~Hakurei Shrine~ > Rika and Nitori's Garage Experiments

GMTE: GameMaker Touhou Engine

<< < (4/5) > >>

deice:
got some fantastic news for you lot, i've managed to get a replay in without any desync whatsoever.

turns out the main issue was a lot less profound than i had thought, it was just a matter of making the default blue fairy that shoots red rings generate a direction for the bullets when it's created rather than when it stops moving (likely meaning the desync regarding them was caused by some gamemaker sub-pixel movement shenanigains as it's speed isn't a whole number)

even though there's still one way to make it desync, i'm just making this post to say that a new update with working replays is (hopefully) coming soon

stay tuned, as there's only two more versions before we enter beta (if i remain on schedule haha)

deice:
replays seem to work completely now, big update coming soon, just need to make a lot of updates to the documentation
apologies for the longer-than-expected wait, the testing for this was extensive

in-depth explanation of the downward spiral of fixing replays below for nerds:
Spoiler: once whatever was causing the fairies to desync was fixed, i had initially thought that replays were completely in a working state. however, when doing some just-in-case debugging to make sure some little things happen on the exact same frame, i noticed that in the replay, the player dies a single frame earlier than what happens during gameplay. after a few more tests, i had confirmed that this had the ability to desynchronize the replay as well.

this puzzled me as i couldn't think of why this would happen, even after looking through and trying to debug some of the code for bullet collisions and player death timers. nothing really came up, and for days i would try to do incredibly stupid things like making the player read an extra dummy input during the replay, or pausing the timeline for a single frame but all of this made the desync significantly worse.

finally, i decided to just

make it so the replay ghost dies a frame later
this caused 0 issues (unsurprisingly, if the player deathbombs on the last frame during gameplay, they'll stay alive either way and deathbombing a frame later to desync the replay isn't possible as inputs aren't read while the player is dead, what foresight eh) and after a few more days of confirming every potential scenario i could think of, it seemed to have fixed everything.

however, i will still try to look into why exactly this happens as i update the engine, as it could be indicative of larger issues down the road.

deice:
2.3 finally out

https://deice.neocities.org/content/blog/2021/march_1_1.html
https://deice.neocities.org/content/gmte/change.html

what's new?:

-replays (not broken this time i swear)
-stage and spell practice
-lots of bugfixes and streamlining of the data saving functionality

deice:
last alpha version, 2.4

https://deice.neocities.org/content/gmte/change.html

as i'm sure you could tell, this was a very fast update, meaning there isn't too much new stuff.

-replays of practice modes can now be recorded
-items function like they do in real touhou now (can't believe i put this off for so long)
-easier to specify things that are constant throughout the game

deice:
bumping just to inform that beta 1.0 is almost ready so anyone following can be assured the project isn't on hold or anything, it should be set to release in around 2 weeks or so

other than curvy lasers finally being added, there's a lot of new streamlined methods of pattern customization and a fair amount of QoL improvements, look forward to it

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version