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Re: Rayman Glitches

Posted: Mon Sep 29, 2014 1:45 am
by bunnieblaster

Re: Rayman Glitches

Posted: Mon Sep 29, 2014 1:53 am
by Adsolution
Ah, it looks like calculations based on frame ticks are rather common after all. It makes me feel not as bad for doing the same thing for ROTD, where both the camera and mechanics only function perfectly if the framerate is above 20, as I've set it so that every 0.05'th of a second are when calculations are done (higher would require a higher framerate, lower would mean it's more inaccurate overall); below that framerate, clipping/inaccuracies can occur, and he runs slower. I recall Rayman also running slower in Rayman 3 with a low framerate, as back in 2003 when I had an incredibly shitty computer and it lagged at like 5-10 FPS, I wasn't able to make it past the scene where you free Globox at the beginning because the gate would lower before I could even get to it.

What did you use to limit the framerate out of curiosity?

Re: Rayman Glitches

Posted: Mon Sep 29, 2014 7:27 am
by Master
Indeed, I recall curved punches also not working properly at lower frames.

Re: Rayman Glitches

Posted: Mon Sep 29, 2014 8:41 am
by PluMGMK
I recall attempting to play R3 on my grandfather's ancient machine back in 04 and it was impossible for me to even get enough red lums in the first level to make it stop circling!

Re: Rayman Glitches

Posted: Mon Sep 29, 2014 3:42 pm
by bunnieblaster
Adsolution wrote:Ah, it looks like calculations based on frame ticks are rather common after all. It makes me feel not as bad for doing the same thing for ROTD, where both the camera and mechanics only function perfectly if the framerate is above 20, as I've set it so that every 0.05'th of a second are when calculations are done.

What did you use to limit the framerate out of curiosity?
I used fraps (as mentioned at the end of the video)

But you should definitely feel bad for not properly taking elapsed time into account in your main loop :P
It's pretty easy to make your game function framerate-independent, by taking the delta-time since the last frame, then multiply all changed values with the delta-time.

In pseudo-code:

Code: Select all


lastTime = currentTime();
loop() {
  deltaTime = currentTime()-lastTime; // calculate the elapsed time since last frame
  lastTime = currentTime(); // set the time we last updated to now

  updateStuff(deltaTime);
}

updateStuff(delta) {
  x+=velocity.x * delta;
  y+=velocity.y * delta;
}

Of course you should put a limit on how big deltaTime can get since having very large delta values can cause strange behaviour (imagine there's a second or two between frames and suddenly your character is below the floor, like in the video I posted :P)

Re: Rayman Glitches

Posted: Mon Sep 29, 2014 4:14 pm
by Shrooblord
Interesting. I wonder what UnrealEngine 4's 'DeltaTime' node does, then, whether it takes frames or actual passed time into account...

Re: Rayman Glitches

Posted: Wed Oct 01, 2014 1:34 pm
by EvelynCh^^
http://www.youtube.com/watch?v=MBPeO31y ... &t=1h31m7s
ignore the sped-up sound please! x3... all attention on the chest ^^.... we don't know why the chest stopped running, but to be honest, it was very frustrating to play xD.... we've wasted about an hour and a half on the tricky treasure part alone! D:

Re: Rayman Glitches

Posted: Wed Oct 01, 2014 1:42 pm
by Master
Huh, the Treasure Chase music sped up sounds quite a bit like Yakety Sax.
Yeah, that's an odd glitch there, wonder why that happened?

Re: Rayman Glitches

Posted: Wed Oct 01, 2014 2:20 pm
by Shrooblord
I had the very same glitch a year or so ago:

Re: Rayman Glitches

Posted: Thu Oct 02, 2014 6:19 pm
by EvelynCh^^
Shrooblord wrote:I had the very same glitch a year or so ago:
haha xD... Oh my gosh :D .. and I thought that I was the first one who discoverd this bug x3
anyways, I wonder why this happen sometimes :O

aaaaand, another I found another bug or glitch ^^
in the Land of the Livid Dead :O
http://www.youtube.com/watch?v=pnAyrnQZ ... be&t=1m30s
after I died, you can hear the sliding-sound of Rayman and then Rayman die without any reasons O_o
happend this to someboday else, too? :O :)

Re: Rayman Glitches

Posted: Thu Oct 02, 2014 11:41 pm
by Shrooblord
Yeah, many times, actually. I think the game has trouble resetting the wall of death sometimes, i.e. it thinks the wall of bugs has caught up with Rayman even though he respawned, and so he must die.

Re: Rayman Glitches

Posted: Fri Oct 03, 2014 4:32 am
by THEdragon
THEdragon wrote:A few days ago I had a glitch on the VirtualBoyAdvance emulator with Rayman Advance in the third part of Mr Stone's Peaks. The scenery was shaking and vibrating and the water was very slowly rising before it was meant to. When I got to the part where the water was supposed to rise the glitch stopped, but when the water was out of the screen it stopped rising completely. Then when I went back down the water came up as usual but then when I reached safety the glitch happened again and the world was shaking, and the water was slowly rising when it shouldn't have been. I went off to the left onto some clouds to get a powerup and when I went back the water had gone above the clouds and Rayman drowned. The glitch went on and off a few more times after that.
Ah, look, I have a recording of the glitch now! Not entirely as described above, but the same glitch.


Re: Rayman Glitches

Posted: Sat Oct 18, 2014 10:44 pm
by Raymon
i know a rayman 3 HD glitch. when murphy holds andres gun in the fairy council jump on top of the lift (punch lift) and keep going up. than jump to the side of the platform and you should vrab the ledge . you should now stand next to murphy and andre. someone also posted this on youtube. i'll add the link later

Re: Rayman Glitches

Posted: Sun Oct 19, 2014 3:35 am
by technology4617
bunnieblaster wrote:I wonder if it would be allowed for speedruns.
Unfortunately, no. As far as I know, "legit," SDA-legal speedruns only are such when no external factors are affecting the game, and the use of a framerate limiter would be considered cheating, if it wasn't used solely for compatibility purposes.

Re: Rayman Glitches

Posted: Mon Oct 20, 2014 3:14 pm
by bunnieblaster
Image
This guy was very excited to see Rayman, so excited he killed himself.

Re: Rayman Glitches

Posted: Mon Oct 20, 2014 3:28 pm
by iHeckler9
Ahahahaha! How on earth did he get up there?

Re: Rayman Glitches

Posted: Mon Oct 20, 2014 5:28 pm
by GOT4N
iHeckler9 wrote:Ahahahaha! How on earth did he get up there?
He can do a rolling superjump, he can do a glidewalk.

Re: Rayman Glitches

Posted: Mon Oct 20, 2014 6:05 pm
by bunnieblaster
Or I can just jump from the platform where you can get a green gem to the other platform by walking past the boxes and getting a boost.

Re: Rayman Glitches

Posted: Mon Oct 20, 2014 6:12 pm
by Shrooblord
I wonder what made him glitch out so much that he wanted to jump whenever Rayman did. But he looks like a very happy Hoodboomer!

Re: Rayman Glitches

Posted: Tue Oct 21, 2014 3:29 am
by bunnieblaster
@Shrooblord: I think it's an animation that plays when he's about to attack/throw grenades. Whenever Rayman jumps the hoodboom apparently thinks Rayman is in a zone where he can be hit by grenades (when Rayman is too far away or under the platform he won't attack). However, Rayman lands back in the non-attack zone before the animation finishes so he won't attack. The last time Rayman probably stood in the attack zone and the hoodboom killed himself with the grenade.

Found some weird behaviour in Rayman 2, for some reason in TMH1 you can't ride the shell past the first green lum, there's either a barrier that instantly kills the shell or touching a green lum detonates the shell:
video on Youtube
I wonder if this happens in all other versions. :confus:

(And don't ask me how I got the shell over there... let's just say it was a pain in the figurative ass but it is possible...)