Known Bugs/Issues:
Major
- Characters cannot use jump attack while holding left/right. 07122010 – Direction key check, and by extension disabling of other keys was for both hold & press. Removed hold check.
- Ax’s Powerbomb and Gutbuster always KO opponent regardless of remaining HP. 07122020 – Copy and paste errors switched drop and damage properties.
- Enemy life meter remains on screen after being KO’d by Ax’s Piledriver. 07122010 – Damage and bind release were occurring on same frame.
- Thieves do not giggle when idle. 07122010 – Old sound command was still in place. Replaced with soun0005() function.
- Meat carrying thieves are not remapping to green. 07122010 – Alternate palettes were typo’d as “palette”.
- Bad sound reference: Error, soun0009; Sample: – data/sounds/punch3.wav, Model: amachick. 07152010 – Caused by remnants of older sound scripts. Removed and replaced with current system.
- Amazon never performs axe throw. 08082010 – Was previously disabled for debugging and never re-enabled.
- While in throw bind, character can hit enemies as well as allies. This appears to be an engine bug with projectilehit property, but needs thorough review.
- Wall fail-safe and wall throws triggering when on top of wall/platform. 08072010 – Fixed by adding check for current base of self for wall alt and bound for fail-safe.
- Alex’s bow shot causing shutdown. Error reports attempting to set animation for effe0002, even though projectile is effe0001. 08072010 – Caused by combination of backward compatibility in projectile function and new select screen burn effect. If model level projectile is defined, script function projectile() ignores its own model parameter and uses model level projectile instead. Fixed by moving burn effect entity from model level to animation level.
Minor
- Sound system, soun0005() in particular works as designed but is extremely sub optimal with several loops and no sanity clauses.
- Characters hit by attacks when in throw bind appear very briefly out of place. Not technically a bug. It is due to large offsetting difference caused by small sprites and the need to keep actual locations well above ground while visually near, on, or in it. Resolved.
To Do:
- Add headband to Ax Battler’s portrait (so color selection is visible during game play screen).
- Add sound effect when picking up magic jars and food.
- Auto platform jump working on improper animations.
- Upgrade grappling scripts to new index based type.
- Fix alternate attacks against thieves.
- Fix collision boxes for rise attack.
- Second attack in attack string not hitting at very close range.
- Add wall alts for grappling.
- Upgrade weapon models to new standard.
- Fix palettes to allow remapping.
- Replace particle effects for magic.
- Upgrade sound effects to new random based script type.
- Add startframe and landframe to RUNATTACK.
- Add grab alternate to special.
- Replace flashing based shock and burn animations with remap + particle effect.
- Add dust effect to jumps and landings.
- Add jump grappling options.
- Replace old forward throw with powerbomb.