Sunday, April 3, 2011

Dungeon Stuck Bug

Some progress was made regarding the other bug.

The first room is the second line from the bottom in MAFH2/assets/map/al[#].txt file. I figured this out because in the 3rd dungeon, this is the only line with two non-unlocked doors and an entrance door, and in the 1st dungeon, this line has an unlocked door and an entrance door. I modified the second to last line in the code for the 1st dungeon, al1.txt, from NuSe00000000000000000 to NpSe00000000000000000 to check the "puzzle" flag's behavior and to do further testing.
(In the old version, a startPuzzle() method is defined in MAFH.activity/pippy_app.py, line 1708. The method is called in MAFH.activity/pippy_app.py, line 1573.)

I tried to incorporate the appropriate files and code into the new MAFH2 version. I copied all the asset files associated with puzzles and environment. I modified the MAFH2/Dungeon.py to include the variables and paths for puzzle stuff, and found the comment in line 145, #TODO: START PUZZLE. Nice. I added some code from pippy_app.py in there, but couldn't get the actual puzzle to run. I looked for where the puzzles run when you select magic attacks in the menu, but I don't think they've gotten that far yet.

At least we've discovered this is not a bug after all, even though to an outside tester, it would definitely seem that way. Setting the flags to unlocked lets you continue in the game (for testing), but some of the higher levels do not have enemies yet.

This task is not something I think we'd be able to accomplish within the short time we have left, but I will update the bug tracker to indicate that it is not a bug after all, with a link to the Reimplement Puzzle Doors task.

1 comment:

  1. This is such a valuable experience (open source, bug tracking, bug fixing). in fact, this blog could help you get a career position because of the level of technical detail and engagement on your part. Keep it up. Nice new last name.

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