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TumbleSeed

TumbleSeed is a deceptively deep roguelike about balancing a seed up a dangerous and ever-changing mountain. · By aeiowu, dlask, benedictfritz

Bugs Sticky

A topic by aeiowu created Dec 01, 2016 Views: 4,286 Replies: 208
Viewing posts 1 to 20 of 82 · Next page · Last page
Developer

Post 'em in here in as much detail (images helpful!) as humanly/reasonably possible.

  • I was given a choice between an Antidote Seed and an Antidote Seed, which seemed unfair and disappointing
  • I saw one of these white puffy guys trapped inside a hole walking back and forth and flashing
Developer (2 edits)
  1. Whoa weird! I haven't seen matching seed choices before. Will definitely go an hunt this one down. Were you given this choice inside one of the rooms about halfway up the biome? (We refer to these as crystal rooms) Just want to make sure I'm looking in the right place. Also, there's a chance this is a symptom of something else- could you possibly send us your player log (If you haven't already shutdown and restarted the game, that's when it resets).

    * If you're playing on Windows, go to where the game installed, open the TumbleSeed_Data folder and grab output_log.txt
    * If you're playing on OSX, hold the option key and select "Go" at the top of your screen. Select "Library" and go down to the follow location: ~/Library/Logs/Unity/Player.log
  2. And yeah some of the lil grubs seem to get stuck in a weird state on top of holes every so often :(

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

Developer

Wow, yeah and no null errors in there. I'm gonna try and look into this first thing tomorrow! Thanks for stickin with it.

I'm having the same issue in current playthru.

output log: http://pastebin.com/Sw9hcEab

Developer

[wonders if that code somehow just got deleted at some point]

[looks]

Oh, yup, somehow that code just got lost at some point during a refactor. My fault!! Will be fixed in the next build. Sorry!!!

Developer

Woo! I was gonna say I'd never seen this before haha. Thanks all! :]

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.

Developer

Ahhh good catch- we may not be deadzoning the menu input. Noted!

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!



Developer

Oh crazy, thanks for the report and going the extra mile to make those gifs! that's really helpful, we'll look into it. :)

played some more, looks like the x jittering is tied to the movement of the stuck helicopter seed (same jittering as when you hit the spring then stop moving up)

Looks like if you get a shield from the Shield Seed and you die with the shield, the shield persists to your next life:
Developer

Ahh good catch. I though we fixed the cleanup issue with seeds that "equip" you with stuff, but apparently not :]

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! :)

Developer

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. :)

Ah cool! I really like the idea itself because when I noticed it I became much more alert, making sure to plant checkpoints more frequently.

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".

Developer

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!

I generally use a dvorak keyboard layout, and the game seems to hard-check for up/down arrows, w and s. With dvorak, w and s are actually o and . which doesn't work out so well. It would be great if these keys were rebindable, or if the game could detect by keyboard layout.

Developer

Oh interesting! We'll have to look into solutions for that. Sorry about that! Do you have a controller you can use in the meantime?

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.

Developer

Oh no this is, like, my least favorite bug -- I've seen it once before. Super sorry. Will look into resolving it soon since I know how frustrating this one is.

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...

  1. When I started a new game, I immediately pressed up on both control sticks (like you do). The seed got a big kick to the left. Might have been a physics glitch; I know Unity physics can occasionally be weird.
  2. Three-button bonus crates can sometimes appear off-screen below you without any indication that they've done so. I've also had one block my forward progress, without any way to break it.
Developer

Nice catches -- will look into both of these.

I'm guessing the crate blocked off the only way up? Crazy!

Here's a really stupid tiny one: When you press A to switch seeds, the crystal indicator on the left shifts a little bit, almost like it's changing fonts or something?


Looks like Vert Thorn Seed is using the Horizontal Thorn Seed sprite in play, but the seed selector shows it with the correct sprite.


Developer

Nice catch!

If my controller becomes disconnected the game should automatically pause.

Developer

Hadn't considered this but it's a great call

(2 edits)

Having a ton of fun! Some bugs and thoughts.

  • The yellow shield persists after single death.
  • The blue shield persists after all deaths and starting an entirely new game, only cleared after restarting TS.
  • Horizontal flying, vertical shooting, hammer looking enemy spawned 2 on top of each other facing opposite directions and were stuck and flashing.
  • Resolution size text partially hidden behind window showing graphic.
  • Bombbud appeared as only eye and fuse in selection zone.
  • Jungle rain is not visible most of the time, only saw it once?

Love the game! It is really really good.

Developer

Thank you!! Resolution size text, and shield issues will definitely be fixed in the next build. The others have been noted as well!

A few bugs I discovered while playing, starting with the most major one:

  • 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.
  • If the jumping spider that chases you around the first area jumps past your crossbar vine, it appears to jump underneath it, layering wise, which looks strange.

and a couple of harmless visual bugs I can't seem to recreate:

  • Late in the tutorial, upon using my third charge the of crystal seed, 5 crystals seemed to pop out, but after landing only 3 of them stayed. Haven't seen it happen since though.
  • Another time while using a crystal seed in one of the safe areas, the crystals that popped out had their shadows layered in front of the crystals themselves, producing a dark shape on top of them, as opposed to behind them. I also saw this happen only once.
Developer

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 :)

Developer (1 edit)

So unfortunately right now Unity's input system on OSX does not allow for controllers to be plugged in after startup...I'll look into alternatives though- I have some ideas! >:)

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?)

Developer

(side note: maybe a glossary of all the enemies' names w/ pictures would help us communicate better on here?)

This might be a good idea – we were kind of curious what names people would come up with on their own but it might be worth it just for bug reports/discussions

(12 edits)

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.

Developer

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.

Bugs:
  • I returned to a hole, the kind where you get to choose between 2 classes, after passing it so far that it went under the bottom of the screen. When the screen changed to what's in the hole, the camera was still centered on the player, instead of above the player, resulting in the class descriptions appearing above the top of the screen.
  • I planted a crystal plant (the 3rd one) right next to a wall. One of the crystals that spawned out of it went into a wall. :(
Not so much a bug, but maybe:
  • One of those tiny green flies from the first region followed me into the town between Region 1 and 2. I thought I could keep an eye on it, but I apparently lost track. Due to the light color of the body and the white wings, it pretty much disappeared against the white floor background. Of course, I ran into it. Just seemed a bit unfair.
Developer

Good catches on these. The flies are definitely not supposed to enter camps, and definitely looking into mineral spawning problems. Thanks!!

bug report: i played the game too much

Developer

LOL BEST BUG YET. My favorite kind of bug. Great bug. Thank you

If you want to continue with the sort-of roman numerals, here are some bigger numbers:

  • L: 50
  • C: 100
  • D: 500
  • M: 1000
  • 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. Pic
  • 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.
Developer

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?

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?

No, it just felt a bit awkward being catapulted into a wall.

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