SketchFighter Bugs

When I launch SketchFighter the screen turns black and nothing appear. None command else Command+Q.

Mac OS X Version: 10.4.8

Computer: 366 MHz iBook G3, 320MB RAM

SketchFighter Version: 1.0.0

SP or MP: SP

If SP, Normal or Hard: Normal

Level: First

Bug: Above.

I can´t find the min system spec for the game, so sorry me if my computer isn´t suported.

Thank you very much for the help and sorry my bad english.

Name: Callide
Mac OS X Version: 10.4.8
Computer: Dual 1.25 GHz G4, 1.75 GB RAM
SketchFighter Version: 1.0.0
SP or MP: SP
If SP, Normal or Hard: Normal
Level: Volcano
Bug:

@jason-carr, on Dec 11 2006, 01:59 PM, said in SketchFighter Bugs:

Bug: I was not playing when this happened, but I watched it. When you are trying to get the super wave, you can ram the barrier just above it, and it'll put you into the wall (you have to angle at the sid eof the barrier, left side works), and then you can fly through the wall and grab the super wave. You can then do the same trick to get out. Repeated several times, and from a save.

However, it seems that when the adjacent barrier is down, it doesn't work anymore. So, if you CAN get to it legitimately, you have to.

I found this same bug, and was able to go through the right side to get in, the left side to get out.

Second Bug
Level: Forest
Bug: After defeating the Forest Boss (I should be queen of the world for defeating that one :D), all the green shield regeneration blocks (the ones that appear after killing a boss) were inside the walls by the flowers, out of my reach.

@callide, on Jan 2 2007, 02:12 AM, said in SketchFighter Bugs:

Bug: After defeating the Forest Boss (I should be queen of the world for defeating that one :D), all the green shield regeneration blocks (the ones that appear after killing a boss) were inside the walls by the flowers, out of my reach.

In case anyone was wondering, I have also had this happen with the tank boss, and the dragonfly boss. It is quite annoying in the Crazy Level multiplayer level, as stars can show up in the walls, as well.

xander

This is a minor, nontechnical issue, but the clipping on the Ice Boss' tail is way off, but 'compensated' for by the fact that he flies way into walls. While this makes it exponentially easier to be crushed (interesting challenge), it is silly that flying through the clear space behind him hurts you.

Computer: 12" PBG4 1ghz
OS: 10.4.8
Bug: Custom maps are listed alphabetically by file name, not level name, even though the file name does not appear in the dialog. (I haven't been following this thread, so I don't know if this has been reported already).

Mac OS X Version: 10.4.8

Computer: PB GB 1.67Ghz 1.5Gb RAM

SketchFighter Version: 1.0.0

SP or MP: SP

If SP, Normal or Hard: Normal

Level: Factory, boss 2

Bug: Mini-Boss escaped, by leaving somewhere thrugh the bottom of the room (whilst off screen) and then re-enterring behind the door! Left me rather stuck since there's no wave gun yet 😞

- see attached

Attached File oops.jpg (32.89K)
Number of downloads: 13

Computer: 12" Powerbook G4 1ghz
Memory: 1.25 GB
OS Version: 10.4.8
SF Version: 1.00

Bug: The editor leaks memory. After a couple of hours' use, my computer started to thrash whenever I switched applications. Puzzled, I opened Activity Monitor and saw that the SketchFighter editor was taking up 928 MB of real memory. My level is still small, too (takes up 20 KB on disk). Yikes!

Quitting and relaunching the editor reduced memory use to normal.

Name: Edwards

Mac OS X Version: 10.4.8

Computer: iBook G4 1.33GHz.

SketchFighter Version: 1.0.0

Two bugs here:

Bug # 1

SP or MP: MP

If MP, how many stars did the other player's connection have?
I saw Newt as having three stars, he saw me as having four. I have a Restricted NAT warning.

Level: Forest.

Bug: An apparent out-of-sync error.

Playing with Newt earlier tonight, we had the following two errors at the ends of a couple of games:

Game 1) Newt was player one, I was player two. Newt ran out of time and saw the score sheet. With a second or so remaining on my clock, I saw his ship go motionless, but I kept firing. He apparently saw me shooting and moving behind the scores. When time ran out for me, I got a low bandwidth disconnect notice and we were both booted to the lobby. This score was not registered with the tracker.

Game 2) I was player one, Newt was player two. Both ships went dead with about one second left on my clock. I do not know what Newt's clock looked like. Newt saw the score sheet, but I didn't. This score was registered with the server (114220 points, 10:01pm EST, Jan 22 2007). We were both booted to the lobby when time ran out for me. I had a "low bandwidth" warning.

In both cases, Newt got sort warning about "the other player has disconnected". He does not remember the details.

Several other games also ended with "low bandwidth" disconnect warnings one second from the end, which are very common in the games I play, but none of them had any interesting effects with the score report that I am aware of.

Bug #2

SP or MP: Both, and both Normal and Hard Modes.

Level: SP Factory and MP Wasteland and Forest, probably all others.

Bug: The collision handling for the corners of collision boxes causes excessive damage to the player on contact with those corners. On the path along the bottom of the SP Factory, even with the third ship, I sometimes take damage when I bump into the corner of one of the moving boxes. Also, a couple times playing the MP Wasteland and Forest levels, I have died instantly from a collision with the corner of a small flicker, even though I had 100% shields.

This post has been edited by Edwards : 23 January 2007 - 11:40 AM

Name: Edwards

Mac OS X Version: 10.4.8

Computer: iBook G4, 1.33GHz, 1.25GB RAM

SketchFighter Version: 1.0.0

SP or MP: MP

If MP, how many stars did the other player's connection have?
Either three or one, I'm not sure. It doesn't matter for this bug, though.

Level: All.

WTF Award Bug:
In the stats screen chat after a multiplayer game, when someone types the name of a control type (such as "Missile" or "Forward"), and there is nothing else in the text entry field, the entered text will be removed, and the field will display the name of the key that is currently set to perform that action ("Option" and "Up", in the above two examples). This name cannot be deleted, and the input marker is stuck on the left side of the field, but as soon as anything more is typed, the key name will revert to the typed-in control name, with whatever letter was just typed appear before it.
This does not happen every time a control name is entered, but it is quite often enough to be easily reproducible.

Example:

Typed:	   Displayed: (and sent if enter is hit)
Missil	   Missil
Missile	  Option
Missiles	 sMissile

Mac OS X Version:
10.3.9
Computer:
400MHZ G4
SketchFighter Version:
1.0.0
SP or MP:
SP
If SP, Normal or Hard:
Custom Level
Level:
Temple of the Pen
Bug:
I flew into a room and everything except for the smudges and a glowing thing disappeared. I was quickly killed by invisible ice missiles. It then seemed to freeze. I pressed return and the map restarted as usual. I've not yet been able to recreate this bug. It seems to be caused when at least eight ice missiles launch at once. Maybe. More testing to follow. UPDATE: I seem to only be able to trigger this when the missiles are all children of the same sprite. Also picture:
Posted Image

This post has been edited by gray_shirt_ninja : 19 February 2007 - 11:59 PM

Did you get any special console messages for that? And I think that I had something similar a while, which could have been fixed, but I don't know if it's exactly the same bug you're reporting here.

First of all there's a crapload of these:

2007-02-19 16:31:08.072 SketchFighter Editor(7744) invalid drawable
2007-02-19 16:32:24.044 SketchFighter Editor(7744) invalid drawable
2007-02-19 16:32:24.469 SketchFighter Editor(7744) invalid drawable
2007-02-19 16:34:16.492 SketchFighter Editor(7744) invalid drawable
2007-02-19 16:34:55.590 SketchFighter Editor(7744) invalid drawable
2007-02-19 16:34:59.037 SketchFighter Editor(7744) invalid drawable
2007-02-19 16:42:13.130 SketchFighter Editor(7744) invalid drawable
256 on console
Mac OS X Version 10.3.9 (Build 7W98)
2007-02-19 17:48:39 -0800
2007-02-19 17:49:17.853 SketchFighter Editor(7805) invalid drawable
2007-02-19 17:53:46.564 SketchFighter Editor(7805) invalid drawable
2007-02-19 18:08:31.267 SketchFighter Editor(7816) invalid drawable
256 on console
Mac OS X Version 10.3.9 (Build 7W98)
2007-02-19 18:27:52 -0800
2007-02-19 18:31:11.875 SketchFighter Editor(7839) invalid drawable
2007-02-19 18:50:41.886 SketchFighter Editor(7839) invalid drawable
256 on console
Mac OS X Version 10.3.9 (Build 7W98)
2007-02-19 20:19:59 -0800
2007-02-19 20:20:39.400 SketchFighter Editor(7884) invalid drawable
2007-02-19 20:42:01.350 SketchFighter Editor(7902) invalid drawable
2007-02-19 20:44:09.937 SketchFighter Editor(7904) invalid drawable
2007-02-19 20:48:38.006 SketchFighter Editor(7911) invalid drawable
2007-02-19 20:55:03.551 SketchFighter Editor(7918) invalid drawable
256 on console
Mac OS X Version 10.3.9 (Build 7W98)
2007-02-20 09:02:24 -0800
256 on console
Mac OS X Version 10.3.9 (Build 7W98)
2007-02-20 09:18:07 -0800
256 on console
Mac OS X Version 10.3.9 (Build 7W98)
2007-02-20 12:23:59 -0800
2007-02-20 12:24:39.242 SketchFighter Editor(8108) invalid drawable
2007-02-20 12:27:54.316 SketchFighter Editor(8108) invalid drawable
2007-02-20 12:31:18.666 SketchFighter Editor(8120) invalid drawable

However, I'm not having success in recreating it anymore <_<

Computer: 12" PBG4 1Ghz
OS Version: 10.4.8
SF4KA Version: 1.00

Bug: There appear to be some hit-detection issues with the controls when dealing with very small sprites in the editor. For example, scale any sprite down to 4x4 or less, and any click anywhere in the editor window will (apparently) register as a click on the rotate handle. Similarly, clicks on the scale handle do not register for sprites of at least 7x7 when zoomed in 200%; I'm not sure what the actual threshold for this is because I didn't test it.

What would I want with such tiny sprites? Oh...nothing...evil laugh

Such sprites also have weird collision detection behavior in game. Simply don't do it.