22 January 2022, 13:54 | #1721 |
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I... think the transparent color doesn't count as hitbox in hardware. Not sure how SE handles it tho?
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23 January 2022, 00:03 | #1722 | |
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That concept theoretically should be expandable to any number of bullets. |
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23 January 2022, 00:09 | #1723 |
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Just 1 real game breaking bug left in my project.
Upon hitting an enemy with a projectile, if I manage to hit and kill it, while at the same time the enemy hits the player, the game sorts of hangs in limbo with both characters dead! its tricky to replicate but advice needed please In the normal scenario, if either player or enemy dies first it continues just fine as it should. |
23 January 2022, 00:21 | #1724 | ||
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Oh, ouch haha. That is an awkward condition. I wouldn't know what to suggest without taking a look at the code. Being able to replicate it 100% of the time would help. |
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23 January 2022, 05:11 | #1725 | |
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— One thing I’ve noticed in CMOhn that might theoretically be similar to acidbottles issue, I have some timer loops that predate the level timer thingy, I find that if I yeild on the level timer, my older background timers just sort of.. stop? Last edited by Mixel; 23 January 2022 at 05:16. |
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23 January 2022, 08:53 | #1726 |
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You might be onto something there Mixel. I use a timer loop codeblock for the energy bar, this still ticks over when aforementioned bug occurs. It may be related ...
Thanks though earok, if I can figure out an easy way to replicate (spawn a tonne of wasps perhaps haha) I will send over for a look. |
23 January 2022, 14:12 | #1727 |
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Thanks Earok for the drive sound issue fix, seems to have banished it.
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23 January 2022, 21:39 | #1728 | ||||
It's all in the reflexes!
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23 January 2022, 21:40 | #1729 | |||
It's all in the reflexes!
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On the other hand I didn't know libresprite. I'll try it since it seems well suited for this job. Quote:
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I still have a long way to go... |
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23 January 2022, 21:55 | #1730 | |
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23 January 2022, 21:57 | #1731 | |||
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As an aside, if you use Yield on Actor but there's no actual actor (say if you run a yield on actor when there's no level loaded), it'll use the timer that the level typically uses. That could be confusing things too. Quote:
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If you wanted a delay between the time that slime_impact runs, and the time it, I'd recommend setting "destroy_actor" as the "OnFinish" event on the animation itself (so the animation plays once before destroying the actor). You could alternatively use the command "base->yield on actor" to force the codeblock to pause temporarily. ---- Update to experimental: - I changed the way top and bottom panels function a little bit. Since they're never removed from memory (only overwritten), if you unload a panel and reload it, it doesn't read from disk again. This should be a nice improvement to loading times if you typically only use one panel on top or bottom and just show and hide it. - Scorpion will use longer delays when loading (in order to avoid Floppy disk loading during gameplay issues) when there's a file called FLOPPY (with more than 0 bytes) in the data folder. This file is generated automatically using EXE2ADF, and not generated when doing a typical compile. I may need to document that somewhere, I figure 99% of people use EXE2ADF to generate their ADFs but if anyone manually makes their ADF for whatever reason, they'd need to know to add that file. |
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24 January 2022, 03:43 | #1732 |
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Did another minor check in to experimental. It seems that 44K samples weren't working, they are now.
Really need to get 2022.1 official and publicly released so I can start working on some new major features for 2022.2. I'll do another round of testing on my sample games before announcing it publicly, but do let me know if there's any outstanding engine bugs you're aware of that should get fixed. |
24 January 2022, 10:59 | #1733 |
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hello Earok,
since version 2022 and maybe before, I have an error message when compiling, z-team reported the problem and give you his gitlab, I think it comes from the events path, not sure, can you look at this please. |
24 January 2022, 19:01 | #1734 |
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Hi DomKid,
Apart from a bug in All Egypt having a bad tileset path (tried to push my commit when I fixed it but I don't have permissions), I didn't have any problems compiling on 2022.1. Without a way to replicate the bug on my computer, I can't solve the problem. Edit: I have a feeling it could be something unusual to do with number formats and localization, I'll experiment a bit |
24 January 2022, 19:25 | #1735 |
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Experimental check in.
@DomKid my apologies, I didn't realize France had a different way of representing decimal numbers compared to English, I believe on your computer Scorpion Engine was trying to interpret the data in the French way whereas the data was actually stored in the map file in the English way. In any case, the path bug should now be fixed. --- Going on stream soon - https://www.twitch.tv/earok - nothing that exciting, just testing each of the sample games to make sure they're working OK before doing an official 2022.1 release |
24 January 2022, 20:22 | #1736 |
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@Earok, great, thanks a lot, it works well now
sorry, for french computers |
24 January 2022, 21:31 | #1737 |
J.M.D - Bedroom Musician
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Most of Europe use . for thousands and , for decimals and THEN, U.S. use the reverse ^^
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24 January 2022, 21:45 | #1738 |
WinUAE 4000/40, V4SA
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Not just USA, Saimon69, essentially the entire English-speaking world.
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25 January 2022, 07:32 | #1739 |
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@domkid no worries at all! It's kind of my fault but I do blame C# for not forcing me to pick a localization scheme for parsing decimal numbers
--- Scorpion Engine 2022.1 is out [ Show youtube player ] In addition, I went on twitch earlier today. Mostly just tweaking demo projects. It's pretty rough but the video is here. [ Show youtube player ] I'll probably go on twitch again around 7PM UTC, maybe to work on a few miscellaneous Scorpion projects. |
25 January 2022, 11:21 | #1740 |
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I don't really. A lot of C# (or Java, or whatever platform is your favorite) applications actually will stay on exactly one machine and then you just want to be able to rely on system defaults.
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