this is a thread for letting me know about any bugs you encounter while using dungeon decorator v. 0
i'll do my best to fix everything i can!
web based game creation tool · By
fixed:
I am unclear on if these are intended behavior, but they were confusing.
Feature requests:
thanks so much for all the helpful feedback. sorry about the bugs! i'll work hard to get this shipshape for the release of v. 1
A few things:
Also for anyone reading, here are some useful shortcuts:
thanks so much for the bug reports. that's very helpful
i'm glad you're enjoying the tool! it's been fun seeing what you make with it.
"making right click spawn a temporary player character" this would be perfect. I think letting you playtest as you edit without having to press any other button is really good and making that feature as user friendly as possible should be an end-goal of sort.
Also just for clarification, is the diamond a separate player entity like what you had in your game? For some reason I was thinking it was some sort of 'interact' tool which let you do more advanced things, but I guess not. Since you can't really have the platformer player and the diamond character at the same time, it would make sense to have it as a toggleable button that lets you switch the player from one type to the other instead of two separate buttons. That way users will understand what the diamond is immediately and not get confused like me and others have been.
yes, the diamond is a separate type of player character.
the toggle idea is good- i'll see if i can work that into my plans. my current thinking is that eventually the rest of that palette will be filled with other types of entities, such as particle emitters, various characters, switches, doors, and the like. the plan is for all of them to be optionally player controlled.
L for light WSDA to navigate on tile textures, X Rotate tile, Ctrl picks a tile, G toggles grid, shift+clic to edit colision layer (pink is path and not colider)
To save, I did it a lot coz its buggy and I needed to refresh page several times (it worked better on chrome). Clic on save icon, rigth clic on image and save it(its your map!) Then you can load it by clicking on top left corner and send your file.
There is no icons for some props like water drops, enemyes key stuff.
I didn't get how to put messages.
If player go on border map its freezes. Careful to leak. Save before cliquing on enlarge screen or click on it when start to make map coz sometimes the game re-sizes strange and canot save/edit or recover it, need to refresh and lose your data.
I mentioned this on Twitter because I hadn't yet seen the link to this board, but loading games doesn't work reliably in Firefox because loadDataURL assumes data: URLs load synchronously, which is only the case in Chrome: https://github.com/ResponsiveImagesCG/picture-elem... .
If you wrap the rest of that function in image.onload = function() { ...} that should make it work reliably cross-browser.
i have a lead on a fix for this. i think it may be (at least in part) due to incorrect handling of tile rotation- possibly it ends up with rotation values outside of the 0-4 range (which is fine internally, but won't save correctly). i'm looking into this right now actually, and i'll upload the fix tonight. i sincerely hope that will address all of the save corruption issues. that's such a tragic bug; by far the worst bug on the list. fixing that is my highest priority right now.
woot woot! Making progress. Took me a while to figure out what was going on here, so yeah... maybe I'll help contribute to those docs. : D
The biggest challenges for me were understanding player placement, that there is no "goal" marker, what in the world that key is (do I even understand it now?), and why my player couldn't move anywhere ... that owing to the empty blocked tile. : P
Also, I'm guessing signs just don't work yet? Otherwise, add that to the list of things I don't understand.
Work in progress that'll have ya traverse back up the waterfall is here.
Oh, and I guess it wasn't clear to me how to get to the playable version of my game as the creator... figured out I had to just click to share it and open that URL in a new tab myself.
Also, I think a button for triggering the load from the uploaded file would be wise. The magic load right now is jarring, and it then didn't seem to let me reload from a saved image once I'd edited the loaded level.
thanks so much for your feedback. i'll try to make these things more intuitive over the next few releases. in the mean time, i'll try to clarify:
the keys are a partially implemented feature- they will be a multifunction key / collectible in the next release.
there's currently a bug which can cause tiles to be solid (or nonsolid) which shouldn't be by default. i'm working on a fix, but in the mean time, should this happen, you can fix tile solidity by holding the shift key and clicking.
you're correct- signs aren't implemented yet (but will be in v. 1, later this week!)
(your game is coming along nicely, by the way)
Wow, not sure what happened, but it appears that when I started to rotate tiles on my later maps, the tiles went CRAZY. : P
What's funny is the blocking vs. non-blocking elements seem to persist, but it's obvious once you start climbing back up from the fall down the waterfall things go awry. Current version here.
Again, not sure if this is due to rotation or what, but this dungeon looked like this screenshot before I tried it in the player. : P
thank you for the info and the links! someone else seemed to have the same issue and suspected the same thing as you earlier. i have a hunch it is due to rotation- that would make sense. i'm terribly sorry, this is such a tragic bug. i'm working on a fix right now, and i'll upload it tonight. hopefully that will be the end of the tile garbling bugs.
Occasionally, I see what should appear in the "empty" tiles in the tileset. (I know I can select and place them to see some of the future sprites and such, but in the editor they appear empty while in the player they actually show up as they should.) Is this intentional? Just an issue of version management?
For that matter, it would be nice to see in the interface what version I'm looking at, including ensuring I'm seeing the correct images somehow. : D
thanks for your response. agreed- for a while i was planning to incorporate new tiles as i added them, but i've decided to keep versions separate so as not to mangle people's creations. so i've reverted the version at vacuumflowers.com/gardener to the original tileset, and the next version will be at a separate url.
it will always be possible to take your save files from an older editor and open them in a new one (and then manually tweak whatever is necessary due to changes between versions)
i hope that makes dealing with a pre-beta tool more pleasant and predictable.
i've fixed several bugs (including the nasty tile garbling bug) and i've rolled out a new version at vacuumflowers.com/gardener which incorporates these fixes!
Thanks to everyone for reporting their issues and your work on resolving (or trying to resolve) them, Loren. I seem to have encountered a bug where if I load a map no avatar is generated. I'll try loading other maps and see if it's a consistent issue. I'm using Firefox 44.0. ...update: It appears to be a consistent issue.
Also, is there any difference between http://vacuumflowers.com/dd/editor.html and http://vacuumflowers.com/gardener/? These are the URLs I'm going to to make my test maps and getting no avatar when loading them to play.
I should perhaps also note that the map is smaller on those URLs than it is here (maybe two or three times smaller) -- http://lorenschmidt.itch.io/dungeon-decorator -- although the smoothness/responsiveness is better. Is the relative smallness intentional?
thanks for letting me know about the avatar issue. did you place a player when you were in the editor, or were you playing using the one automatically placed?
re: differences-
yes, i've been updating the version at vacuumflowers.com/dd/editor.html quite frequently, and i've been updating the one here on itch.io only when i have more major builds.
thanks again for the bug report!
if it's the bug where only the upper part of the map loads, my hope and suspicion is that it'll load correctly after the fix. the bug is likely caused by a tile with weird data in it which somehow breaks the rest of the load process. if so, once i add a proper error handler for that it will be able to read past the erroneous tile with no issues.
i'm pleased to report that i found a fix for the partial map load error! if you had a map in progress which was affected by this issue, your map file will now work with the editor here:
http://vacuumflowers.com/dd/editor.html
and the player works as well.