Strange New Glitch
4 years ago

Wow, those are a lot of useful features! I especially like the addition of being able to quit anywhere. Also, out of curiosity, when does the in game timer start? I know irl timing is about a second of from in game time, which is the only reason I bring that up.

v1.1.0 is now up! Game is also up on itch.io. I've included the version changelog as well.

https://ddrkirby.com/games/nyamos-adventure/nyamos-adventure.html https://cocoamoss.com/nyamos-adventure/nyamos-adventure.html https://ddrkirbyisq.itch.io/nyamos-adventure

Now that you have an actual in-game timer display, you should be able to verify what the offset is coming from a lot more easily, but from the code, it looks like the timer gets set to 0 when you press Enter to start a new game, and it only increments whenever you're actually in one of the 5 different "world" scenes.

This means the transition time between pressing enter to start the game and when the first scene actually starts up (i.e. when the screen starts unfading) is not counted in the in-game time. This is a 1-second transition. This also means that the transition time between entering the final door (e.g. when the screen is fading to black) IS actually counted in in-game time. This is a 3-second transition.

So overall if you start your timer when pressing enter to begin the game and end your timer when you enter the final door, the in-game timer value should be about 2 seconds longer than your RT time. I'll leave it to you guys as to how you wanna handle that.

The timer is using Unity's FixedUpdate function and counting game ticks, so the total in-game time should always be a multiple of 0.016667 seconds.

Hope that all helps. Thanks for playing our game even after all this time! Remember, the best thing you can do to support me is simply to enjoy my games/music and share them with your friends :)

I've verified (unfortunately) that the lag on getting your first collectible is still there, no idea what is causing that, I have a hunch but I'm not really gonna bother testing it. Fortunately I've also verified that if you just go and collect one, you can just quick-quit and from then on you should be lag-free and good to go for future runs.

Edited by the author 4 years ago

I just played the new update and all the new features work great! One problem still exists though, and it's with respawn glitches. It's fairly easy to accidentally clip out of bounds when respawning, and get stuck. It's not to large a deal because you can just quit title screen and continue, but it still might be worth looking into if you felt like it I guess

I also noticed another glitch that basically lets you warp to beginning of the dungeon your on. Here's a video demonstrating the glitch:

Hm okay! Yeah I didn't check any of the respawn cases, I will have to see whether I can (or can't) do anything about those ones.

That quick-quit glitch....makes total sense, that's an oversight on my part. I'll try to put a fix in for that.

New Jersey, USA

Thank you DDRKirby for coming on and giving us all this input, and thank you to everyone else for contributing all this information. I'm sorry I haven't been as active as I probably should be, but I'll do my best to keep the leaderboard up-to-date. The new features seem really nice. I can imagine that new quit feature could be useful in at least one part of the route.

NoJoTo likes this

Yeah, I guess it does let you just warp back to the beginning of the game whenever you want, huh? Let me know if that negatively affects routing, that's sort of the last thing I wanna do. Otherwise, maybe it'll be a nice changeup.

NoJoTo likes this

If we find out in kinda ruins the run, we can always just make a rule against quitting and continuing.

RaiuTheEevee likes this

Just letting yall know that I won't get to these fixes until next week, have to finish up a different project first. I haven't forgotten about this thread :)

RaiuTheEevee likes this

I lied -- this game is actually getting a bunch of views and plays on itch.io so I thought I should just go in and make these fixes now.

v1.1.1 is now out on ddrkirby.com, cocoamoss.com, and itch.io with the following two fixes:

  • Fixed a bug that would often cause you to become stuck upon respawning
  • Fixed a bug that enabled you to warp to the beginning of the level by quick-quitting while dying

The quick-quit warp bug I fixed by not allowing you to quick-quit during death -- you need to wait until the respawn finishes.

The respawn bug was something really silly -- when storing the respawn position of the player, I was rounding the X position and rounding the Y position up and storing them both as integers, which would frequently cause you to get stuck inside walls when you respawn. I'm not sure if the previous collision changes I made caused this issue to just become more prominent or whether this fix was needed before with the old buggy code, but I'm just storing those as floating point numbers and that seems to have fixed it.

I'd greatly appreciate it if you guys could do some runs just to make sure nothing else is still broken, particularly with respawns. I did some initial testing and it seems to be OK, but can't hurt to get another set of eyes on it.

Thanks all!

NoJoTo likes this
United States

I've played around with it on Cocoamoss and haven't found anything so far, so hopefully that means everything is working as intended!

NoJoTo likes this

Sorry for replying like 20 years late but I just discovered a new glitch. Basically, (at least as far as I can tell) if you quit to the title screen on a screen that has an egg (but don't collect the egg) and then continue, all eggs will be missing. Dying or entering a door doesn't fix it, so you'd have to restart.

=( Ok that's pretty ugly. I'll look into fixing it. Thanks for the report.

Hey, you saw this! You also submitted your Colors of Your World run. Cool.

Yeah I poked around to see what was up with my games. Some people have started running Unlock Everything as well, but apparently it's really annoying to time due to timing inconsistencies and I never implemented an IGT there, so I'm going to have to try and work on that as well...

Luckily this one was quick. The bug has been fixed in 1.1.2 and deployed to ddrkirby.com, cocoamoss.com, and itch.io.

What happened was that I never actually update each individual saved collectible status until you pick one up. So upon starting a new game, if you don't collect any items, then I correctly save that you have 0 items, but I don't actually save that all items are available (your data from the previous save will carry over there). So unfortunately you just ended up with a file with missing items.

This has been fixed, I always save both values now. Let me know if you find otherwise!

Unfortunately if you have a corrupted save file I didn't bother trying to reconcile the items, so you should just restart. I guess I could have just re-created random items, or better just just re-adjusted the count, but I didn't bother. Again, this only affected you if you:

  • had an old game where you collected at least one item
  • started a new game, and quit before collecting a single item

Hopefully that's rare enough that it's not a huge deal.

Edited by the author 3 years ago
NoJoTo likes this

Yeah, hopefully. I can’t imagine it’s that big a deal anyway as it only takes about 30 minutes I’d imagine once you know where a few eggs are.