Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Baby Dino Adventures (Early Access)

Help a lost baby T-Rex find his parents back in this cute platformer game · By Sleeping Panda

Bug reports Sticky

A topic by shadree created 81 days ago Views: 143 Replies: 18
Viewing posts 1 to 14

I'm going to have to come back to this topic. I know it's in Early Access, so it's good to catch all the bugs before release.

I'm dealing with a progress blocking bug. In level 21, there's 3 mushroom springs next to a series of TNT crates. On first visit, the 2 large ones stay put and a small one drops down onto the platform above. This will allow you to progress into the rest of the level. If you die, however, the small drops between the 2 large ones, making progress impossible.

After the boss fight with Ptrevor the Pterenodon, the leaping fish will still hurt you as you're talking to him. This will cause you to die and softlock the level, requiring you to restart the level.

I've encountered a weird bug. On level 22, there a spot you can push a TNT block to the left to blow up some thorns and there's a mushroom spring underneath. Hitting the spring will make Dino disappear but still be able to move. Like he's above/below the world. It's happened twice in a row so far.

Also, a not game-breaking bug (in fact it's cute): sometimes when Dino gets hit by an enemy, they'll become half-sized for a few seconds. Nothing mechanically changes, just the size.

(1 edit)

Ooh, I remembered one more minor annoyance: The last line of dialogue of any NPC seems to get cut off when using Enter to fast-forward. (ie one press to show all text, two presses to move to the next part). So, you can't show full text on the last line. A way to speed up dialogue text would be handy too.

...I'm having a bad run it would seem. The "thwomps" (square spike enemies) are on "strike" (ie they're not moving. It caused me to sacrifice on health in level 21 but in level 22, it means I can't pass the level as it's blocking the only path forward.

I may have to play this game later. My PC isn't handling how much memory it uses anyway.

*crying* In level 27, Rolleo will get stuck on the wall when the mine cart crashes against it and become non-interactive unless you are with him in the cart when it happens. This occurs both on-screen and off-screen. This, of course, means you can't finish the level as you need him to unlock the exit door.

Developer

That's some very precious bug reports you're filling in here. Thank you very much!

I will pin that post so that other players can also fill this post with bug reports. And I will make sure to add each of your bugs reported here on my to-do list so that I can work on fixes and release them together with upcoming updates.

I know there is a lot of bugs you reported that are caused to changes I made to the Baby Dino object to handle different colors so I will have a look.

For some enemies or NPCs that are blocked or don't move anymore, it is mainly related to the addition of checkpoints and should normally happen only when you respawn at a checkpoint. I will have a look.

Again, thanks a bunch for playing and your precious time spent here.

(1 edit)

Yeah, the spring bug in level 22 is happening every single time. I try to avoid it to get the last two crates but there's not enough room to maneuver. EDIT: I managed to push the TNT block over a bit more and get the thorn spring to fall down.

(1 edit)

In level 18, those crates that appear when you press the ! block aren't springy enough for me to make it to the treetop to access the two crates. (EDIT: I managed to get the game to launch me from the middle block to the last block and backtrack)

In general, the hit boxes and springiness of crates is not consistent but those especially.

One last thing (hopefully) is another oddity. I got 42/41 crates in level 19 somehow =)

(1 edit)

In level 22 especially, for some reason the TNT crates bounce and they hurt Dino (not from the explosion).

Controller support doesn't work properly on the Linux build. The DPad doesn't work, L2 (LT) is set as a movement axis (accidentally pressing it makes it the only accepted way of moving), and somehow Pause ends up being mapped to L3 (Left Stick Click).

Developer

Thanks for playing, passing by and taking the time to report this issue. That's a really weird bug. I did not experience such issue on Linux. Which Linux distribution and controller are you using, please?

I'm using SteamOS on a Steam Deck. Both the Steam Deck's internal controller, and an external bluetooth controller are affected. (I don't have the game on Steam, I got it here from a bundle.)

I've run it from the desktop and in Steam using the Steam Linux Runtime, and both result in the same problem with the controls.

Something strange I noticed is that the improperly mapped inputs seem to align with what happens when I run a game designed for DInput controllers while using an XInput controller, with the exception that the face buttons (ABXY) all work correctly.

I don't have a PlayStation controller, but I think that if I tried to use one, it would work correctly.

I've recently run into the problem on the game Party Project, and I think I might know what the problem may be. It seems like SDL is failing to initialize, and that's what's causing the problems with the controls.

SDL seems to standardize to DInput (PlayStation/Nintendo) controllers, rather than XInput (Xbox) controllers. The DPad is a POV axis (I think) on XInput controllers, while it's regular buttons on a DInput controller (12, 13, 14, 15). And the Start button, which SDL has as button 9 in its API, seems to be L3/Left Stick Click on an XInput controller, which explains the odd mapping.

Developer

Thanks for the update and information. I'm not really sure if I can do something about SDL, but I will have a look and see if I can do something. 

I still need to double check a couple of things to be honest. I can not seem to find the right controller configuration for playing on SteamDeck using an external controller. If you're playing on the the SteamDeck using SteamOS maybe it would be easier to enable Proton for now and use the Windows build to play. At least, until I find a stable and viable long term solution.

Developer (1 edit)

Hey there, @shadree

Just a little follow up.
I had a look at the issues you reported, and so far I could manage to fix them all.

I need to update some engine plugins to new versions and do a couple of tests before releasing a new update, but I hope to deliver a new game update with these bug fixes before end of June. I will keep you posted here when it happens.

In the meantime, thank you very much for your bug reports. I mean you can not imagine how much it helped me debug things. 

I feel like with these bug fixes the game should finally be stable enough for players to enjoy every available parts of the game. Lots of annoying bugs happening in local co-op were there because of regressions due to bugs that are simple to fix, but hard to reproduce. Thanks a bunch!

You're very welcome! Let me know when I can playtest any more for you! All the best.

Developer

Hey there, @shadree. I just wanted to let you know I just released a new game update (v144) which contains a lot of bug fixes and improvements related to what you previously reported here.

Again, thank you very much for your help!

The local co-op experience should be way better thanks to these changes so please make sure to update to the latest version next time you play.

If you want to keep your save game file, you can do so by copyingthe "savegame.json" file at the root of the game folder "/BabyDinoAdventures/" and pasting it also at the root of the update game folder.

If you play on Steam, this should be automatic with Steam Cloud.

Have fun!