Post 'em in here in as much detail (images helpful!) as humanly/reasonably possible.
TumbleSeed is a deceptively deep roguelike about balancing a seed up a dangerous and ever-changing mountain. · By
Thanks for the report!
I started playing again before I saw this, but I saw it again, this time with two Claymores. It was inside a crystal room, yes. Here's that output log: http://pastebin.com/zp4hKY4B
I'm having the same issue in current playthru.
output log: http://pastebin.com/Sw9hcEab
In the main menu (where you can press up to view the leaderboards or down to view options), pressing left or right on the controller appears to try to navigate up/down, but immediately navigates back. In other words, it seems like it's responding to any amount of "up" or "down" input, which is too sensitive and results in jittery movement when pressing left or right. I'm using an Xbox One controller.
Sometimes quitting to menu during a run and then starting a new one makes the seed get stuck at fixed x position and jitter back and forth, kinda like when something's stuck between overlapping colliders. Then there's a copy of the seed helicopter sprite at the seed x and the camp boundary Y. If you move through the boundary (seems to be no collision when this is happening) then things go back to normal.
Sidenote: having a great time so far!
Hi! I am not sure if this is a feature I have not figured out or a bug - but at two times, holes have appeared right where I am rolling. The first time a hole suddenly appeared right next to me (In the place I just had been). Second time a huge hole appeared where I was hanging out, killing me. Did not spot any animations or indications for a hole to appear there. I think this was..once in the 3rd area and once in the 2nd area.
My theory is that this hole creation where the player rolls is in fact a feature- but I didn't spot any feedback or warnings for it and it felt like a bug so I figured I'd tell! :)
haha yep! it's a "feature". Not the best messaged feature/gameplay in the game but it's a sinkhole and when you roll over that part of the ground, it appears and starts to fade in so you gotta get outta there before the hole fully appears and you fall in. We'll add some sounds and better animation for this eventually, but yea, that's what it is for now. They become much more prevalent as you go up the mountain so good to know about for sure. :)
A few things I noticed tonight. On the death recap screen, the background behind the gems count is too small:
This might be by design, but I found that gems on the ground in the post-forest camp are kinda hard to see:
After going into a button challenge room, starting the challenge, then leaving the room before the timer expires, the challenge UI (timer and gem count) remained on the upper right corner of the play area until I quit the game.
Vert Laser Seed has a planting cost of 0 crystals? Is that by design? If so, there's a small grammatical error, as it says "Costs 0 crystal to plant".
Good catches on the details!
This might be by design, but I found that gems on the ground in the post-forest camp are kinda hard to see:
Yeah, this isn't super intentional and will probably change. Camps still have a lot of artwork yet to happen (eventually they'll all look very different and have visuals tied to the biome you just came from)
Vert Laser Seed has a planting cost of 0 crystals? Is that by design? If so, there's a small grammatical error, as it says "Costs 0 crystal to plant".
It's intentionally 0 crystals -- it was previously a bow-and-arrow instead of a laser which made it a pretty weak weapon so we changed its cost to 0 to make it more enticing. I think it's definitely strong now as a laser, so we may change it back to costing 1, but either way we need to account for suits being free so that's a UI change we'll have to make. Thanks!
After hitting the spring into the second camp, my seed was inside the camp but the balance stick was stuck below the camp. I took a screenshot, but accidentally overwrote it, so you get an mspaint recreation of the events:
I couldn't move the stick up, but could move it down. After moving it down far enough my seed fell down, and I could resume moving up again. Unfortunately, as you can see in the screenshot, the spring was already sprung, so I was stuck.
I just ran into this one, as well. I don't know if it has anything to do with it, since I haven't repeated this yet, but I was carrying the blue bubble for the teleporter, going into Region 3. (I see that's the same place Jamie ran into this?)
Also, I was almost able to get out of it, since I was able to lower the balance stick, but not raise it. Once it got so far down that the town wasn't visible anymore, the seed dropped down and I was able to resume using the stick as normal. The spring was sprung, though, so I couldn't progress up into the town...
Having a ton of fun! Some bugs and thoughts.
Love the game! It is really really good.
A few bugs I discovered while playing, starting with the most major one:
and a couple of harmless visual bugs I can't seem to recreate:
Was using a PS4 controller on macOS Sierra, and while it is capable of switching between keyboard and controller on the fly as inputs are detected, if the PS4 controller is ever unplugged and plugged back in, no more inputs will be detected on it until the game is fully turned off and on again. Not sure if this happens on other machines/controllers
Yikes, thank you for figuring this one out! That's brutal! Will definitely look into this. Appreciate you reporting all these :)
Haven't fully diagnosed this but I think there are some issues with the music system, occasionally there will just be silence (in an actual biome, not the camps) and then the next music starts up when you reach another biome.
Also I had one of those black dashing/spinning guys end up in a camp once. Seems like the "dash" function doesn't check for the walls properly? (side note: maybe a glossary of all the enemies' names w/ pictures would help us communicate better on here?)
So had a hang. Not sure exactly what happened, I had just teleported up on a new run. I got hurt somehow on the right most part of the orange teleport bubble trail? I don't remember seeing any enemy there. The trail started being displayed and it hung in the middle where there is the gap for like 5-10 seconds. Then it started animating again for a second until it got to the left most part where it hung for good and did not clear after maybe 2 minutes. The music/sfx was not affected.
Ah! Poked around this morning and saw there is a log file that luckily I didn't clear. Relevant parts:
(Filename: /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/VerticalWorld/VerticalWorldState.cs Line: 534) Warning, trying to get spawn data for a biome that doesn't have any: PostJungleCamp UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) WorldSpawner:GetBiomeSpawnData(Biome) (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/NewSpawning/WorldSpawner.cs:788) VerticalWorldState:CurrentContentParent() (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/VerticalWorld/VerticalWorldState.cs:534) AuraManager:DropCurrentAura() (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraManager.cs:161) AuraManager:PickUpAuraOfType(AuraType) (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraManager.cs:85) AuraPickup:PickUp() (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraPickup.cs:41) Pickup:OnTriggerEnter2D(Collider2D) (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Pickups/Pickup.cs:16) (Filename: /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/NewSpawning/WorldSpawner.cs Line: 788) NullReferenceException: Object reference not set to an instance of an object at VerticalWorldState.CurrentContentParent () [0x0002b] in /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/VerticalWorld/VerticalWorldState.cs:534 at AuraManager.DropCurrentAura () [0x0005c] in /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraManager.cs:161 at AuraManager.PickUpAuraOfType (AuraType auraType) [0x00011] in /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraManager.cs:85 at AuraPickup.PickUp () [0x00000] in /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraPickup.cs:41 at Pickup.OnTriggerEnter2D (UnityEngine.Collider2D other) [0x00030] in /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Pickups/Pickup.cs:16
Those 2 error were repeated many many times. Sending full log in email.
I have a hunch on this. Right now teleport orbs aren't being cleared properly when you restart the game, so it looks like it's looking for some object in the world that belonged to the *previous* world in which the orphaned teleport orb belonged. Will dig into the log in the e-mail. Any bugs that cause crashes are super high priority so thank you!!
Not sure if it helps, but I had an orange teleport bubble with me and had just started a run having just teleported up to that camp. There were certainly other orphaned orange bubbles strewn about though. Not sure how I got hurt there, I guess if it had to do with dangling references or something all bets are off.
Quitting the game during a "You fell into a hole, now watch your progress reset"-cutscene causes the red screenflash when starting a new game and causes some unexpected behavior.
Just repro'd this. Great catch!! That's a nasty one. Won't get the fix into this next build coming hopefully today, but will definitely look into it for the next one!
I had a spring plot spawn in such a way that it would catapult you into a wall. Granted, one could steer away from the wall while flying up but then one would quickly find oneself above a nearby hole.
This is sort of intentional that the placement of certain plants affects their usefulness and your decision on whether to use it or not. Does it feel unfair?