oldyz
Well-known member
just a heads up, kratus's engine has a couple of issues i have encountered,Sadly, yes. I've been through a lot of stuff on my real-life including health issues, so I had to make choices about what I focused on.
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I was having a lot of issues with controls, specially on Android but also in windows too, and I am testing a custom version @Kratus had sent to me (6392) and it works perfectly
(Btw I am testing it on an Anbernic RG 505, a powerful android device)
So even this build isn't being official, it's the build i will use when I update this game because 9 of 10 complains I received from the users are related to controls in windows.
one is some weird glitch when trying to stack more than 3 entities in a same place via spawnbind or just regular spawning of decoration objects.
about 1 out of 7 level loads one of those layers/entities will not show.
solution:
the entity stack/layering issue was due to using floating point (decimal) values on the entities, they work, but have issues from time to time.
for more information, see this post:
Solved - Avoid these 2 mistakes: Out of Z boundary and Entity layering tips.
Sadly, yes. I've been through a lot of stuff on my real-life including health issues, so I had to make choices about what I focused on. --- I was having a lot of issues with controls, specially on Android but also in windows too, and I am testing a custom version @Kratus had sent to me (6392)...
a second one is some characters that spawned off screen (widescreen) beyond a certain number of pixels would never appear (see firebrand in NS 21C plane level vs firebrand in 2019 version), i had to fix the issue with delay frames in the spawn animation, i don't remeber if i reported this to him ....
solution:
the problem is that for some reason, the older Openbor engine allowed the Aramer entity to spawn outside of the level's "Z" boundary (136pixels from top to bottom).
the Aramer was originally programmed to spawn Z position 100, and the new engine spawns the entity, but it gets stuck.
Kratus solved it by changing the Aramers Z spawn position to 110 and the Aramer functioned again
it is best practice to spawn entities within the Z boundaries of a level, and if there is a need to spawn something beyond those boundaries, you better use an override script:
As an example, in SORX I have many enemy spawns beyond Z limit like the ones in SOR3 stage 1a. I first deactivate the minZ during the spawn animation and then reactivate before the animation ends (and before the first bbox too, otherwise the entity will skip the correct frame necessary to activate the minZ again if take any hit).
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C:
void minz(int flag)
{//Turns subject's to minZ status
void self = getlocalvar("self");
changeentityproperty(self, "subject_to_minz", flag);
}
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