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Cart #7657 | 2013-08-13 | Embed ▽ | No License

Can someone check this out? Things to fix:
-wizard doesn't face me, setting animations to "rotate with actor" does nothing
-hellfire stays for a while after the modifier activates, bullets won't disappear until way later on



Ok, here are your problems, you didn't set the monster as face player and the modifier changes the hp to hellfire to 1
so, since it is a monster It won't disapear, so I changed the hp to -1 so it dies.
I loved your idea about using monsters as bullets instead of bullets itselves, it gives some interesting options to play with, anyways, your monster is fixed.

Edit: please post this level as a image so it doesn't fill the bbs list with useless things okay?


Thanks and sorry!

Edit: How'd you set it to face player? I couldn't find anything like that when I selected the monster.
Edit 2: Woops forgot to download 0.2.7. Nevermind!


For some reason the hellfire no longer chases me, it just spins around in circles. It's got to be something about the emitter because when I just placed the hellfire they worked fine.


now you got me, everything seems right to me, I have no idea about why is the monster acting like that, if you don't find a solution you can chose to remove this modifier, meanwhile, try to work with the rest of the map.


It's really weird that if you place the hellfire monster as a separate object in a room, it works fine. Investigating..


please check the reaper's dungeon again zep, there is a bug on that same door even witouth the key


@Kling
ok, thanks I confirmed the bug and have added it to 0.2.8 buglist. There doesn't seem to be a workaround for now, unfortunately.

@Piepender
It took me way too long to figure that one out! What's happening is the hellfire monsters are being emitted one voxel under the ground, and with a locked z it means they're constantly colliding with the ground, causing them to change direction and spin in tight circles.

Because the hellfire particles are monsters, it means their anchor is at the bottom rather than the center of the hitbox. This means the frame(s) should be drawn sitting on the ground. This way the hitbox's collisions will match what's happening visually. I want to add a visual aid to the editor that makes this clearer.

So, when it's emitted from the monster, it also needs a negative Z offset (I tried -3) to position it above the ground. To clarify: if a monster standing on flat ground emits another monster with a Z offset of 0, the new monster will also be exactly on the ground. With a Z offset of -3, the bottom of the new monster will be 3 voxels above the ground.

I also set the trail animation's anchor to be 'center center' because it is drawn hovering in the middle, and increased the delay on some emitters because I haven't optimized the monster collisions to handle so many monsters yet! One more thing, I unchecked PUSHABLE in the hellfire particle so that it doesn't cause a COLLIDE event with the wizard, triggering his close range attack thing.

Modified version:


woah cool attacks!


Thanks!


Sorry for posting so much on this but I think this is something noteworthy. In the room with the expert it crashes after a certain amount of time.

Level:

Crash:

Thread 0:  Dispatch queue: com.apple.main-thread
0   com.Lexaloffle.vox            	0x0002a71c draw_sprite_rotated_mode + 300
1   com.Lexaloffle.vox            	0x0002a8fb draw_voxmap_rotated_mode + 139
2   com.Lexaloffle.vox            	0x00058c00 draw_elf + 800
3   com.Lexaloffle.vox            	0x000612c0 draw_actor_elves + 80
4   com.Lexaloffle.vox            	0x0001977a draw_monsters + 522
5   com.Lexaloffle.vox            	0x0001b4fc draw_frame + 1068
6   com.Lexaloffle.vox            	0x00002285 codo_main_draw + 69
7   com.Lexaloffle.vox            	0x0006c7ad codo_main + 109
8   com.Lexaloffle.vox            	0x000978fc -[SDLMain applicationDidFinishLaunching:] + 76

EDIT: It seems to have something to do with the expert casting the blast spell.

EDIT 2: It only happened when I made it to only blasts, but even then it seemed pretty random because it actually did the blast but later on it just crashed randomly.


I'm having a problem at this level, at the room "matriz" where, if you go from the beggining the portal doesn't appear and when you enter the portal (if you start on that room) and comes back, the player wich is suposed to have a position only when it comes from a certain room, still spawns on the same place, just a bug report, I'll try making a position for the player when he comes from the other side


@Piepender this bug is fixed for 0.2.8 (caused by bad clipping of rotated animations)

@Kling Thanks, I'll check it out. By the way, I found the cause of the door not appearing bug.. also fixed for 0.2.8.


I seem to have run into a problem again. I'm probably just missing something. I've 2 modifiers, both in group 1. However, the animations overlap each other as opposed to replacing.

EDIT: Nevermind. I solved it by setting the 'active' to have a priority higher than meditate. I don't know if this was intentional, but it's slightly annoying because (haven't tested it out yet) it would seem to imply that I'll HAVE to make the monsters override other modifiers all of the time. There's also this weird thing where the monsters "stutter". It's like they've decided to activate a modifier, but then back out of it.


by the way, I noticed that the whole that user created bullets make is not even similar to it's shapes, the bullets, no matter how big they are or in what form they are, always make the same whole, zep, could you fix this bug please?


Yes, bullet hole shapes are now customizable in 0.2.10.



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