View Full Version : Bugs
It's available on Apple's App Store right now - I've had no advance access.
Latest tip: the game is so broken that you can just walk straight through the drawbridge on the far side of the castle, without lowering it. But if you do you'll see graphical glitching and become trapped in an invisible box over by the princess. Which means another lost saved game and starting again.
EDIT: a quick gallery of glitches in the hope that one of the development team comes by. I'm really sad about the way this has turned out — it's the only iOS app I've really looked forward to this year and probably one of only two or three games I've bought this year.
http://img839.imageshack.us/img839/4382/img0122f.png
http://img803.imageshack.us/img803/3240/img0124.png
http://img403.imageshack.us/img403/1192/img0121.png
I too have found more of a 'gramatical mishap' right at the end of the game.
I wont post the screen just now as this might have been fixed for release.
I too have found more of a 'gramatical mishap' right at the end of the game.
I wont post the screen just now as this might have been fixed for release.
it ain't been fixed!
typeforty
09-12-11, 08:43 AM
I did have a few problems with it on my low-end HTC, but I suspected my phone wasn't strictly compatible with it - a hunch which has played out with the fact it's not available on my phone's app store ;) I didn't have any problems with the 15-20 minutes I played on the iPad at the event, though.
I've managed to get dizzy stuck in several places (just like in the dizzyage games :v2_dizzy_tongue:)
Also you can just jump straight though the castle walls on the castle to the right of the game to get out, rather than traveling to the top of the tower using the lift! :v2_dizzy_scared:
typeforty
09-12-11, 08:55 AM
Also you can just jump straight though the castle walls on the castle to the right of the game to get out, rather than traveling to the top of the tower using the lift! :v2_dizzy_scared:
Hard to know whether that was a glitch or a genuine design decision, though; all I know is that is saved me several awkward waits!
There is also a 'hanging' animation that appeared to not be of any use. You cannot swing yourself up from this position. Nice touch though.
typeforty
09-12-11, 09:09 AM
You can't swing yourself up, and that did confuse me, but you can use it to direct your fall - there was one bit in the treetops where I kept using it for that :)
You can trigger the hanging animation reliably in the large treehouse - after pressing a diagonal jump and making it onto a platform, start pushing the opposite diagonal jump while Dizzy is still rolling. He'll stop rolling and do the hanging animation despite there being nothing at the end of his arm. It's like playing Dizzy: Prince of Mime Artists.
Possibly a similar bug: it's often possible to break out of a jump by pushing left or right at its apex. A lot of the time that'll switch Dizzy to falling behaviour as if you'd just walked off the edge of a platform.
I too can walk through the walls of that first tower over towards the right of the map. However you can't jump through, at least the wall on the right. So there's something very odd going on there.
simonh_codemasters
09-12-11, 09:30 AM
I like this thread :)
The drawbridge bug on iOS has been fixed in the build we already have in the approval chain with apple.
It not present on Android.
I also had a issue with the music playback on iOS, if i quit the app and reopen (with it still active in the task list) i lose the audio :(
Trikeboy
09-12-11, 09:53 AM
The hanging animation can be useful if you are fast enough. Hit the arrow away from the way he is facing and instantly direction jump the direction of the platform and he will jump up.
PaulRanson
09-12-11, 11:14 AM
Hi
It's Paul Here the guy who coded this version.
I've been lurking in your forums for weeks now. Thanks to all the support you have given to the game thus far.
Really sorry about bug busting the array in the iphone version imaged above.
I can honestly say it has never happened here. I think it may be down to the fact that you were able to get past the drawbridge. It seems that the bridge must have been nudged a pixel to the left on the iPhone and iPad version by accident.
This allows Dizzy to creep thru the collision detection area. I have moved it back to where it should be and re-subbed it to Apple. These guys are pretty slow at approving changes to the binaries, but I would hope it would be sorted by later on today.
FWIW the bug did not appear in the Android version.
I'll keep monitoring the forum for your feedback.
ATB
Paul
Many Thanks Paul for coming to the forum and addressing the issues.
Please so not feel that we are intentionally finding faults with this game.
I hope that you are not offended by comments made about the game on the forum.
Andrew.
Lex_Hedley
09-12-11, 12:44 PM
iPad
I too have had the array issue.
135
Respawn
136
iPhone/iPad
If the game is interrupted the music doesn't return.
Missing Words
http://farm8.staticflickr.com/7008/6488029309_d92392c682_z.jpg
Where exactly did you GET this ACME ballon kit Dizzy?
Really sorry about bug busting the array in the iphone version imaged above.
I can honestly say it has never happened here. I think it may be down to the fact that you were able to get past the drawbridge.
It's great that you guys are responding to these issues. I'm an iOS developer myself so I appreciate that you're not in a position to be able to push out updates as quickly as you might like. I actually once wrote the entire code for a Dizzy clone too, but that's not relevant.
The screenshots posted are from last night, when it was quite late and I was playing the game as a way to distract myself while I thought about another problem, so I'm sadly now not completely confident about the sequence of events. I was taking screenshots throughout since digitalspy said that you guys read these forums and I thought they'd be helpful; I'll check them out when I get back to that device to establish a strict sequence of events.
I think the only complete crash I encountered was very shortly after starting play, while doing a jump to the right somewhere in the vicinity of the lion. That kicked me back to the iOS launchpad. I'm not sure exactly where I jumped from and have been unable to recreate the problem. I wasn't jumping to try to get anywhere specifically, I just hadn't yet spotted that you've added acceleration to Dizzy (great move, by the way!) and am used to jumping around a lot as a slightly more interesting way to get from A to B.
I know that iTunes Connect aggregates them automatically but in my experience that can take a while so I'll see whether I can extract a crash report from my iPad manually and will post it if so.
The out-of-bounds array warning was likely the result of attempting to carry on from a corrupted saved game. I forget whether it was from the crash mentioned above or after becoming trapped outside with the princess by walking through the drawbridge. It might be nice to have some sort of validation and potential rollback on saved games? Prince of the Yolkfolk is so short as for the loss not to be dramatic but if you're planning to do Spellbound, Fantastic or Fantasy World then irretrievably losing play partway through is going to be a serious issue.
Device was an iPad 2 running the latest iOS if that helps any. I've also installed it on an iPad 1 (as I said, I develop iOS apps, so I have a lot of redundant devices) and will report if I spot anything odd there.
Additions on edit:
Many Thanks Paul for coming to the forum and addressing the issues.
Please so not feel that we are intentionally finding faults with this game.
I hope that you are not offended by comments made about the game on the forum.
Andrew.
Absolutely the same goes for me. I'm a little frustrated because, as I say, this is one of the few titles I was actually excited about this year, but it's mostly all great. I'd probably allow the stars to be switched off and remove at least one tap in picking up an item — and ideally two — but I still expect to play this to conclusion several times and to enjoy it on each occasion. Oh, and the scaled up pixels on the very first Dizzy you see when loading aren't aligned properly, either at the top right of his eye or the bottom left of his body. But how long is that even on screen?
Part of me kind of wishes you'd priced it at £2.99 for nostalgia purposes.
pulsecode
09-12-11, 08:43 PM
Nice to see the developer posting here :v2_dizzy_smile:
So, overall i'm happy with this remake.
It brought back some nice memories and i allways loved the theme tune in this game!
But ofcourse there are the slightly random bugs...
I was playing this on a 4th Gen iPod Touch by the way.
I didnt try and walk/jump through the drawbridge over on the left, so that issue never happened for me.
I did fall through the right side of the trap door under the doppleganger though. I got respawned back above and carried on, so it wasnt a disaster but it did catch me by surprise.
I also got stuck in the top left of the left most turret of the castle (with the doppleganger in it) and Dizzy spazzed out a bit before i pressed right to pop back in and drop down on to the moving platform.
The next thing isnt really a bug, more just something that seems to have been missed.
If i stand on the right side of the boat when it reaches the dock by the grim reaper, Dizzy gets knocked off in to the water (he kinda passes right through the boat). That seemed a little shoddy to me.
And i also get the weird hanging um...pose when jumping about in the forrest platforms.
I find if i jump and actually make a jump perfectly but am still holding the diagonal jump, Dizzy kind of poses in mid air (well, a few pixels off the ground) as if he is grabbing a platform... except i'm above the platform...
One thing i found made the game feel unfinnished for me was the fact it has no title screen...
It just felt weird being dumped straight in to the game. Felt even weirder after completing the game to be dumped right back to the intro again with no credits roll or indeed no title screen to break that up.
Same goes for the save slots that have absolutely no info... i kind of expected one to have a pic of Dizzy and a play time or completion percentage when i came back to it. It just looks like there are no saves in use as it is.
And finally i thought maybe the stars were a missed oppertunity. Clearly the faster you play the game the more star points will be left at the end (as they ticked down during the ending i was thinking "hey! i'm being robbed!" but it turned out the star points did absolutely nothing at the end...)
So i kind of expected them to be some kind of completion "score" or whatever.
Anyway, after all that it sounds like i didnt like the game!!
But i'm just pointing out what i feel are shortcommings and some bugs. And as i said at the start, overall i was happy with the result and i really hope this leads to some more remakes and more importantly, an all new Dizzy adventure :D
umm all theses bugs really isn't going to win over new dizzy fans. Are all mobile games this buggy?
umm all theses bugs really isn't going to win over new dizzy fans. Are all mobile games this buggy?
The mobile market is quite a departure from the old rules. People expect to pay almost nothing and for new content to be provided for months or years after purchase. So, no, most games aren't this problematic at launch, but that's because the market has moved towards quick turnaround products of little value that get developed further only if they're a success.
With Dizzy they've launched at the requisite low price but with a large amount of content straight off the bat. So some problems are forgivable.
Bag of Magic Food
10-12-11, 12:20 AM
I wasn't jumping to try to get anywhere specifically, I just hadn't yet spotted that you've added acceleration to Dizzy (great move, by the way!)
Hey, so that's one thing they kept from Dizzy the Adventurer! Dizzy the Adventurer also had that "Wait around for a hint" thing, but only at the very beginning.
jibbles
10-12-11, 09:01 AM
One minor bug/typo. The ACME Bridge Building Kit, when in your inventory, is called an ACME Bride Building Kit. No G in bridge.
Lex_Hedley
10-12-11, 06:28 PM
There are still some ! even though you can't interact anymore.
The boat doesn't speed up after the motor has been added.
The Grim Reaper still has his scythe after you trade him the items.
PaulRanson
11-12-11, 08:09 AM
Thanks for your comments guys. I am thick skinned enough to realise it's all meant to be positive.
I think the typos on the whole were solved a few weeks ago.
Although it doesn't seem it, we have tested and tested this game.
There were some last minute hassles over the OpenFeint application. This meant we had a last minute rebuild and I think it has been synced with and old version of the data.
I'll work on this tomorrow.
ATB
P
Well version 1.02 is now live in the app store,
The drawbridge bug is now fixed, and open feint is active (although i do get a dialog open when opening the game saying "this game is not recognized by Game Center."??)
The drawbridge bug is now fixed, and open feint is active (although i do get a dialog open when opening the game saying "this game is not recognized by Game Center."??)
Same dialogue here, on every launch or switch in/out. And if it's relevant at all, Game Centre is the only way you're going to get me to use any sort of online leader boards or in-game social features. Using OpenFeint would not only mean signing up with yet another service but provides a pretty poor user experience from what I've seen — the usual stuff of someone deciding they want to be cross platform or that they don't have time to read the documentation or whatever and knocking up their own weird widget set.
Bag of Magic Food
12-12-11, 02:36 AM
I found a bug on YouTube today!
http://www.youtube.com/watch?v=k98voD2I4Fo
Thanks for creating this game and looking forward to the next one, however can we users on iOS get proper Game Centre integration and not this alien OpenFeint stuff please? None of my other games use this.
Seeing how well the game did on the iTunes store charts I think we deserve it. Cheers!
Murray-Mint
16-12-11, 08:50 PM
I think I'm the first person to reply with some feedback on the Android version. I was playing on a HTC Desire running CynaogenMod 7. It was not a pleasant experience. I'm a Dizzy fan, so I endured it to reach the end, but here's some of the problems I faced:
Straight off the bat, installing from the Android Market was a problem, the game wanted 70MB of space. Luckily I've modified the default partition sizes on my phone, so was able to get away with deleting a few apps to make enough room for it, however I think people running stock ROMs with stock config would struggle. It's by far the largest app on the entire phone.
The game was OK, but the chunks of scenery took a while to load in, I would commonly be able to walk along and if I was lucky, hit a wall and be unable to move until it loaded. If I was unlucky, I'd end up trapped in the terrain. This made walking across clouds annoying (and dangerous). The upstairs corridor with the Dizzy doppelganger was bugged like you wouldn't believe, half the time I'd fall through the trapdoor while walking along, even when it did work, I'd then find the next bit of scenery would refuse to load and I'd be stuck.
When this occasions happened (regularly) where I'd be stuck, the only option is to force quit the Android app from the applications menu. This happened regularly enough that it became tedious (every few minutes).
Another problem I had was that I dropped the holy cheese and was unable to pick it up again, I just couldn't get the pixel perfect alignment sorted.
I know it's a bug thread, but I feel bad giving negative feedback, so here's some positive for balance.
It's great to see a Dizzy game again, even if it's one that I know the story to off-by-heart. The music was OK, although I'm a C64 person, so wish it was that music instead :D. The ending music (Treasure Island Dizzy in-game music on C64) was really good. The graphics look amazing, they really capture the classic feel of Dizzy in a good way.
The only other things to hope for is that the game is released on PC (distribute via Steam!) and that these bugs and issues can be polished and maybe some of the bigger classic Dizzy games can be released (Fantasy World, Magicland). Thanks to Paul and the team behind this game for bringing Dizzy back.
Rinpoche
17-12-11, 01:36 AM
As an iphone 4 user (presumably its the same for any iphone) ive noticed a graphic issue thats not really a bug per se but... Dizzy isn't really egg shaped he's more golf ball shape - I'm guess this is an aspect ratio issue but if any devs are reading any chance dizzy can get squished back into shape? I'm sure his shell can handle it after all the eggsercise he normally gets
Love the game otherwise btw - great early Christmas pressie
James Newman
26-12-11, 12:13 PM
I have a bug when I open the draw bridge using the wrench then go the see the princess. When she gives me the flag an invisible wall suddenly appears and I cannot move or jump anywhere. Restarting does not help. I didn't use the walk through drawbridge bug I did it properly
Also agreeing with others above with losing sound
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.