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Zep, is there a way to download your "Park Scene" from Demo Carts?
Thx a lot :)

P#8657 2014-04-07 21:08 ( Edited 2014-04-16 23:49)

I haven't posted it yet -- I'll upload it with 0.2.11 tomorrow as I've fixed a couple of things that will make it clearer anyone who wants to study how the actor modifiers work.

P#8661 2014-04-08 12:48 ( Edited 2014-04-08 16:48)

Thx Zep :)

Ok, another question:
There was a random trigger in 0.2.9 for props and modifiers...
What's the equivalent of that in 0.2.10?

P#8688 2014-04-13 17:08 ( Edited 2014-04-13 21:08)

When I use Emitter to span patrolling monsters they always walk to the right. Is there is a way to change monster movement direction? Rotating the Emitter doesn't seems to work.

P#8692 2014-04-14 17:21 ( Edited 2014-04-14 21:21)

Typing wasn't working for me in 0.2.10
Are there are changes to how it works now?

P#8693 2014-04-14 17:23 ( Edited 2014-04-14 21:23)

How do you specify that player needs to restart from checkpoint if player's character dies?

Thx zep

P#8694 2014-04-14 17:26 ( Edited 2014-04-14 21:26)

Thx Zep :)

Ok, another question:
There was a random trigger in 0.2.9 for props and modifiers...
What's the equivalent of that in 0.2.10?

here, it wasn't that hard, you just had to search a bit, I made myself the same question before thou

When I use Emitter to span patrolling monsters they always walk to the right. Is there is a way to change monster movement direction? Rotating the Emitter doesn't seems to work.

this one was way easier, wait, they always walk right?
why is that?

Typing wasn't working for me in 0.2.10
Are there are changes to how it works now?

it isn't working, I made that question on the bug bucket tread

here

How do you specify that player needs to restart from checkpoint if player's character dies?

Thx zep

you use the flag system on the room properties

pretty simple if you read it, it works per room so you have to specify if its or if its not a checkpoint
you can also use the save pickup, on the new folders zep made, it also works as a checkpoint without having the need for it to be only when the player enters or exits the room.

P#8695 2014-04-14 18:00 ( Edited 2014-04-14 22:26)

Thx Kling,

So, about character dying... What I am looking for, is for room to prompt player to press X to restart. In 0.2.9 player absence would trigger that automatically, but it's different now. Any ideas?

Also I could not get my monster inside the emitter change direction movement not with "Facing or Heading"

Thx for your help

P#8703 2014-04-14 22:42 ( Edited 2014-04-15 02:42)

Zep for some reason 0.2.10 is very unstable on the mac
specially on old macbooks, what's the word on 0.2.11 update?
Many thx

P#8705 2014-04-15 15:47 ( Edited 2014-04-15 19:47)

well it seems that you found a bug. the thing you tried seems to be that, when the green monster dies, you die too right? well the modifier you used does not change the life like some sort of damage, it changes the players max hp, unlike the monsters, a negative life on a modifier doesn't seem like it will kill the player, if you try playing the level you will still hear the jump noise even without the character there, its a bug. The character absence does trigger the message "press fire to restart", but only if it's dead.

also, you can't change the direction a monster face when is being emmited by another monster, you can only use facing or heading to change the directions of a monster that's already in the room, (there's no modifier to change a direction)its a limitation from voxatron, nothing to do about it but wait for an update.

P#8706 2014-04-16 13:32 ( Edited 2014-04-16 17:32)

@digitalmonkey I spent some time hunting down the crash bugs, and it should be mostly (and possibly completely!) stable now. I finished changes for 0.2.11 including fonts and the draw command, and will make builds tomorrow.

I haven't addressed the pressing fire to continue problem yet though. I'm designing a more general solution for 0.2.12 which will also allow for title pages that don't need to have any active players in them (i.e. no need to hide them in little boxes)

> How do you specify that player needs to restart from checkpoint if player's character dies?

See Kling's reponse, but note that the player always restarts from the last checkpoint -- the only control you have is when the game is saved: i.e. either by using red or green checkpoint flags, or save pickups.

P#8712 2014-04-16 17:04 ( Edited 2014-04-16 21:05)

Sweet looking forward to 2.11 :)

P#8714 2014-04-16 19:49 ( Edited 2014-04-16 23:49)

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