View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009893 | Shattered Haven | Bug - Specific Puzzle Issue | Nov 10, 2012 7:59 pm | Jan 12, 2013 9:51 pm | |
Reporter | GameMaker24 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Summary | 0009893: PlayerAt condition not heeded. | ||||
Description | I created an event with PlayerAt in sublevel 003-H where the event should not occur until the player steps on a specific tile. This event is occurring as soon as the first step is taken instead of waiting for the given tile to be crossed. Specifically, I'm wanting the wall above the combination door to be removed only after the player has opened the door using the "eye scroll", so that the 2nd-floor wall will not block their entry. I know we may implement a "walls as roofs" system later, but this is a quick temporary fix. | ||||
Tags | No tags attached. | ||||
Internal Weight | Polish Tweak | ||||
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I have now discovered that, although the event occurs immediately when you test the level, the event *never* occurs if you load a saved game and visit this screen. (Stepping on the indicated PlayerAt tile has no effect.) |
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If you can give me steps to repro, I can look at this next week. I fiddled around in the level for a few minute and couldn't get it to duplicate this. |
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If you go to sublevel 003-H from within the editor and test it, the wall above the "eye combination door" disappears the moment you take your first step. If you visit that screen while playing an actual save file, the wall above that door never disappears, though it's supposed to if you step on the tile where the door is. I just discovered that the F6 button does not show a marker on the wall in question, if that helps. |
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Now that I'm "secret-passage" minded, I realize that I can simply use two of them to allow the player inside the building, instead of making that "higher BG wall" disappear via scripting. This is definitely the way to go, but I'm not implementing yet because the sub-level still demonstrates the strange behavior anomaly described above. |
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I went back into the Alden Ridge game and discovered that the town's central building *does* have a functional door! You were using a special roof tag called "InvisibleBorderedLiftsOff" which is not ported to the new game. I wonder if its prior implementation is what's causing the inconsistent behavior here? |
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Well, I retract my 12:11pm statement. I can't use secret passage tiles for this purpose because BG objects are drawn under the player, not over them. =) |
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Got it! * Fixed an issue where PLAYERAT and PLAYERATANY were case sensitive, and thus if you wrote Tile or Tile or similar instead of TILE, it would just silently ignore that condition. ** Now it automatically does a case-insensitive check, which makes Tile or similar work just fine. ** Additionally, if it finds something it really just doesn't recognize, like Tole instead, it now will actually pop up an error to let the level designer know about the typo! |
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I'm glad that case-sensitivity is being addressed, but this issue's problem regarded strange behavior with "InvisibleBorderedLiftsOff" which cannot be seen nor edited in the new version. (Where Test 1P is okay but true in-game is not.) Since we have no way to "clean these up" I've deleted the script that removes the wall above the door and placed a secret passage on that wall instead. It looks strange to walk across the high wall to get in, but at least now you *can* get in. :) |
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The InvisibleBorderedLiftsOff would be a bit tricky to bring back, but I think that 0010281 solves this, no? |
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Definitely! I updated it and it's perfect! :) Just a designer-note: I saw that I could have a ceiling tile above that, also with a secret passage ceiling, but thought better of it because (a) it would be inconsistent with all the other houses and (b) it would make you have to look at the outside door to know where to walk south, on your way out. :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 10, 2012 7:59 pm | GameMaker24 | New Issue | |
Nov 10, 2012 7:59 pm | GameMaker24 | Status | new => assigned |
Nov 10, 2012 7:59 pm | GameMaker24 | Assigned To | => Chris_McElligottPark |
Nov 10, 2012 8:09 pm | GameMaker24 | Note Added: 0028933 | |
Nov 21, 2012 8:09 pm | Chris_McElligottPark | Note Added: 0029037 | |
Nov 21, 2012 8:09 pm | Chris_McElligottPark | Status | assigned => feedback |
Nov 23, 2012 2:32 pm | GameMaker24 | Note Added: 0029046 | |
Nov 23, 2012 2:32 pm | GameMaker24 | Status | feedback => assigned |
Dec 16, 2012 12:11 pm | GameMaker24 | Note Added: 0029133 | |
Dec 16, 2012 12:20 pm | GameMaker24 | Note Added: 0029134 | |
Dec 16, 2012 12:40 pm | GameMaker24 | Note Added: 0029136 | |
Jan 4, 2013 6:20 pm | Chris_McElligottPark | Note Added: 0029550 | |
Jan 4, 2013 6:20 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 4, 2013 6:20 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 5, 2013 10:54 pm | GameMaker24 | Note Added: 0029603 | |
Jan 7, 2013 12:53 pm | Chris_McElligottPark | Note Added: 0029673 | |
Jan 12, 2013 9:51 pm | GameMaker24 | Note Added: 0029785 |