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A bug on level size under certain conditions #212

@Dariosky-01

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@Dariosky-01

Salutations

There is a bug that occurs on one condition, even if ideologically we could also say they are two and one of these causes other subordinates. This these bugs are noticed when you set a vertical level and try to expand the size of the level to the maximum.

The vertical level in the Michael version already had a problem, the second one I was talking about, and this problem still occurs now.
This problem of which I speak, allows a further extension of the size of the level beyond the 256 blocks of another 15 blocks of more size.
This extra zone is unmanageable, it creates errors already inside the Foundry editor, blocks icons inside if the user tries to drag something there, and other such phenomena happen with other attempts to use that zone that shouldn't be. accessible.
What I have explained is what happens now that starts as a problem already in the old version of Michael.
Now the bug I want to talk about is another one, I talked about the one before to avoid getting confused, at the beginning I also got confused so I want to be precise to understand what the problems are in the best possible way.
Currently the bug I want to point out, the one I'm looking for help for the solution is the bug that you notice by setting the level vertically, if you try, and go to the level header window, in the drop-down menu you can see that the possibility of setting the 256 blocks of size appears, this fact should be impossible as the extension was limited to 240 blocks because it causes problems for the game to create game level in the 16 blocks of the 240-256 range. This problem does not happen in the horizontal level, not even on the return.
If you apply the size of 256 blocks the level header window no longer works, it freezes and does not open, because perhaps it is inconsistent for the system to come from a level of 256 blocks when there is a limitation to 240, but given the window needs data to appear the data cannot be different from those set as maximums and being inconsistent it is in a logical stalemate.
Now this bug that I talked about overlaps the one that was there before, so it returned the size 256 blocks and the extra zoomed level area.
This zone always appears at every size setting, it looks like a queue is added.


There would be other bugs on Mario's position at the beginning of the game and another one in the vertical level when opening the game video because the picture is opened by the game is higher than the base of the last size box, so it makes a part invisible, but maybe it depends on where Mario is destined to appear, except that Mario also in this case has another bug on the starting position, only some positions are exact but the others are all wrong comparing the position where Mario appears in the game started and the point of Mario inside the editor when it is set vertically but in case I will specify more precisely in another publication, I just wanted to mention other problems.

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