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I encountered a crash in the following situation:

Drop 17 items in the same spot. Press 'g' to pick up. Since there are 17 items and the menu shows only 16, you need to press down to see the last item. After that, press any key from 'a' to 'p', and the game crashes.

There is also an issue in the shop inventory that, when the shop has lots of items, pressing keys from 'q' to 'z' selects items from the second page even though such letters are not assigned on the screen -- which is especially wrong for the  'z' key which is listed on the screen as the "exit" key.

And unidentified weapons and armor still display their damage/armor values in the 'i' screen sidebar.

I have enabled the cheat mode to reproduce the crash quickly, so I have some comments on the cheat system. "Revive" should probably fix starvation, and probably also poison/bleeding/etc. It might be good to display a warning if the player selects "accept your fate" when already cheating (especially that it deletes the save file -- another solution is to ask about this deletion).

Thanks for your patience and your detailed report! All of the issues you describe here should be fixed in the new v1.1.0.

Thanks for the fixes!


I have noticed that, in the selling interface, unidentified owned items still display additional information in their sidebars.

Also got another inventory-related crash (I do not remember exactly but it happened when trying to re-wear a mask after molting).

```

Unhandled exception. System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')

   at System.Collections.Generic.List`1.get_Item(Int32 index)

   at Crablike.Displays.InventoryScreen.RenderScreen() in C:\Users\User\source\repos\Crablike\Crablike\Displays\InventoryScreen.cs:line 636

   at Crablike.Displays.InventoryScreen.ProcessKeyboard(Keyboard keyboard) in C:\Users\User\source\repos\Crablike\Crablike\Displays\InventoryScreen.cs:line 282

   at SadConsole.Host.Game.SadConsoleGameComponent.Update(GameTime gameTime)

   at Microsoft.Xna.Framework.Game.SortingFilteringCollection`1.ForEachFilteredItem[TUserData](Action`2 action, TUserData userData)

   at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime)

   at Microsoft.Xna.Framework.Game.Tick()

   at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop()

   at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)

   at Microsoft.Xna.Framework.Game.Run()

   at SadConsole.Game.Run()

   at Program.<Main>$(String[] args) in C:\Users\User\source\repos\Crablike\Crablike\Program.cs:line 14```

I have also noticed the following potential issues:

- "go to stairs" seems to path through unknown secret doors

- in DataFiles, I see a weapon corresponding to what the boss Ch. is wielding, so it appears that he should drop that weapon, but he does not

- it also seems that going to the entrance to the game after killing that boss should display a special message, but it did not do so for me

- I had no idea how to go through the gate in that boss room (I did go through it but I am not sure it was the indended way), and the following area seemed unwinnable without revive.  The items that I think might be related are the "abyssal pearl" (which I had but it did not seem to do anything), and the aforementioned weapon (I see it gave resistance so maybe with two other quest items giving similar resistances it could make that area bearable)

- when I am killed by a monster while using a spiked shield, the game seems to display a message about the enemy being killed by the shield, and then a redundant message about me being killed, while revive shows that the enemy was not actually killed