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Author Topic: BoundWorlds Update: A Puzzling Dream  (Read 60944 times)

Kamani

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Re: BoundWorlds Update: A Puzzling Dream
« Reply #1305 on: December 06, 2018, 04:51:16 pm »

I can get the image scale to work by array (just needs two numbers and a comma between them), just not velocity.
I’ll give it a try. Thanks. I’m trying to modify the speed of every object.

That shouldn’t matter I think, but thanks for the warning.

Makes sense. Actually, since I should really be finishing the desert dungeon instead. I can wait on doing this anyway.

Edit: Spent twenty minutes trying to fix a glitch before remembering that you had already told me how to fix it (the Sculptor lock up glitch from before), and fixed another glitch that could break everything if blue was active on death. Woops. Beyond that, coming along.

Edit: Having a problem with BoundWorlds crashing again. The one on room transfer. Had this a few days ago, but apparently, I forgot to mention it?

Additionally, having an issue. When I beat the miniboss and move back to Droom1, I instantly die. I think I know why (Droom1 is still on red tiles, so even though it immediately switches to blue, I think the player falls through anyway (I know they player dies by falling, since they switch to fall art before dying)), but I don't know how to fix it without overcomplicated workarounds. Any ideas on how I can fix this?
« Last Edit: December 09, 2018, 02:31:26 am by Kamani »
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IndigoFenix

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Re: BoundWorlds Update: A Puzzling Dream
« Reply #1306 on: December 09, 2018, 04:53:05 am »

Hmm... You can try using _update_before to run the tile update. This should ensure that the tiles are updated before the collisions are handled.

Kamani

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Re: BoundWorlds Update: A Puzzling Dream
« Reply #1307 on: December 09, 2018, 04:53:39 am »

Okay. I値l give that a shot. Thanks.
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IndigoFenix

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Re: BoundWorlds Update: A Puzzling Dream
« Reply #1308 on: December 10, 2018, 04:04:04 pm »

Been working on another major rendering optimization that should help further improve framerates.  Unfortunately it's forcing me to basically change every drawing function at once, so I've got to that version of the code kind of stored separately while I work on simpler stuff.

I fixed the issue that was causing the crashes.

Putting the change event in _update_before does fix the issue.  To make it less of a hassle, you could copy and paste the _update function, rename it, and then call it as a function in the _update_before function.  There should really be a way of copying multiple events at once, though.

I played through the desert trial, such as it is.  Looking nice so far!  A few small suggestions to make it nicer (though you're probably planning on some of them anyway):

Preloading the boss rooms will make their music start more consistently.

The hourglasses could make the sandstorm fade in, then use a flash to conceal the tile swap.  Kind of like what happens when you find the secret area, but faster.

The secret room needs to be connected to the right gate - it tries to return you to the old rooms.

Come to think of it, I don't even know how you do that "sinking into the sand" effect.  Gonna have to check out how that works.  The way the last statue crumbles is pretty cool, maybe the others should do the same?

Would be nice if the dragon had some animations, like flying or opening its mouth to breathe fire.

Other than that, it's pretty nice!  I've added some more layers to the NPC generator on Open Game Art so that's there if you want to use it for making new human or humanoid characters.

Kamani

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Re: BoundWorlds Update: A Puzzling Dream
« Reply #1309 on: December 10, 2018, 04:13:15 pm »

Makes sense.

Great! Thanks.

Okay. Thanks. I値l do that when I get on.

Thanks!

Will do. Although, since their music doesn稚 immediately start on room entry if I recall, will that still work?

Oh, yeah. I had been planning to make them fade in, but I forgot. The flash sounds like a good idea too. Thanks. I値l definitely add those.

Whoops! Thanks. That was a real silly mistake for me.

Excluding white box and later changes. I値l add it to the others. That should make them look nicer.

Oh, yeah, right. Completely forgot. Thanks, will add.

Thanks for all the tips. This really needs some polish now that I think about it, and these should add it.

Cool! I値l have to use those on my town NPCs.
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IndigoFenix

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Re: BoundWorlds Update: A Puzzling Dream
« Reply #1310 on: December 10, 2018, 05:22:06 pm »

Oh, something else I forgot to mention - you can add shake effects to the room by using _room as the target for a shake event (they work similar to flashes, with intensity timers and such).  There are some places where this would work nicely, like the Sculptor's slam attack, the dragon crashing down, tile swaps, and opening the final path.

Kamani

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Re: BoundWorlds Update: A Puzzling Dream
« Reply #1311 on: December 10, 2018, 06:57:48 pm »

Oh, right, those should look nice. Thanks.
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