Tommy Tronic Test

Miscellaneous Forums/General Discussion/Tommy Tronic Test

Anybody fancy a bit of bug hunting? Please download this small demo here:

http://www.blitzbasic.com/Community/posts.php?topic=66285

Sorry for the double post but I figure people snoop about here a bit more than the other Blitz forum and the more feedback at this crucial stage for me the better.

Downloading now, will test later.

Tomy Tronic made 80's games hardware. 2D handhelds and those fake 3D visors you would hold up to your eyes. Wouldn't they complain that you've called your game this.

Um - you can't really do much if you're called Tomy and somebody else is called Tommy! To be honest I'm not going to lose any sleep over it :)

Thanks.

The majority of the enemies are not active, is that correct ? When I retried the level, they became active.
The game looks very nice, and the gameplay is good. I like the overall style and I found no fatal bugs. I tried task switching, opening the start menu, and it all worked nicely. I saw two minor gliches, barely noticable: I was translated a bit to the side when an enemy attacked me, and I saw a bit of scenery 'pop in', but I couldn't repeat either of them and it happened only once (in 15 mins). As I said, they were barely noticable, and my graphics card is a bit buggy from time to time (geforce fx).
The music fits the game nicely, however it could use a final 'touch'. Are you using different themes (graphical/musical) for different levels ?

Thanks B32. The 'pop in' glitch is something I cannot get around at this stage other than to remove the offending item. The map is divided into active zones which sometimes switch off right at the edge of the screen - if a prop is in between zones it disappears and reappears again. It's nothing too serious and a little editing will rid the game of these problems.

Enemies not active is a more serious problem! I'm troubled by that and shall have to try and figure out why it could have happened.

Music is not for the game B32 but I will be looking for some similar boppy/happy tunes for the final game. I hope to source different tunes for each of the 4 sort of themes in the game yes.

Thanks for the feedback....if you can try and repeat that inactive enemies one again it'll be interesting.

Yes, I tried it a few times, and it's the same. All enemies are animating, but only a few are active. I tried it about five or six times. One enemy is allways active:
At some point, there are two platforms. One goes diagonal, the other one vertical. From there, I walk to the left, until I can go no further, then I go a bit down. There, in the corner is an enemy that seems to be active all the time. Then, more to the right are two enemies, and one of them worked the first try, the second try it didn't work.
If I clear the level, and restart (choose level 1 again), all enemies are active.
I didn't noticed it as a bug at first, because you mentioned the game wasn't completely functional.

Thanks for that B32 - I'll look into this. Wish I could reproduce it.

I think it is strange that nobody else has had this..
I tried different things, and found a way around this.
If I change the resolution before loading the level, the enemies are activated.
So I changed the ingame resolution from 1024x768 to 800x600, then started level 1 and the enemies were all active.
When I reload the game, the game is still set to 800x600. This time the enemies are inactive again.
Again, I restarted and changed the resolution back to 1024x768. The enemies were active.
So if I change the resolution before running the game, the problem is gone.
However, I should really change it. Just scrolling through the resolutions and selecting the same resolution again didn't work.

B32 - to the bottom of the menu is an option called "cpu adjust" I'm gong to take this out as after optimizing some of the more CPU hogging code it's no longer needed.
Is this set to normal on your menu setup?
If not then try it set to 'normal'.
The only other thing I can think of is it's a timing issue..I'm jumping to the game before the zoning system is fully activated and triggers are not being set correctly.
What spec machine are you running this on please?

Thanks for your effort B32...you've probably narrowed this down to a menu-to-game trigger setting issue for me.

These are my specs, I have a laptop: P4 3,6GHz G-Force FX, 512 RAM
Changing the CPU mode, or using any of the other menu items didn't help.
The CPU mode starts with 'normal'. I've tested a few modes. (normal, 7 and minimal)
All the objects are moving, and I can get the items. The platforms are moving, doors open, so everything else works.
The enemies are animating, but not moving and I can't shoot them. There are a few enemies that are active.
But if I change the resolution before entering the level, everything works nicely.
My impression was also that the enemies are not triggered somehow. I think the answer should be in the part that changes the resolution. Maybe the players' startposition is recalculated ?

B32 - I've just uploaded a smaller rar file with a code tweak. I'd be grateful if you could re-download and test it again for me...I'm hoping the enemies remaining dormant bug will be gone.

Yes, it works now! :)

Hurrah! A Final big thanks for the help B32.