 not addressed
Yara's Dash attack still crashes the game when you land it 21/07/2014 Drew Batcheller
We know Yara's hitboxes are mis-scaled, but some are using the wrong hitboxes completely. Here is a list that I will update as I find more that are calling the wrong move's hitbox:
1) Down-B seems to be using an old version of the .script because that hitbox doesn't exist with her movelist.
2) Down-C is using the wrong hitbox or it needs to be redone
3) Up-air uses the wrong hitbox
4) Forward-air wrong hitox
5) Ground up-a looks like its using down-air's hitbox
6) Ground Forward-B using wrong hitbox
Replace the script and should fix most of these issues yourself. Fix the rest by adding in an UAIR. The script I grabbed from Yara's page looks a lot better 17/7/2014
Noticed a few of Yara's moves aren't functioning correctly so here they are:
1) Ground Side-C is supposed to relocate her but she is teleporting back to her starting location at the end of the move.
2) Ground Side-B is supposed to 1-step her forward but she teleports back to her starting location.
3) Ground neutra-B is supposed to walk her forward with the animation but he is standing in place instead.
15/07/2014 Drew Batcheller fixed for 0.0.6 17/7/2014
Yara's Side-A move, only when facing Left, crashes the game. 15/07/2014 Drew Batcheller Fixed; related to a bug in rendering the hitbox. 17/7/2014
HOW TO DISJOINT SERENITY'S HITBOX:
1) Move serenity in any direction so the sword lags behind a bit
2) Perform a B attack such as forward B, so that the sword lags behind
3) Start spamming forward C (the moves that use the sword and swerenity). While the sword is occupied or away from serenity, each time you perform the side-C move it will move her hitbox 1 hitbox width further away from her
I'm assuming this is why it works in the air: As long as the sword is away from her, the C moves are bugging her hitbox out.
17/7/2014 Drew Batcheller fixed for 0.0.9.6 17/7/2014
Using a back-air X attack on yara causes the game to Crash with the message: "Run-Time Check Failure #3 - The Variable 'lastDir' is being used without being initialized. 14/07/2014 Drew Batcheller Could not replicate; assumed to be shadowfixed 17/7/2014
With serenity selected, face Left, start running, then jump, and perform a forward-air B attack (B as in the far right button on the controller, it's a Red B on mine) and then CONTINUE MASHING THE B BUTTON. What happens is it displaces her hitbox by about the width of the hitbox, causing it to travel further away from her. She remains disjointed until she dies 14/07/2014 Drew Batcheller fixed for 0.0.9.6; moves will no longer default to ground moves after the first aerial 17/7/2014
This bug is more a gameplay/game feel bug. Although we dont have tilts, being able to perform a standing up-smash without jumping is a very important ability. Jumps must follow specific rules and need to be consistent. I will try to outline them here.
1) Regardless of the method of input, all jumps perform the same way (IE x button, d-pad or joystick)
2) If a jump is performed during a dash(run), it will cancel the dash and perform a jump animation with its current momentum preserved and carried into the jump.
3) A jump can be cancled into a ground-attack by performing the attack within a certain window of time during the initial frames of the jump animation. This allows players to perform up attacks from the ground without jumping without creating too many problems surrounding this. The window of time for this is very small, IE 1-3 frames only. Ideally the window is small enough so the characters haven't visibly left the ground yet, making the animation tweening a bit smoother.
4) When knocked off the stage from the ground, or dropping from a ledge, every character must have the ability to jump once in the air using any of the 3 input methods.
5) If a player has performed a 2nd jump in the air and gets attacked, they do NOT receive another jump. However, if the player has only jumped once into the air from the ground and is hit BEFORE they perform their 2nd jump, they may use that jump ONLY AFTER any stunlock or tumble effects have run their course.
6) Touching the ground resets jumps, which includes bouncing or rolling off the GROUND, but not a wall.
7) Platforms count as ground for the sake of landing on them, but not if traveling through them from below. IE you can not land on a platform if your vertical momentum is positive.
14/07/2014 Drew Batcheller
Yara's hitboxes are still misaligned to her animations. Let me know if I need to remake them, or if you can simply scale them the way you scaled her. 14/07/2014 Drew Batcheller fixed with updated resources 17/7/2014
Sereniuty's Sword Air Attacks seem to be working if the sword is close enough to you, but it is not using the right hitboxes for the moves. It seems to be calling some of the other airial moves. 14/07/2014 Drew Batcheller could not easily replicate; assumed it may be shadowfixed with new updates 17/7/2014
Serenity's down-air Sword attack doesn't always pull the sword to the attack, but it DOES bring the hitbox out! Phantom sword attack!!! 14/07/2014 Drew Batcheller can't replicate, likely shadowfixed 17/7/2014
Characters should not be able to grab the ledge while performing an aerial attack. 23/05/2014 Drew Batcheller fixed for 0.0.9 5/6/2014
The Joystick isn't allowing us to use the up smash, it simply won't register any movement until a certain point, and then jumps. The player has to perform another attack first, and then switch to holding the “up” direction before the attack ends to be able to perform one. The character needs to be able to perform a standing up-attack. This can be fixed by either. 1: Create a 5-6 frame window at the beginning of a jump where if an attack is used, it cancles the jump and performs the attack 2: Add sensitivity ranges that won't make the character jump but it still registers the joystick as being held up 22/05/2014 Drew Batcheller fixed for 0.0.9 5/6/2014
The 2nd jump animation will play as many times as you hit “up” or “jump” in the air, but Serenity never actually performs a second jump 22/05/2014 Drew Batcheller Saw this happen before. bug seems to have vanished, likely repaired by proxy while fixing other issues -Chris 5/6/2014
Can't use guard or grab or crouch or dash attack. 22/05/2014 Drew Batcheller Guard, Dash Attack and Crouch should function. Grab may require additional rigging; we should plan it out
If you run and then jump, serenity performs the run animation in the air 22/05/2014 Drew Batcheller fixed for 0.0.9 5/6/2014
The walk animation doesn't seem to play. This might be because the range of the joystick isn't being mapped to the types of movement properly... probably... i dunno 22/05/2014 Drew Batcheller Gonna make this low priority/aesthetic thing. Currently using only the run animation for simplicity. Will revisit this bug at a later date 5/6/2014
The animation loop for serenitys idle is looping poorly and causes a glitchy jump. It shouldn't look like that, but figure out what's wrong and if I need to change something I will 22/05/2014 Drew Batcheller the loop start for the animation is hardcoded by my best guess. What frame should I loop this on? -Chris 5/6/2014
When a character begins a dash, the initial movement should be faster, as in they cover more distance. It should take around half a second or less for the character to ramp up to full speed. 22/05/2014 Drew Batcheller Should work, specifics might need find tuning. Test and see 13/6/2014
Once the character achieves full speed in their run, turning around should be slower than before they achieved full speed (before the .5~ seconds) 22/05/2014 Drew Batcheller fixed for 0.0.9; closer to max speed the harder it is to slow down. 5/6/2014
While performing attacks in the air, the player should still be able to DI. However, the DI should be reduced from normal. In the current setting, the player has 0 DI when performing the move 22/05/2014 Drew Batcheller fixed; Di during an attack should be 1/2 of it's value outside an attack 6/5/2014
There should be some small pushing that happens when characters walk into each other, You should be able to run through them, but if you move slow enough you push the character. 17/05/2014 Drew Batcheller fixed for 0.0.9 6/6/2014
Some hitboxes are loading incorrectly, such as the up-air for serenity. Also, there are no hitboxes loading for any of the sword moves. 22/05/2014 Drew Batcheller Hitboxes should be fixed; collision detection as a whole still needs some work 16/6/2014
Serenity can perform a C move sword attack even if the sword isn't ready, although the sword won't move, but she performs the attack anyway. 22/05/2014 Drew Batcheller Working as I intended it; I think we have a different idea of how these attacks should function. We should discuss
Can't use more than 1 attack in the air. You should be able to use as many as you can get out before you land. 17/05/2014 Drew Batcheller fixed for 0.0.9 16/6/2014

Other Bugs

Bug Description Date Added Reported by Seen by programmer? Date Fixed
The reason the shortcut from your build doesn't work is because it is trying to search for C:/Users/Chris/.... 14/07/2014 Drew Batcheller cause;laziness Well then, change your username to Chris and run the shortcut
The sword has some small polygon following it above it. Not sure if this is some floating points or polygons in the mesh or if it's something you put in. 14/07/2014 Drew Batcheller Yeah, that's a helper mesh it is hacksaw but it works now. Will work to remove in the future once essentials are up
If you land while doing an arial attack, the animation plays until the end and then the character teleports to a standing position. This should actually stop the attack at whatever point the character is in, and force a land animation. 17/05/2014 Drew Batcheller fixed for 0.0.9 16/6/2014
The sword needs to be a bit more elastic with its movements, and when it is "ready to attack", it should follow serenitys movements precisely, instead of lagging behind and then slingshotting to catch up. The sword should move perfectly with her once it is restored to a "ready" state. 17/05/2014 Drew Batcheller Different fix implimented: L button should coax the sword closer quicker. May require more 16/6/2014
They way we are dealing with characters being hit into terrain is a problem. Yara @ 200% damage being hit with a Side-A move will only move a millimeter if she is being pushed up a ramp. However, once on even ground she will fly off. This is clearly due to collision detection stopping her momentum upon collision. Collosion should not stop momentum. 17/05/2014 Drew Batcheller Should be fixed. If not let me know, there are now additional ways I can deal with this if it does turn up again/in other forms 16/6/2014
Once a character dies, their velocity vector needs to be set back to 0. This should prevent one good hit causing multiple deaths. For the sake of testing, you can leave the fact that damage does not reset. 17/05/2014 Drew Batcheller fixed for 0.0.9 16/6/2014