Bloodbane said:White Dragon, I'd like to request something: I want downward velocity limit (which was 6 pixels/centiseconds) to be removed
This limit really limits game design especially in 2D mods. It would be great if the limit were removed allowing entities to move fast downwards or shoot projectile downwards
O Ilusionista said:Wd, if you wanna test it, just spawn a steamer in any stage, it will have problems with 3 or more entities on the screen.
pos = len-1; // pos before '\0' (at last char)
...
newbuf[len+len2-1] = '\0';
pos = len; // pos before '\0' (at last char)
...
newbuf[len+len2] = '\0';
magggas said:Hello guys, i just wanted to report some bugs in the new engine:
1. The climbing system in my DD game does not work properly. When climb up the entities just appear instndly on the top of the wall, and when try to climb down they get stuck.
2. The enemies are fliping around like crazy when they try to chase weapons.
3. when i jump or climb to an wall and then jump again down from this wall, the camera gets stuck on the highest spot until i press jump again and then the camera returns again to the player. This is what i use: changelevelproperty("camerazoffset", -100 - Offset1 (offset 1 is base)
White Dragon said:DC why did you patch this my code?
Code:pos = len-1; // pos before '\0' (at last char) ... newbuf[len+len2-1] = '\0';
right code is:
Code:pos = len; // pos before '\0' (at last char) ... newbuf[len+len2] = '\0';
otherwise mod without ln at EOF doesn't work.
Test it, I re-patched the engine.
Check debug mode bug:
In many levels/mod when active performance+position take a crash at the level beginning.
void randSound(char s1,char s2,char s3)
{// Randomly play a sound from a pool of 3.
int r = rand()%300;
char sound;
if (r<=-100)
{
sound=s1;
}else if(r<=100){
sound=s2;
}else{
sound=s3;
}
playSound("data/"+sound);
}
void randSound2(char s1,char s2,char s3,char s4,char s5,char s6)
{// Randomly play a sound from a pool of 6.
int r = rand()%300+300;
char sound = "";
if (r<100){
sound=s1;
}else if(r<200){
sound=s2;
}else if(r<300){
sound=s3;
}else if(r<400){
sound=s4;
}else if(r<500){
sound=s5;
}else if(r<600){
sound=s6;
}
playSound("data/"+sound);
}
White Dragon said:Use abs on rand num before check
White Dragon said:I dont know this limit...
name Kayu2
type none
setlayer 1
antigravity 100
offscreenkill 3000
anim idle
@script
if(frame==0){
void self = getlocalvar("self");
changeentityproperty(self, "velocity", 0, 0, 8);
}
if(frame==1){
void self = getlocalvar("self");
changeentityproperty(self, "velocity", 0, 0, -8);
}
@end_script
loop 1
delay 20
offset 50 20
platform 50 20 -65 -65 65 65 20 20
frame data/bgs/kastil/kayu2.png
frame data/bgs/kastil/kayu2.png
I mean you can change gravity by:
levelproperty "gravity" prop for example.
Take a look at my game. Pick Vision, jumps and press D, U + A. He will use a downward velocity greater than 8 and it works, but I am using SCRIPT (entity header) for that.This entity is supposed to be vibrating in place but because of that downward velocity limit, it vibrates while moving upwards
White Dragon said:Ok BB, velocity y is affected by jumpspeed/jumpheight.
BTW you use a y velocity between frames with delay 20 (high value)
to vibrate use delay 1 or script like wrote O'Ilusionista.
O Ilusionista said:He will use a downward velocity greater than 8 and it works