NESmaker 4.0.6 - Vanished Without a Trace!

Mihoshi20

Member
To start off, this project is still being developed on 4.0.6 but unless drastic changes were made to the routines that handle room transitions then i suspect this issue is present in later versions as well.

I'm having a strange issue with one specific room. This issue seems to not appear anywhere else in my game so far and seem to baffle me to no end because it's this one specific room. When entering the room from the right the player will simply vanish from existence. No other rooms in the game thus far behave in this manner. It is only this specific room.

Vanished.gif
 

dale_coop

Moderator
Staff member
Intersting...
Did you try to copy paste those screens to another place on the overworld to test again.

Or maybe it’s because you have a warp door at the exact opposite place in your screen? Or another tile that trigger the screen ?
Related to this bug, wrong collision data when changing screen:
http://nesmakers.com/viewtopic.php?f=19&t=429
(I think it’s not fixed, but didn’t had time to test In 4.0.11)
 

Mihoshi20

Member
dale_coop said:
Intersting...
Did you try to copy paste those screens to another place on the overworld to test again.

Or maybe it’s because you have a warp door at the exact opposite place in your screen? Or another tile that trigger the screen ?
Related to this bug, wrong collision data when changing screen:
http://nesmakers.com/viewtopic.php?f=19&t=429
(I think it’s not fixed, but didn’t had time to test In 4.0.11)

Yeah, I tried copying another room and pasting it in that spot to the same effect. I did some experimenting and found out it's not the room you move into that is the issue but the room you come from. My issue as i found out depended on the number of tile types. Too many causes the issue which is even more confusing. The issue doesn't show up when moving up or down between rooms, only right and possibly left.

I don't use warp tiles or locked doors in my game. Mostly it seems to be too many of the hurt wall/death tile you helped me with. For some reason too many of those in the room causes the issue when moving to the next room.
 

dale_coop

Moderator
Staff member
Mihoshi20 said:
I don't use warp tiles or locked doors in my game. Mostly it seems to be too many of the hurt wall/death tile you helped me with. For some reason too many of those in the room causes the issue when moving to the next room.

Hmmm could it be related to this issue:
http://nesmakers.com/viewtopic.php?f=19&t=429
Still not fixed?
When the player moves from a roll A to a room B.. when the room B loads, the first tile collision data is made with the Room A, but with the coordinates of the Room A.

So, for example, he can be hurt by a tile that doesn’t exists in the Room B (because it existed in the Room A st the exact same spot).
 

Mihoshi20

Member
dale_coop said:
Mihoshi20 said:
I don't use warp tiles or locked doors in my game. Mostly it seems to be too many of the hurt wall/death tile you helped me with. For some reason too many of those in the room causes the issue when moving to the next room.

Hmmm could it be related to this issue:
http://nesmakers.com/viewtopic.php?f=19&t=429
Still not fixed?
When the player moves from a roll A to a room B.. when the room B loads, the first tile collision data is made with the Room A, but with the coordinates of the Room A.

So, for example, he can be hurt by a tile that doesn’t exists in the Room B (because it existed in the Room A st the exact same spot).

Hmm, I'll have to experiment with his. I noticed that for a split second if I press the fire button the projectile will appear in the top right of the hud area. I'm going to try though removing the tiles in Room A where the front of the door would be in Room B, basically where the player would be placed and see if they appear. Though under this theory, wouldn't the player be counted as dead and just appear at the checkpoint?
 
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