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Author Topic: Tastes Like Spelunky and Source  (Read 251566 times)
Bae
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« Reply #195 on: August 19, 2010, 10:59:26 PM »

Im getting a weird error message whenever I open this level.
Quote
                                       talk.message = TalkTrap[TalkTrapID];
                                                      ^
at position 53: Unknown variable TalkTrap or array index out of bounds

___________________________________________
ERROR in
action number 1
of Key Press Event for <any key> Key
for object oLevelEditor:

Error in code at line 284:
                                       talk.message = TalkTrap[TalkTrapID];
                                                      ^
at position 53: Unknown variable TalkTrap or array index out of bounds

I can press the ignore button once to dismiss it

For some reason all the editor buttons disappeared from the screen too, no edit test or layer buttons present

the game acts fine when I open a different level though

theres some mantraps in a pool that are supposed to talk but there's too many messages and so their messages got deleted, could any of that be causing it?
« Last Edit: August 19, 2010, 11:02:16 PM by Baekara » Logged


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halibabica
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« Reply #196 on: August 20, 2010, 06:06:33 AM »

Well, it's definitely related to the ManTraps.  Do you have more than one on the same tile?  Because the game can't track their messages properly if there are too many in one place.
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Bae
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« Reply #197 on: August 20, 2010, 09:56:46 PM »

Well... I fixed it... what was weird is that IIRC adding/removing the submersed entrance activated/deactivated it. I know there was also a problem with the mantraps since the last two I added had their message deleted and used the first mantrap's message, but I worked around that by changing the layer, putting the last two mantraps on layer one while all the rest were on layer 3 (i think) was what let me squeeze them back in.
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« Reply #198 on: August 21, 2010, 12:37:25 AM »

I just got a bizarre green damselrus while testing my level -- is that because the door I entered had a name, but there was no level with that name?
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halibabica
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« Reply #199 on: August 21, 2010, 04:32:51 AM »

Well... I fixed it... what was weird is that IIRC adding/removing the submersed entrance activated/deactivated it. I know there was also a problem with the mantraps since the last two I added had their message deleted and used the first mantrap's message, but I worked around that by changing the layer, putting the last two mantraps on layer one while all the rest were on layer 3 (i think) was what let me squeeze them back in.
Doors have been kinda finicky in my editor for some reason.  Keeping them all on the first layer seems to work all right, but putting objects behind them shouldn't be a problem (as long as you're not stacking entrances/exits).

I just got a bizarre green damselrus while testing my level -- is that because the door I entered had a name, but there was no level with that name?
That was actually a ManTrap struggling to swallow the Damselrus whole.  You can see her tail sticking out its mouth.  It's kinda gross! Grin And a 1/5 chance every time you beat a custom level.
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« Reply #200 on: August 21, 2010, 04:55:23 PM »

Ok, thanks. I get it now. Smiley
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Bae
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« Reply #201 on: August 22, 2010, 10:26:23 PM »

So did anyone notice that exploit with layers and steel blocks? if you put steel on layer one, and cover it with area blocks on layer two (cave, lush, etc) you can "paint" the steel blocks and thus make unbreakable non-steel blocks, though if you bomb them the "paint" comes off and their true color is revealed, but mattocks dont peel the paint and you can still decorate it with gold bits too.

I just thought id tell anyone who didnt know it yet, and its only doable with the five  regular blocks to my knowledge (cave lush ice temple meat)
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halibabica
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« Reply #202 on: August 23, 2010, 04:20:49 AM »

I first noticed this in a level someone sent to me, but I didn't mention it here.  It's kinda neat how that works!
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« Reply #203 on: August 29, 2010, 03:26:27 AM »

For some reason the eat function doesn't always work for me. As in I only eat a person/thing in my 10th try or so. I'm not sure if this helped me, but most of the time it happens when I'm turning left and hold the D button for a little longer. Can someone enlighten me?
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halibabica
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« Reply #204 on: August 29, 2010, 04:12:02 AM »

You can only swallow something if you are...

1. holding it
2. standing perfectly still
3. have any bites left

Meet those three requirements and you can eat just about anything.
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marsgreekgod
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« Reply #205 on: August 29, 2010, 01:29:58 PM »

you still can't eat rocks : (
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halibabica
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« Reply #206 on: August 29, 2010, 02:59:13 PM »

There would be no point to that!
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marsgreekgod
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« Reply #207 on: August 29, 2010, 04:09:16 PM »

The point is it turns off you whip for a harder run.
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Bae
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« Reply #208 on: September 03, 2010, 06:33:01 AM »

Eh, perhaps you should add a line in big bold letters under the image in the first post telling people how to eat things, IIRC you've spouted those directions of a large number of times xD

you still can't eat rocks : (

YES. This has always disappointed me, I would suggest to just give us the ability to eat it with no effect afterwards, but for such a useless function it would be too much a pain to program (whether it's easy or not)
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halibabica
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« Reply #209 on: September 03, 2010, 11:52:25 AM »

It'd be easy to do, but it's:

1. stupid
2. pointless

I don't know why you guys feel the need to eat rocks, but it's something I never ever plan to implement eversostopaskingever.
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ManTrap mod - Tastes Like Spelunky
Hand-drawn comic - Spelunkying
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