TGF Bug List

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A list of bugs in Clickteam's The Games Factory which may have a significant effect on the way games are programmed. Note that not all bugs are present on all operating systems.

General

  • Dark grey highlight does not exist so it may be difficult to find objects.
  • Already compiled .exes will not function if .gam file is updated, and it will not automatically update either.

Graphics Editor

  • The "transparency" option is not compatible with the Line or Shape tools, instead it will draw in the colour transparency is assigned to. (e.g. the default colour for transparency is teal, so instead of making transparent lines it will make teal ones)
  • Selection tool only works if it is started from the top left.
  • When using the palette provided sometimes the wrong colour will be selected without telling you.
  • If the boundaries of the image are modified, then copy, paste, and cut will not work because it's trying to do those things in the text box. (To avoid this simply click another tool and back to the Select tool)
  • When converting to and from a limited palette colours can get screwy.
  • RGB 000 is transparent and therefore often can lead to images needing editing after pasting, especially with transparent .gifs. (To mitigate this for sprites with black in them, add a distinct background color to the image you want to paste, then in TGF make a black background, then paste your image. This will fill in all the black spaces TGF turned to transparency)
  • TGF will not paste any print screen screenshots - you have to paste it elsewhere first.
  • The Zoom function will prevent the Fill tool from filling any spaces that are outside the zoomed in part of the image.

Animations Editor

  • If left untouched, all animations will run at speed 100, despite showing speed 50 at default.
  • Animation speeds for the previews are often slower than in game.
  • The Morphing generator may distort images for no reason while morphing.
  • The "Resize Zoom" function refuses to work for large images, claiming there is not enough memory.
  • Automatically adding rotations for every direction does not always replace existing animations, despite the prompt.
  • Sometimes animations refuse to copy
  • Sometimes animations refuse to paste
  • Sometimes animations refuse to cut

Level Editor

  • Scrolling to the left is far slower than to the right when dragging
  • Level editor icons may stop functioning for no reason
  • Objects may disappear when first placed (but come back when something else is done)
  • Text objects with nothing in them may not automatically be deleted, but remain with "..." as a name (until deleted manually)
  • Object icons may be incorrect.
  • When opening the graphics editor sometimes it may open it for the wrong object
  • When resizing an object sometimes TGF will resize the wrong object instead. This cannot be un-done and therefore your object may need to be replaced.

Event Editor

  • Sometimes adding events will make TGF crash for no reason
  • Sometimes events will not copy
  • Sometimes events will not paste
  • Sometimes events will not cut
  • Sometimes after running a level the music/sound events will break (and will continue to do so until TGF is restarted)
  • Unused MIDIs and WAVs may not automatically be deleted, and therefore waste space.
  • Copied events from other games may be linked to objects with the same name and therefore need manual editing. (e.g. If application 1's playable character is called "Active Object 1", and application 2's HUD is called "Active Object 1", any copied events associated with the playable character in Application 1 will be moved to the HUD when copied to Application 2. That means your HUD may have events for jumping, scrolling etc.)

Storyboard Editor

  • Sometimes it will not copy
  • Sometimes it will not paste
  • Sometimes it will not cut
  • If a level contains third-party extensions chances are TGF will crash upon copying/pasting
  • Creating a level may cause TGF to crash
  • Levels may become corrupt with the "Read Error" bug and have to be deleted
  • "Jump to level No. X" events may stop functioning if levels are moved about
  • Copied levels may lack "Jump to level no. X" events entirely

Running a Game

  • Pointless lag may occur for no reason
  • If object limit is reached any further created objects won't work. Also they may flicker about if set to move when created, not working.
  • Game may crash when a certain event happens. Can lead to the infamous "read error" bug which destroys the game entirely.
  • XOR and OR filters do not display in 16 million colours.
  • MIDI or WAV loading may cause a delay, however will not delay the in-game timer, distorting timed events slightly.
  • Gradients in quick backdrops will not always display correctly if scrolling is involved
  • The "Restart the level" event will not always change the position of backdrop objects if scrolling is involved
  • After closing the window the TGF editors may not return and the program may crash
  • If a constant stream of sounds are played all sound events may just stop working entirely.
  • Some keys will simply not work at all, such as F2 (which will restart the application) and Alt, although in some cases you can still link events to them.
  • Running the game in "Step through" or "play" modes can cause further lag and mess up events as the window size is treated as being bigger.
  • Some sprite animations may be ignored if not part of the "loop".

Platform Movement

  • Object may not collide correctly with active objects (rather than "stopping" it may go through)
  • Object may not collide correctly with edges of playfield, allowing you to "jump up" it or go through.
  • Object's x position will become locked if it collides directly into a wall
  • Objects can get stuck in walls if animation changes. Likewise animations may not play.
  • Looking up animations will not automatically go back to normal if "UP" is not pressed.
  • As jumping makes the object's direction change to up, the animation may flip if an up animation does not exist.

8 Directions Movement

  • Y direction may be altered when X direction is changed

Other

  • Objects can only shoot in 32 directions, so "shoot at X object" may not actually hit "X object" if X object is static.
  • Wrapping around the playfield in the X direction may alter the Y position slightly. It can also make an object appear several pixels away in the X direction too