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Mega Man 8-bit Deathmatch => Bugs/Suggestions => MM8BDM Discussion => Closed => Topic started by: Sir Anon0mos on August 02, 2016, 08:22:17 PM

Title: Bug - Plug Ball and Slopes
Post by: Sir Anon0mos on August 02, 2016, 08:22:17 PM
These are 100% repeatable bugs concerning Plug Ball projectiles on angles slopes.

Part 1: https://gfycat.com/JointCelebratedCondor (https://gfycat.com/JointCelebratedCondor)

1. The projectile will jitter/stagger when declining a slope. The projectile acts normally when ascending the slope.

2. The projectile will bounce off the top of a slope if it hits perpendicular to it, rather than a wall.

Part 2: https://gfycat.com/PessimisticAppropriateGeese (https://gfycat.com/PessimisticAppropriateGeese)

3. When firing directly at an upward slope, the projectile disappears.

These were tested on both MM4DIV and MM4DC1.
Title: Re: Bug - Plug Ball and Slopes
Post by: Russel on August 02, 2016, 10:26:55 PM
Plug Ball has always been the most uncooperative weapon. Due to the way it functions, it has been more likely to expose issues with this game's bounce engine in addition to having an absurd tendency to desync online.

Towards the end of v5's development I had nearly lost my patience with the thing and said that if it had experienced any more severe issues with desync or sticking or bouncing off invisible things or what have you, I was going to rebuild the weapon from the ground up to have a completely different intended behavior.


We'll look into fixing the issue with the inability to spawn it going up slopes.
I'm not sure what to do about the bouncing off the top of slopes thing, as the only way to allow it to climb slopes was to use step height. Anything higher than the current value will allow them to climb most conventional and walkable stairs.
The jitter going down is relatively normal for projectiles of its type, but we'll see about addressing it for 5b, assuming it doesn't cause too many issues in doing so.
Title: Re: Bug - Plug Ball and Slopes
Post by: CutmanMike on March 21, 2017, 04:49:45 PM
Fixed... hopefully?