Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
_____
ERROR in
action number 1
of Step Event0
for object sentry_handler:
_____
FATAL ERROR in
action number 1
of Other Event: User Defined 0
for object oPlayer:
unable to convert string "" to number
------
called from - gml_Script_ref_basics_init_real1 (line 3)
called from - gml_Script_vm_gml_thread_exec_slice_call_fn0 (line 5)
called from - gml_Script_vm_gml_thread_exec_slice_call (line 4)
called from - gml_Script_gml_thread_exec (line 712)
called from - gml_Script_gml_program_call (line 16)
called from - gml_Script_ugc_script_call (line 23)
called from - gml_Script_init_characters (line 64)
called from - gml_Script_init_player (line 46)
called from - gml_Object_oPlayer_Other_10 (line 37)
called from - gml_Script_AdvanceGameFrame (line 16)
called from - gml_Script_NetworkAdvanceFrame (line 165)
called from - gml_Object_NetworkManager_Step_0 (line 144)
------
called from - gml_Script_catcherror_update (line 6)
called from - gml_Object_sentry_handler_Step_0 (line 5)
This also means the opponent's attacks affect their own Stasis effect, funnily enough.
Also, I think the Stasis effect itself can be avoided if the opponent does a move as it happens? Not too sure.
-If you frezze like elliana and stand right in the midle of her while she is frozen no hitbox of DStrong conects, even thought both should conect
(Thought maby prevent it from having both sides beeing able to conect at the same time)
Some changes I'm not 100% sure they will solve the problem, but at best they should reduce the likelyhood of the bug occuring.
v1.11
Bug Fixes:
- Ustrong now able to move again after it touches the edge of the stage.
- Fixed Stasis hitbox detection (still not 100% perfect).
- Fixed players being able to move while in stasis (hopefully).
Other:
- Now that both sides of Dstrong can hit larger characters in Stasis, you can only hit players in stasis with the hitboxes on the first side you hit the player with (eg you hit Stasis player with front hitbox of Dstrong, only the front Dstrong multihits will appear).
-The bomb explosion GFX from the actual bomb and B-Air is obstructed by the metal box; it's layered behind, meanwhile this is not present in D-Tilt's explosion GFX.
-Using Stasis on the box also makes things such as players go behind it.
-Using Stasis on more than one player at once works fine; they freeze, but hitting the other players gets them out of the freeze state and they're no longer in Stasis. On another note: I don't know how I did this, but I used Stasis two players, they somehow got out of it, but now they have a white effect on their sprite as a leftover from Stasis, but the big bug is that they're invincible now.
The only way to get them out of that state is if I use Stasis on the box, but they only go back to normal so as long as the box stays like that. This glitch persists even after death.
-Your fix to prevent the Taunt SFX from playing when Link's somehow air-borne afterwards made Taunting on the revival platform have no SFX.
-Magnesis's pull height limit can be circumvented if something like, say, a rising platform rises the box that's on top of it very high up. You can easily do this by going to the Aether version of Frozen Fortress; it has one pillar on each edge of the stage that can be broken.
Start by breaking one of them, then put the box where the pillar will respawn. After that, just attach Magnesis's beam to the box and wait for it.
v1.2
Balance changes:
- Stasis launch speed for the box increased.
Bug fixes:
- Fixed opponents being able to move after being hit by Stasis (hopefully fixed now, 2nd try).
- "Fixed" issue when multiple opponents were hit by Stasis at the same time (see Note 1).
- Fixed taunt sound not playing on respawn platform.
- Fixed issues when using Magnesis to grab the box while in the air or affected by Stasis.
- "Fixed" Stasis not affecting box in the air while box hitbox was active (see Note 2).
Other:
- Reduced number of draw sprites for the Magnesis beam so shouldn't be as laggy.
- Dair sprite slightly altered.
Notes:
1 - The way the move is coded, there isn't really a way to make it so only 1 person was affected by Stasis (to my knowledge you can't create hitboxes that only hit a specific player). To compensate, I made it so only 1 person is truly affected by Stasis, all other players caught by the move just get put into the same large amount of hitstun. I'll try and see if I can find a way around this problem in the future, but for 1v1 fights it is not an issue.
2 - The "fix" to the problem now causes the hitbox on the box to activate every other frame instead of every frame. However, this should be relatively minor since the hitbox is so large and is still activating every 2 frames.
Magnesis's beam is also missing some sprites when you drag a box right in front of you downwards; the lines are not connected. I guess it could be a side effect of reducing the draw sprites, but I'm not sure.
Something else that doesn't look right is trying to pull the box up after dragging it down against the ground as much as you can. The beam is deattached from the box as it goes down and then up again to attach itself back to the box as it's pulled up. All of this happens without the box even moving; the beam just moves on its own as if dragging a non-existent box.
I forgot to mention the chain GFX of Stasis seems to lag my game as well.
B-Air's explosion is triggered a little too soon when it touches the ground. It doesn't look like it touches it when I go frame by frame; just barely. Just a really minor thing I noticed.
Last skin doesn't have a bar at the Character Select Screen like the rest of them do.
Playing against a Lv. 9 Shovel Knight CPU, spawned a box, Statis'd it, we took a few turns smacking each other near the cube so the box's damage source changed ownership a few times. I un-Statis'd the box while Shovel Knight was considered the owner of the cube and my game just stopped functioning. I'm assuming this caused an infinite loop somehow.
I couldn't get a screenshot because I physically couldn't access anything on the monitor the game was running on. I had to just shut my computer off, as the game just white-screened and I couldn't even close it.
EDIT: For extra notes, I was on the "Meta Crystal" Workshop Stage and no Buddies were used. Figured I should point that out.