This is the Beta Test thread for How Badly Do You Want It?
This thread is for bug reports and general feedback from my wonderful Beta Test volunteers, as well as a running list of bugs and fixes.
If you are not a beta tester and simply want to discuss the game, please visit the game's main thread.
Also, note that minor spoilers about the characters, events, and game structure will be inevitable from here on in this thread.
===
Known Bugs in Version 1.0 (as of Oct 22):
* Battle - Apex Mode: If a character begins battle with 5CP, they will immediately enter Apex Mode. This is intended, but apparently it can cause the Individual Turns system to break slightly. - Thanks, Ryu!
***Commentary: Nice catch. I have a feeling the cause of this one will be hard to hunt down, but I will do my best. Since the battle is still playable even after this happens, most likely it will be a fix for v2.0.
* Battle - Enemy Behavior: Enemies can sometimes, inexplicably, do nothing or use only basic attacks for several of their turns in a row. - Thanks, Obright!
***Commentary: I feel like this is either a bug in the default VX Ace Battle System, or a strange interaction with the Individual Turns coding that I did. Somehow, enemies that are programmed to use all kinds of cool skills will occasionally decide those skills weren't quite cool enough, and use basic attacks or do nothing instead. It's not an issue of them running out of mana (unless their mana is being consumed somehow when it's not supposed to be). If you find any patterns in this enemy behavior, please post is here! It will be very helpful.
* Battle - "BRRRAAAAINS" Skill: This skill is supposed to heal the Zombie that uses it, but it does not.
***Commentary: I caught this on Oct 8 while I was making other changes to skills. It's not something a player would ever notice, because I was never explicit about the skill healing its user (based on the MP damage done). Regardless, I fixed this skill in v1.1 so Zombies should properly heal when using this skill. The reason for the bug was that I was incorrectly applying States in the battle formula.
* Battle - "Crosswinds" Skill: This skill is supposed to have increased damage and Knockdown chance against foes that have already been hit with it, but it does not.
***Commentary: Caught Oct 14. This skill uses some fairly complicated coding, which I looked through and found that... the coding was not the problem at all! Instead, I simply neglected to apply the State that marked a foe as already having been hit once. Fixed this skill in v1.1.
* Battle - "Critical Need" Skill: This skill is supposed to heal the user, but it does not.
***Commentary: Caught Oct 14. This skill's implementation is currently incomplete but it will be completed for the next version.
* Battle - Skills that Remove States: Several skills that remove States, such as Purify and Tradewinds, do not remove certain States that they should remove (e.g. the Spectral Scope hex).
***Commentary: Caught Oct 14. As I add new skills, sometimes that involves adding new States. This requires going back to update skills that REMOVE states, which I apparently did in some cases and not in others. Fixed in v1.1, though there's always the chance that this bug can manifest again as I add further skills and states.
* Minigame Display Issues: Some minigames may show events, characters, etc., for a moment at the beginning of the event, especially once you've already played the event a few times. - Thanks, Ryu!
***Commentary: Currently, none of these issues are known to affect gameplay, and therefore most won't be fixed until at least v2.0, when I plan to give How Badly a graphical overhaul. However, if you find a display issue that seems to affect gameplay or the player's ability to perform a challenge, please report it and it will be fixed ASAP.
* Slime of Your Life: Occasionally, zapping a slime (or even missing a slime) will cause another slime that is nowhere nearby to get zapped as well.
***Commentary: I'm completely stumped on this one. I've looked through the events; I've played the minigame a bunch of times to look for patterns... I don't see any smoking guns. (The good news is that the effects of this are beneficial to the player and relatively minor.) If anyone is good with this kind of stuff, and wants to help me figure this out, let me know and I'll show you the event coding.
* Rat Race: Losing to your rivals by a very large amount in this minigame (enough so that they go way off the right side of your screen) can cause the game to freeze.
***Commentary: I guess the good news is that this wasn't found by anyone until I intentionally sandbagged the game on 10/19. I'm guessing the reason for this is that the Move Routes don't work in VX Ace when an event goes too far off the screen, and the event processing for Rat Race doesn't stop until all the intended Move Routes are completed. I will look into this problem in the next few weeks and do my best to fix it for v1.1. If anyone falls victim to this bug in the meantime, I am really, really sorry!
* Forest Fires: The Firefox never appears in your party! This means that your bid is meaningless once the event starts, and also means that the battle is considerably harder than intended.
***Commentary: I noticed this during Kire's "Let's Play". I have no idea how neither I nor my testers noticed it before now! Apparently, I did everything necessary to include the Firefox at the right level... except for actually adding the little guy to your party. Fixed in v1.1.
* Items & Skills: Some item and skill descriptions are too long and run off the window.
***Commentary: Several of these were reported (Thanks, Ryu!) and I am aware of several more. Any item/skill descriptions that run off the window will be corrected in v1.1.
===
ARCHIVE
The following bugs were fixed in the v1.0 PATCH on Sept 16, 2013.
* Scenes - Library: Caesar can be seen while walking into the Library on Day 3.
***Commentary: Fixed in the v1.0 Patch.
* Ice Scream: The "Bomb Hits Taken" counter does not reset before playing, which may cause you to lose the game immediately or when hitting fewer than 5 Snowball Bombs. - Thanks, Ryner!
Commentary: The "Bomb Hits Taken" counter doesn't reset before playing Ice Scream (though it does get reset at the beginning of Slime of Your Life and Island Hopping). Fixed in the v1.0 Patch.
* Ice Scream: The Score counter does not reset before playing, which may cause you to win the game immediately or when collecting fewer than the required number of Chests.
Commentary: As above. Fixed in the v1.0 Patch.
* Ice Scream: Some magic circles can start activated red or green.
Commentary: It's the same Self-Switch problem as some of the earlier issues, except for a different minigame. Although this was a minor bug, it's now fixed in the v1.0 Patch.
* Ice Scream: Snowballs cannot KO the player.
Commentary: It looks like I forgot to check "Allow Knockout" when I designed this event. Fixed in the v1.0 Patch; you can now get KO'ed by snowballs and it will send you back to the Treehouse like any other loss.
The following bugs should be fixed in v1.0. If you still see one of these bugs, please report it to me immediately! Thanks.
* Replayed Treehouse Messages: Start-of-Day messages (e.g., Day 2, Day 14) will repeat if you leave and re-visit the Treehouse. - Thanks, Ryu!
***Commentary: Fixed in v1.0 by adding a "Text Stopper" switch that turns itself off at the start of each new day.
* Bakery - Bonuses: On Day 45 and beyond, Angie will claim things are going great and she's saved up a whopping 0 Gold. Then she'll tell you things have been slow and give you cookies.
***Commentary: What?! Schizophrenic much? Nah, just subject to two small bugs, one of which allows the "going great, saved up Gold" message to display even when the RNG determined it should give you cookies instead, and the other which lets this behavior happen a little too early (Day 45+ instead of 46+). Both have been fixed in v1.0.
* Slime of Your Life: In certain unknown circumstances, a slime can repeatedly hit the switch that damages you, causing you to lose the event unfairly.
***Commentary:This was happening because of a bug that caused Slime #3 to be reset when Slime #6 stepped on the switch. It has been fixed in v1.0.
* Island Hopping: Beacons spawn earlier than they should on subsequent playthroughs. Some powerups may spawn earlier than intended, as well. - Thanks, Ryu!
***Commentary: This was occuring because self-switches that dictated which power-up to spawn on the oasis were not reset. Now that I found LockeZ's post about resetting self-switches via code (see below), I was able to solve this issue and it has been fixed in v1.0.* Items: Monster Cologne targets an enemy instead of the user.
***Commentary: Fixed in v1.0.
* Skills: Several player and enemy skills do not have an Animation attached to them.
***Commentary: Fixed. The animations have been added in 1.0.The following bugs should be fixed in v0.1.
* Battle Tutorial: Things go awry if you have added additional characters to your party. Which I have tragically tempted you to do on Day 2. - Thanks, Ryu!
***Commentary: This has been fixed and should work properly in Version 0.1.
* Minigame Auto-wins and Auto-losses: Some events - namely Lights Out, Tone Death, Slime of Your Life, and Island Hopping, can credit (or fault) you with an automatic win or loss as soon as the event starts. Please report it if you immediately win or lose any event without playing through it. - Thanks, Ryu!
***Commentary: This is due to Challenge Success/Failure switches not being properly reset. I believe I have fixed these Auto-wins/losses for v0.1, but this needs to be thoroughly tested. If you find any Auto-wins/losses in v0.1, please report them immediately!
* Tone Death: Under certain circumstances, a note will constantly play as you compete in this event. - Thanks, Ryu!
***Commentary: Short answer is that this is fixed for v0.1. But the explanation is interesting. This one eluded me for some time after finding it once, but after Ryu confirmed it, I looked carefully at the code, and noticed that I set Variable 4 equal to Variable (Variable 3 + 76), where Variable 3 is the player's current Region ID (used to make the Note Blocks work). In other words, it's setting Var 4 to the value of another variable from 77 to 94, depending on where the player is standing. That's all good. After that, I have the game check Variable 4 to determine what note (if any) to play. I have a feeling that the game decides the player's Region ID is 0 when they are on an unmarked region, so it set Var 4 equal to exactly 76. Now, Variable 76 happens to be used for the "Band of Bothers" event, and it can hit some of the values that would make a note play in Tone Death. Therefore, unless a player is standing on a marked Region ID, it will play whatever is held in Var 76! I have fixed this by adding a conditional branch to the Play Note event so that it only plays a note if Variable 3 is greater than zero.
* Zombie Nation: The battle sequence at the end of the event acts strangely if more than four zombies remain. After you win the first battle, it tells you you succeeded in the event, then skips you to the last battle that you should be fighting.
***Commentary: I could never quite figure out what caused this strange bug in the loop, but I completely re-did Part 2 of Zombie Nation so that you never need to fight more than one battle, thereby "fixing" this bug in v0.1.
* Zombie Nation: Falling down a pit seems to cause the player to become invisible until another event turns said invisibility off. - Thanks, Ryu!
***Commentary: I think this had to do with using Move Route to set the Player's Opacity to 0. Fixed in v0.1 by adding Opacity 255 to the main Game Show loop and the Treehouse.
* Zombie Nation: One of the zombies occasionally gets defeated before the event even begins. It's rather hilarious. - Thanks, Ryu!
***Commentary: This is a really interesting bug. I believe this happened because the Zombie's event ID was 07, whereas the Event Setup's event ID was 08. Therefore, event 07 saw the not-yet-reset switch, and said "this Zombie has been defeated!" These switches are now reset before even transporting to the minigame, and as a result this bug seems to be fixed in v0.1.
* Slime of Your Life: Occasionally, a slime spawns before the event starts. Additionally, strange slime behavior (such as spawning out of lane) can occur at the start of the event.
***Commentary: I think this was due to switches not being reset properly. Fixed in v0.1.
* Slime of Your Life: Losses upon taking your first Slime Hit, seem to be handed out on subsequent playthroughs of the event. - Thanks, Ryu!
***Commentary: This seems to have been caused by the KO CHECK switch not being reset properly. It should be fixed in v0.1.
* Ice Scream: In some scenarios, a snowball can sit at the top of the screen.
***Commentary: I believe this is fixed in v0.1 and was a result of not resetting switches properly.
* Party Crashers: A particularly egregious and somewhat hilarious display issue where up to 20 guests are shown at the top of screen until it's their turn to walk into the room. - Thanks, Ryu!
***Commentary: This seems to occur because Self-Switches that are set for each event are never restored to their original state of OFF. I was worried this bug was going to have to remain in the game until I saw this great post from LockeZ at the RPGMaker.net Forums. This bug is now fixed for v0.1.
* Items: You can sell the second Red Warden Autograph to a shop.
***Commentary: Fixed in v0.1.
* Items: When using any Cookie item, the target selection does not work correctly; it sticks to a single character instead of letting you select.
***Commentary: Ryu suggested changing the scope of the Cookie items to "One Ally" instead of "The User", and it worked perfectly! Fixed in v0.1.
This thread is for bug reports and general feedback from my wonderful Beta Test volunteers, as well as a running list of bugs and fixes.
If you are not a beta tester and simply want to discuss the game, please visit the game's main thread.
Also, note that minor spoilers about the characters, events, and game structure will be inevitable from here on in this thread.
===
Known Bugs in Version 1.0 (as of Oct 22):
* Battle - Apex Mode: If a character begins battle with 5CP, they will immediately enter Apex Mode. This is intended, but apparently it can cause the Individual Turns system to break slightly. - Thanks, Ryu!
***Commentary: Nice catch. I have a feeling the cause of this one will be hard to hunt down, but I will do my best. Since the battle is still playable even after this happens, most likely it will be a fix for v2.0.
* Battle - Enemy Behavior: Enemies can sometimes, inexplicably, do nothing or use only basic attacks for several of their turns in a row. - Thanks, Obright!
***Commentary: I feel like this is either a bug in the default VX Ace Battle System, or a strange interaction with the Individual Turns coding that I did. Somehow, enemies that are programmed to use all kinds of cool skills will occasionally decide those skills weren't quite cool enough, and use basic attacks or do nothing instead. It's not an issue of them running out of mana (unless their mana is being consumed somehow when it's not supposed to be). If you find any patterns in this enemy behavior, please post is here! It will be very helpful.
* Battle - "BRRRAAAAINS" Skill: This skill is supposed to heal the Zombie that uses it, but it does not.
***Commentary: I caught this on Oct 8 while I was making other changes to skills. It's not something a player would ever notice, because I was never explicit about the skill healing its user (based on the MP damage done). Regardless, I fixed this skill in v1.1 so Zombies should properly heal when using this skill. The reason for the bug was that I was incorrectly applying States in the battle formula.
* Battle - "Crosswinds" Skill: This skill is supposed to have increased damage and Knockdown chance against foes that have already been hit with it, but it does not.
***Commentary: Caught Oct 14. This skill uses some fairly complicated coding, which I looked through and found that... the coding was not the problem at all! Instead, I simply neglected to apply the State that marked a foe as already having been hit once. Fixed this skill in v1.1.
* Battle - "Critical Need" Skill: This skill is supposed to heal the user, but it does not.
***Commentary: Caught Oct 14. This skill's implementation is currently incomplete but it will be completed for the next version.
* Battle - Skills that Remove States: Several skills that remove States, such as Purify and Tradewinds, do not remove certain States that they should remove (e.g. the Spectral Scope hex).
***Commentary: Caught Oct 14. As I add new skills, sometimes that involves adding new States. This requires going back to update skills that REMOVE states, which I apparently did in some cases and not in others. Fixed in v1.1, though there's always the chance that this bug can manifest again as I add further skills and states.
* Minigame Display Issues: Some minigames may show events, characters, etc., for a moment at the beginning of the event, especially once you've already played the event a few times. - Thanks, Ryu!
***Commentary: Currently, none of these issues are known to affect gameplay, and therefore most won't be fixed until at least v2.0, when I plan to give How Badly a graphical overhaul. However, if you find a display issue that seems to affect gameplay or the player's ability to perform a challenge, please report it and it will be fixed ASAP.
* Slime of Your Life: Occasionally, zapping a slime (or even missing a slime) will cause another slime that is nowhere nearby to get zapped as well.
***Commentary: I'm completely stumped on this one. I've looked through the events; I've played the minigame a bunch of times to look for patterns... I don't see any smoking guns. (The good news is that the effects of this are beneficial to the player and relatively minor.) If anyone is good with this kind of stuff, and wants to help me figure this out, let me know and I'll show you the event coding.
* Rat Race: Losing to your rivals by a very large amount in this minigame (enough so that they go way off the right side of your screen) can cause the game to freeze.
***Commentary: I guess the good news is that this wasn't found by anyone until I intentionally sandbagged the game on 10/19. I'm guessing the reason for this is that the Move Routes don't work in VX Ace when an event goes too far off the screen, and the event processing for Rat Race doesn't stop until all the intended Move Routes are completed. I will look into this problem in the next few weeks and do my best to fix it for v1.1. If anyone falls victim to this bug in the meantime, I am really, really sorry!
* Forest Fires: The Firefox never appears in your party! This means that your bid is meaningless once the event starts, and also means that the battle is considerably harder than intended.
***Commentary: I noticed this during Kire's "Let's Play". I have no idea how neither I nor my testers noticed it before now! Apparently, I did everything necessary to include the Firefox at the right level... except for actually adding the little guy to your party. Fixed in v1.1.
* Items & Skills: Some item and skill descriptions are too long and run off the window.
***Commentary: Several of these were reported (Thanks, Ryu!) and I am aware of several more. Any item/skill descriptions that run off the window will be corrected in v1.1.
===
ARCHIVE
The following bugs were fixed in the v1.0 PATCH on Sept 16, 2013.
* Scenes - Library: Caesar can be seen while walking into the Library on Day 3.
***Commentary: Fixed in the v1.0 Patch.
* Ice Scream: The "Bomb Hits Taken" counter does not reset before playing, which may cause you to lose the game immediately or when hitting fewer than 5 Snowball Bombs. - Thanks, Ryner!
Commentary: The "Bomb Hits Taken" counter doesn't reset before playing Ice Scream (though it does get reset at the beginning of Slime of Your Life and Island Hopping). Fixed in the v1.0 Patch.
* Ice Scream: The Score counter does not reset before playing, which may cause you to win the game immediately or when collecting fewer than the required number of Chests.
Commentary: As above. Fixed in the v1.0 Patch.
* Ice Scream: Some magic circles can start activated red or green.
Commentary: It's the same Self-Switch problem as some of the earlier issues, except for a different minigame. Although this was a minor bug, it's now fixed in the v1.0 Patch.
* Ice Scream: Snowballs cannot KO the player.
Commentary: It looks like I forgot to check "Allow Knockout" when I designed this event. Fixed in the v1.0 Patch; you can now get KO'ed by snowballs and it will send you back to the Treehouse like any other loss.
The following bugs should be fixed in v1.0. If you still see one of these bugs, please report it to me immediately! Thanks.
* Replayed Treehouse Messages: Start-of-Day messages (e.g., Day 2, Day 14) will repeat if you leave and re-visit the Treehouse. - Thanks, Ryu!
***Commentary: Fixed in v1.0 by adding a "Text Stopper" switch that turns itself off at the start of each new day.
* Bakery - Bonuses: On Day 45 and beyond, Angie will claim things are going great and she's saved up a whopping 0 Gold. Then she'll tell you things have been slow and give you cookies.
***Commentary: What?! Schizophrenic much? Nah, just subject to two small bugs, one of which allows the "going great, saved up Gold" message to display even when the RNG determined it should give you cookies instead, and the other which lets this behavior happen a little too early (Day 45+ instead of 46+). Both have been fixed in v1.0.
* Slime of Your Life: In certain unknown circumstances, a slime can repeatedly hit the switch that damages you, causing you to lose the event unfairly.
***Commentary:This was happening because of a bug that caused Slime #3 to be reset when Slime #6 stepped on the switch. It has been fixed in v1.0.
* Island Hopping: Beacons spawn earlier than they should on subsequent playthroughs. Some powerups may spawn earlier than intended, as well. - Thanks, Ryu!
***Commentary: This was occuring because self-switches that dictated which power-up to spawn on the oasis were not reset. Now that I found LockeZ's post about resetting self-switches via code (see below), I was able to solve this issue and it has been fixed in v1.0.* Items: Monster Cologne targets an enemy instead of the user.
***Commentary: Fixed in v1.0.
* Skills: Several player and enemy skills do not have an Animation attached to them.
***Commentary: Fixed. The animations have been added in 1.0.The following bugs should be fixed in v0.1.
* Battle Tutorial: Things go awry if you have added additional characters to your party. Which I have tragically tempted you to do on Day 2. - Thanks, Ryu!
***Commentary: This has been fixed and should work properly in Version 0.1.
* Minigame Auto-wins and Auto-losses: Some events - namely Lights Out, Tone Death, Slime of Your Life, and Island Hopping, can credit (or fault) you with an automatic win or loss as soon as the event starts. Please report it if you immediately win or lose any event without playing through it. - Thanks, Ryu!
***Commentary: This is due to Challenge Success/Failure switches not being properly reset. I believe I have fixed these Auto-wins/losses for v0.1, but this needs to be thoroughly tested. If you find any Auto-wins/losses in v0.1, please report them immediately!
* Tone Death: Under certain circumstances, a note will constantly play as you compete in this event. - Thanks, Ryu!
***Commentary: Short answer is that this is fixed for v0.1. But the explanation is interesting. This one eluded me for some time after finding it once, but after Ryu confirmed it, I looked carefully at the code, and noticed that I set Variable 4 equal to Variable (Variable 3 + 76), where Variable 3 is the player's current Region ID (used to make the Note Blocks work). In other words, it's setting Var 4 to the value of another variable from 77 to 94, depending on where the player is standing. That's all good. After that, I have the game check Variable 4 to determine what note (if any) to play. I have a feeling that the game decides the player's Region ID is 0 when they are on an unmarked region, so it set Var 4 equal to exactly 76. Now, Variable 76 happens to be used for the "Band of Bothers" event, and it can hit some of the values that would make a note play in Tone Death. Therefore, unless a player is standing on a marked Region ID, it will play whatever is held in Var 76! I have fixed this by adding a conditional branch to the Play Note event so that it only plays a note if Variable 3 is greater than zero.
* Zombie Nation: The battle sequence at the end of the event acts strangely if more than four zombies remain. After you win the first battle, it tells you you succeeded in the event, then skips you to the last battle that you should be fighting.
***Commentary: I could never quite figure out what caused this strange bug in the loop, but I completely re-did Part 2 of Zombie Nation so that you never need to fight more than one battle, thereby "fixing" this bug in v0.1.
* Zombie Nation: Falling down a pit seems to cause the player to become invisible until another event turns said invisibility off. - Thanks, Ryu!
***Commentary: I think this had to do with using Move Route to set the Player's Opacity to 0. Fixed in v0.1 by adding Opacity 255 to the main Game Show loop and the Treehouse.
* Zombie Nation: One of the zombies occasionally gets defeated before the event even begins. It's rather hilarious. - Thanks, Ryu!
***Commentary: This is a really interesting bug. I believe this happened because the Zombie's event ID was 07, whereas the Event Setup's event ID was 08. Therefore, event 07 saw the not-yet-reset switch, and said "this Zombie has been defeated!" These switches are now reset before even transporting to the minigame, and as a result this bug seems to be fixed in v0.1.
* Slime of Your Life: Occasionally, a slime spawns before the event starts. Additionally, strange slime behavior (such as spawning out of lane) can occur at the start of the event.
***Commentary: I think this was due to switches not being reset properly. Fixed in v0.1.
* Slime of Your Life: Losses upon taking your first Slime Hit, seem to be handed out on subsequent playthroughs of the event. - Thanks, Ryu!
***Commentary: This seems to have been caused by the KO CHECK switch not being reset properly. It should be fixed in v0.1.
* Ice Scream: In some scenarios, a snowball can sit at the top of the screen.
***Commentary: I believe this is fixed in v0.1 and was a result of not resetting switches properly.
* Party Crashers: A particularly egregious and somewhat hilarious display issue where up to 20 guests are shown at the top of screen until it's their turn to walk into the room. - Thanks, Ryu!
***Commentary: This seems to occur because Self-Switches that are set for each event are never restored to their original state of OFF. I was worried this bug was going to have to remain in the game until I saw this great post from LockeZ at the RPGMaker.net Forums. This bug is now fixed for v0.1.
* Items: You can sell the second Red Warden Autograph to a shop.
***Commentary: Fixed in v0.1.
* Items: When using any Cookie item, the target selection does not work correctly; it sticks to a single character instead of letting you select.
***Commentary: Ryu suggested changing the scope of the Cookie items to "One Ally" instead of "The User", and it worked perfectly! Fixed in v0.1.



I do re-use a lot of switches and variables across events. I'll try to reproduce these, check through the code, and figure out which ones are to blame.




Comment