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  1. Piccolo

    ChronoCrash Modders Tools

    Piccolo updated Chronocrash Modders Tools with a new update entry: Changelog 0.6.11 Read the rest of this update entry...
  2. Piccolo

    ChronoCrash Modders Tools

    @bWWd Ok thanks for the report. This was related to a specific issue that was made a lot more prominent with recent changes. Basically, there was a bug with "dropv" detection, a little typo made it detect every line starting with one of the letters of "dropv", followed by a white space (in your...
  3. Piccolo

    ChronoCrash Modders Tools

    As far as I remember that's already the case, scripts are totally ignored. I'll have to check to make sure, but in the meantime if you can reproduce the issue make a report here so I can investigate ;)
  4. Piccolo

    Hit boxes in beat em ups.

    It's probably a z-alignment issue. There are basically two ways to resolve that : - Make either attack or body box bigger on the z axis (they are properties for that). No matter the width and height of boxes, if they are thin, they won't collide unless entities are perfectly aligned. - Use...
  5. Piccolo

    Chronocrash Modders Tools - Changelog 0.6.10

    Fixed a loading bug in Level Editor @O Ilusionista (the one related to xOffset) Important note : this update is the first standard release of version 0.6.x, so it also contains all the changes from the previous alpha of 0.6 (refer to forum posts to see what they are)
  6. Piccolo

    ChronoCrash Modders Tools

    Piccolo updated Chronocrash Modders Tools with a new update entry: Changelog 0.6.10 Read the rest of this update entry...
  7. Piccolo

    ChronoCrash Modders Tools

    Yeah it's a false positive. A lot of modern antivirus are way too sensitive in regard to apps that are not packed for stores basically (with signature and all). It's also because they are too reliant on machine learning, so for example if a popular virus is made using some "normal"...
  8. Piccolo

    ChronoCrash Modders Tools

    It always does that for every level when you load them from "opened files". Should read well when opened from library. The reason is minz and maxz are located outside the actual level, in levels.txt. So when you open a file from "opened files" it doesn't have access to this information. I...
  9. Piccolo

    ChronoCrash Modders Tools

    Great, it was not so complicated after all, most things stay the same. Now just have to adjust minor things like player spawn points (I guess those are relative to starting side)
  10. Piccolo

    ChronoCrash Modders Tools

    You can disable (comment) xrepeat stuff to check. Or wait for the new fix. But it's basically unrelated to the work made on direction, it's xrepeat related.
  11. Piccolo

    ChronoCrash Modders Tools

    @O Ilusionista Here you go, from my personal testings levels "left" are loading a lot better now, and the conversion back and forth (level to text) seems to be working good as well. Download last alpha build
  12. Piccolo

    ChronoCrash Modders Tools

    You can disable this feature with option "Check external file updates". The core of this issue is on the OS side, which return a wrong "mtime", so not so much I can do. I can add a trick to prevent it from looping but I can't really fix the underlying issue.
  13. Piccolo

    ChronoCrash Modders Tools

    I just tested the bold part (subtracting screen width to the value), and it works great for entities (I checked in the engine). The only question now is does this apply to wait and groups as well ? I would say no but I'm unsure.
  14. Piccolo

    ChronoCrash Modders Tools

    Yes this is normal. Maybe I wasn't explicit enough in my previous posts but the support I added for direction "left" levels is not finished at all. The only thing it does right now is translate the "at" when reading the level (or in other words when going from "Text" to "Level"). But it doesn't...
  15. Piccolo

    Marvel ultimate alliance OPENBOR project

    Hi, Seems more like a 3D game than a 2D game then, no ? To me, what makes a game 2D or 3D is not the way it's rendered, but how it works gameplay wise. In that sense, what you're trying to make is more a 3D game than a 2D one. Animation wise, I don't think it's possible to do handle what you...
  16. Piccolo

    ChronoCrash Modders Tools

    Yes but does this apply to "coords" too or only "at" ? Right now you can check in last update what loading such a level looks like, it only adjusts "at". Maybe it's enough for positional stuff, I don't know, I would need a test example. Default direction switch will be easy to implement after that.
  17. Piccolo

    ChronoCrash Modders Tools

    @O Ilusionista I fixed the wall x/z issue not updating. Also fixed the issue where values weren't updated when releasing dragged wall. For the "left" direction levels, there was no support before. I added the first step in this update. But I won't continue until I'm sure I'm on the right way...
  18. Piccolo

    ChronoCrash Modders Tools

    Excellent, thanks for the report ! I made some adjustments to the alpha build today, but they only apply to new features (multiple collision and collapse/expand for new style of commands), so it shouldn't change anything for you if you don't use these. But it's good that so far all previous...
  19. Piccolo

    ChronoCrash Modders Tools

    I just fixed this in latest update (same link). The platform will still seemingly move as you draw, but it will reset when you release move cursor. It's easier that way instead of having to disable/enable platform drag conditionally. This issue only happened when the start of the box you draw...
  20. Piccolo

    ChronoCrash Modders Tools

    Yeah I just did some test before (when I saw you had set a platform in this anim) and it made me realize this feature is clearly half-baked lol
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