12 August 2022, 01:03 | #2421 |
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At some point after the 23rd July 2022.6 experimental build Panels got broken. I can no longer print to a centre panel (text doesn't show up) and Wait for player to press fire is ignored.
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12 August 2022, 06:34 | #2422 |
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Latest experimental update:
* Mixel reported there may be some issues with players 2-4 walking on moving platforms, in an attempt to fix it I ended up rewriting the system substantially so now also CPU_Platform actors can also walk on moving platforms (also future proofed it for if we ever have more than four players at once). * Flibble42 requested the ability to change the delay for every frame in an animation at once, there's now a button for it. * Ultranarwhal reported some issues with panels and delay and I'm not totally sure I've fixed them all, but I've fixed at least some (all stemming from the new logic/output speed adjustment function) - @UltraNarwhal I think I fixed everything you reported but I'm not totally sure. If there's anything outstanding, please give me a demo and I'll take another look. |
12 August 2022, 18:09 | #2423 |
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12 August 2022, 19:35 | #2424 |
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I have an issue!
On platform and cpu_path types, specifically when it moves left and right, my player is being shunted either to the front or back of the actor, normally resulting in insta death! This has started on the latest build for me, though admittedly I had not downloaded a new build since the end of July. |
13 August 2022, 02:47 | #2425 | |
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Quote:
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13 August 2022, 09:34 | #2426 |
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I also have an odd thing with cpu path I don’t fully understand. I have a square path (this is Wizonk) with two cpu_path actors moving around the square.. Cor some reason the two actors do the horizontal stretches of the path at slightly different heights? I’ll do a check in too asap.
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13 August 2022, 09:43 | #2427 | |
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Quote:
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13 August 2022, 10:04 | #2428 |
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Scorpion Engine
They’re both the same type of actor, so same speeds, nudge etc, but they start at different sides of the rectangle, so they circle the map. Last edited by Mixel; 13 August 2022 at 11:01. |
13 August 2022, 11:00 | #2429 |
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@Earok
I bit the bullet and made a GitHub account (Thanks BitBeam), do you have a prefered safe way to recieve Collab requests? I get that you want to keep your E-Mail as quite as possible. Bob |
13 August 2022, 11:16 | #2430 |
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Impromptu stream shortly, will be just stress testing the various demos to check for bugs ahead of a new public release
--- @flibble42 Ah, great! I don't mind receiving emails about Scorpion projects, earok 3d at gmail dot com --- @mixel That's odd! I'll need to take a look sometime |
13 August 2022, 11:20 | #2431 |
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@Earok
Sent |
13 August 2022, 14:02 | #2432 |
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Cheers earok! Checked in now.
Annoyingly it didn't happen when I set the player position right at the offending platform .. weird! To test, grab the axe and hop over 5 or 6 platforms (easy i promise) kill 3 snails and the left and right moving cloud is there. It happens elsewhere to with up and down brick platforms and probably other to. Wondering if its a cpu_path or even camera position issue? |
13 August 2022, 22:20 | #2433 |
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Can someone fill me in on how Melee collisions work, does the player need to do something (fire etc) or can a Melee collision be picked up with no user interaction in a codeblock?
My scenario, i want to upgrade the machine gun in SH to a laser. If a car hits the middle of the beam it will spin-out maybe but if hit by the tip KABOOM. I want the middle of the beam to have a Melee hit box, but the tip will be a proper collision box, this way Scorpion can do the hit detection work. Any info is welcome. Bob Last edited by flibble42; 14 August 2022 at 00:14. |
14 August 2022, 07:35 | #2434 |
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Latest experimental update addresses some issues found on stream last night. This can be considered a release candidate update, so it should be bug free but if it isn't, I'll address anything that comes up ASAP.
* Fix for issue where platform actor is shoved to the left or right side of the platform on a horizontal moving platform, I believe this was AcidBottle's reported bug but I'm not totally sure. I'm also not sure what exactly I changed to fix it but I did some general tidy ups on the code as well. * Fix for issue where, if there's an event set to a type other than "none" and there's no codeblock attached, it will crash --- @AcidBottle I can't compile the latest checked in wonderboy, error "actor umbrella_actor and actor gameover_message both have the same tile id 128" --- @Flibble I'd probably avoid using melee boxes altogether, it's only really meant for an attack animation where one frame in a sequence triggers a collision, but in any case the "Monkey Lad" demo has fairly extensive melee box support (the player's punch can damage enemy actors as well as blocks). I'd measure the distance on the collision event between the bullet and the object. I did that for Gunsmoke (so that a single actor that is two bullets left and right, will split into either the left bullet or the right bullet if one side hits an enemy). Something like if projectile_x < actor_x - 10 ;on the left side else if projectile_x > actor_x + 10 ;on the right side else ;In the middle endif |
14 August 2022, 12:40 | #2435 |
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Cheers earok, the shoving issue on platforms is fixed here.
That said, still have an issue with a platform (apparently unrelated). Will fix the compile issue and check it in tonight hopefully. It kinda slowly moves downward for some reason, never an issue before, though some of my code may be outdated now |
16 August 2022, 09:30 | #2436 |
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@Earok
Any way of letting the "Command Catagories" have a global search? The number of times i know what i want but don't remember where to find it. Also i am curious about the Max Entities box, it seems that if i set it to 1 when a second instance is spawned the first is destroyed. Is this correct, and if so, how do i use it to my advantage/detect how many of a type exist? Bob Last edited by flibble42; 16 August 2022 at 09:39. |
16 August 2022, 13:44 | #2437 |
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nice bit in this months retro gamer
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16 August 2022, 23:26 | #2438 |
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Just checking this is the correct way to reload a level if using cache maps. Codeblock stuff ADVANCED:Reload level (takes 7 seconds)
and not Codeblock stuff Load level... (takes 14 seconds) |
17 August 2022, 01:09 | #2439 |
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@S0ulA55a551n Can't wait to get my copy!
--- @Flibble42 That's correct re: max entities. To count the number of entities active at once you can use foreach. Eg MyCount = 0 Foreach Actor of type MyActor run codeblock CountMyActor And CountMyActor would just increase MyCount by 1. I'll need to think about how to implement a command search. --- @UltraNarwhall I'll investigate, I must have made a mistake with updating the level load function sometime that broke caching. |
17 August 2022, 01:22 | #2440 |
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@Earok
Would it be possible to add an expression box to the ForEach command? Running a code block just to add 1 seems a bit wasteful. Also, and i think you need to address this, i'm not sure when it was last on your radar. If you copy a codeblock that has Variables and Constants defined it makes a real mess of the Editor (I sort of understand why). Experienced users will know what to do, newbies will probably panic. Bob Last edited by flibble42; 17 August 2022 at 01:34. |
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