I'm trying to work on a sort of 'debugger's guide' since I've noticed that a few newbies out there still have trouble with bugs. I know... bugs are too general to write a guide for and 'the only guide you need is experience', but I'm doing it anyway, or at least an article on it.
Personally, the only bug I run into these days are the ones that come with MMF or third-party extensions where everything just... crashes. I could fix em in less than 5 minutes, so they're not a problem anymore.
I've run into a few others over the past, but they were that was so long ago I've forgotten what they were. Now, my coding's automatically designed to be completely bug-free... which doesn't help if you're trying to write a guide on the darned things.
So... um, what kinda annoying bugs have you guys run across recently? I don't mean the occasional typo, just something that ever took you over a minute to fix.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
i currently have a bug in my new game, Skelletor. ive assembled a crack team of coders to try and fix the bug, including testers and coders.i wont tell you their names, but theyre all competant klickers and the bug has got us stunned.
the bug is quite hard to describe specifically but the gist of it is simply that sometimes the shoot doesnt work and then later on for no particalar reason it is re-enabled.
i use TGF so im aware of many bugs, but alas i cannot think of them at the moment, but ill get back to you. good idea for an article, by the way.
'oh yeah? he's thrown a kettle over a pub, what have you done?'
Sometimes, but not always, the pallet is screwed up when you use white in an MMF icon (in 1.2, anyway).
Any qualifiers you've attributed to a TGF object don't appear in MMF's (1.2 again, I don't know about 1.5) event editor after you import them, even if you remove them and add them again. Same goes for player 2,3&4 contols, but you can fix that by creating an object using player 2 controls and deleting it again.
There are lots more, but you're right, they're hard to think of once you get used to them.
MMF: Bad Object Errors. Not so common after recent updates, but i used to get them very often, particularly in conjunction with extensions such as Binary Object.
TGF: There is a bug sometimes when an old version of CNCS32.dll is saved over the top of the newer one. This tends to cause massively bad runtime problems, such as transparency not working (transparent pixels appear black), and the frame rate is appauling, finally culminating into a large game crash. This is usually caused by people with old CNC games who've not included an installer (so it doesn't check the version of the dll). To fix it, download & instal a recently built standalone TGF game. To prevent it happening again, when you download a new game which does not use an installer, you should save the CNCS32/232.dll in the root folder of the game. That should work without overwriting the main dll in Windows\System.
TGF: In one game I worked on once, shoot command simply didn't work. It also crashed occasionally. I never fixed it, and it was before I knew what I do now about TGF (so it was harder to find out what was wrong anyway). I ultimately recommend starting again... much like solving the Bad Object Error in MMF. You could also try sending it to Yves or Francois and they may be able to help.
<noob>I make my game in level editor, then I run it and nothing happens. So I ask the guys on Clickteam and DC for help and they can tell me where I can stick my game</noob>
I constantly try trial and error.
I'm actually blessed with many MANY years of experience with Clickteam software, programming, and doing nerdy school stuff, so I rarely make error...I mean erros...I mean...ah bugger it, who's up for a beer?
MUGGUS
Come and annoy me more at
www.muggus69.tk STOUT ANGER!!!
I think the 'r' bug comes from adding samples of different bit depths to the same app, but I could be wrong. I only think this because I don't remember ever having the problem whemn all samples are ripped from the same source.
And I thought of another conversion one. When opening a TGF .gam in MMF1.2, All counters become the "count up" variety, and you have to manually tell each one to point down again.