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Author Topic: Tastes like ultra booms  (Read 2564 times)
marsgreekgod
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« Reply #30 on: August 12, 2011, 02:34:05 PM »

It's just that the die when the level starts some times...

Also had to get rid of spike traps, for the same reason
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Bae
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« Reply #31 on: August 12, 2011, 06:16:02 PM »

Fish don't explode?

Yep, as Mars said with the levels blowing up, also it makes them nigh impossible to kill without getting killed, he hasnt fixed zombie fishbones the same way though

also, hey mars, I know I just sent this to you in msn but im going to post it here too since youre all busy modo

Code:
___________________________________________
ERROR in
action number 1
of  Step Event
for object oWhipS:

Error in code at line 1:
   if (not owner.swinging)
                ^
at position 15: Unknown variable swinging

Happened when killing a Spelunker, I'm assuming he was in his attack state, may or may not have to do with the fact that Spelunker also doesnt wait 11frames to blow up, a few enemies dont but im writing up a new bug list for you that has all of them

Edit: Also its a fatal error in the sense that it keeps popping up when i try to ignore
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halibabica
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« Reply #32 on: August 12, 2011, 07:58:31 PM »

I know why that happened!

It's because the Spelunker had his whip out when you killed him.  I'm assuming that making him explode destroys his instance.  The whip's 'owner' variable is directed to that instance, so if the whip is out when Spelunker's instance is destroyed, the whip loses a variable in its step event that causes the error.  I thought I fixed that, but apparently not...
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marsgreekgod
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« Reply #33 on: August 12, 2011, 09:13:58 PM »

I know why that happened!

It's because the Spelunker had his whip out when you killed him.  I'm assuming that making him explode destroys his instance.  The whip's 'owner' variable is directed to that instance, so if the whip is out when Spelunker's instance is destroyed, the whip loses a variable in its step event that causes the error.  I thought I fixed that, but apparently not...
ah ha! I thought that was it.

Any chance I can bug you for some bug fixing help?
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Show your power, Gun Del Hell! Show them their fate! Yes! Yes! Yes! Yes! Yes! Here we go! Let's go, go, go, go, Django! Light and Dark! It comes down to this! Be afraid, Sun!
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« Reply #34 on: August 12, 2011, 11:01:43 PM »

Neat, I thought it was from removing him during attack animation too, I should see if Tunnelman does the same thing.

Although, if you fix their delay bug it shouldn't happen, the Spelunker will get out of the Attack state before the explosion happens and the problem should be moot at that point.

Edit: Tunnel man seems fine, though his pick stays on screen for a fraction of a second
« Last Edit: August 12, 2011, 11:03:56 PM by Baekara » Logged


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halibabica
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« Reply #35 on: August 13, 2011, 04:43:27 AM »

You should double-check them both anyway.  Between them, they have a whip, pre-whip, pick, and pre-pick that can all get messed up by them dying while swinging.  I'm pretty sure Spelunker's blade slash object uses his whip as a parent, so you don't need to change that, nor do you need to worry about his projectile weapons.
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Sometimes I wonder if I like Spelunky too much.
ManTrap mod - Tastes Like Spelunky
Hand-drawn comic - Spelunkying
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