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Offline TheouAegis

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I downloaded Stake and I see what you're saying, but your own post alone should have tipped you off that something was wrong. The reason Stake is set up in a 32x32 fashion is because CV1 stages were comprised of copy-and-paste 32x32 sections. By all means, go ahead and do that yourself, but the block tiles must always be aligned properly or else the game, not just my engine, will glitch. The fact of the matter remains you're still designing the room wrong if a block isn't placed at (0,0) or (16,16) in the TSA. A graphical glitch while running the game means your room is bugged, plain and simple.

I get what you're saying about making it more flexible and one of these days I might do that, but it doesn't change the fact:
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This arrangement is a valid NES block arrangement in all CV games
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This is not a valid arrangement. Period.

Even Rondo Of Blood holds to this rule of level design.
« Last Edit: June 10, 2011, 06:49:37 PM by TheouAegis »
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Offline Inccubus

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Then everything is agreed, then.
How's the new version of the engine coming, BTW?
Smoothly, I hope.
"Stuff and things."

Offline TheouAegis

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Slow and steady wins the race! .... I didn't take antibiotics today so I might be able to stay up later working on it. I passed out last night 5 minutes after booting up GM, then had to wake up for work.
Your mom has had more floppies put in her than a Commodore 64!


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Offline Aridale

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lol dont ya hate that. It sux gettin rdy to do somethin only to wake up an hour later and realize youve dozed off and not accomplished shit lol

Offline Inccubus

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LOL Yeah, that's a pain in the ass. ^___^
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Offline X

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I didn't take antibiotics today so I might be able to stay up later working on it. I passed out last night 5 minutes after booting up GM, then had to wake up for work.

Personally I'd avoid antibiotics since they just as much damage to your body as they would to your current affliction.
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Offline TheouAegis

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I had a bad cavity, was on the antibiotics to keep the infection from worsening. Was just a 1 week prescription, which I didn't even finish because they wanted me to take it even while I was asleep.

These damn bats are pissing me off!
I have the normal bat timeline done, from when the bat flies in from off-screen, but the timeline for the sleeping bat has no cycle I can find! I used ReVamp to put a bat near the door of the first stage then I recorded Trevor waking the bat up and running the whole length of the stage chasing after the bat (the bat's a tad faster than Trevor). I so far have 364 frames of movement recorded. I plotted the bat's movement as I had written it down in Excel and discerned that indeed I was seemingly plotting the movement correctly: The sleeping bat has a cyclical movement of 101 frames, meaning every 101 frames it will be at the very same height on what should be more or less the same path, meaning if it is moving up at point A it will also be moving up 101 frames later at point B. But the bloody increments aren't the same!At point A he might have a vertical speed of 1/2 but at point B he'll have a vertical speed of 2/3. I've already plotted 3 cycles and haven't seen a pattern! .... I know logically that doesn't sound right, and to be honest I only compared a couple coordinates against the cycle. I mean, logically if there's a cycle then there's a pattern, right? Something's wrong. :(
« Last Edit: June 12, 2011, 08:58:33 PM by TheouAegis »
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Offline TheouAegis

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Finally figured out what caused you to throw multiple relics. Now I have to go clean up all the extra conditionals I added. You weren't throwing multiple relics, you were actually throwing the same one twice. I noticed this when throwing the Axe because when the second one would appear, the first one would disappear. Was a two-part bug I finally got fixed. Still have a couple gamebreakers I'm working out before next patch. Sorry.
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Offline Inccubus

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Awesome. I'm sure it was a hassle tracking that one down and squashing it. By all means take your time getting the bugs out before the next release. I'm sure no one will mind it as this engine is a godsend for most of us fangame designers that haven't had time to actually make a really good engine. Thanks for all the effort you've put into this! ^___^

Edit: Not sure if I mentioned this before, but when I throw a tire iron and walk the opposite direction it dies when it reaches the edge of the view instead of changing direction. Also, it's supposed to reverse the animation when it changes direction.
« Last Edit: June 15, 2011, 11:50:13 PM by Inccubus »
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Offline TheouAegis

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It didn't change animation when it reversed when I looked at it. I'll look at it again.

Edit: Don't let the cops catch you throwing tire irons.
« Last Edit: June 20, 2011, 09:17:31 PM by TheouAegis »
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Offline Inccubus

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Don't worry, I have special dispensation to use Tire Irons for testing purposes! ^__^

I should probably have mentioned that I was looking at the CV1 tire iron, not the CV3 one.

BTW, just something for your consideration. After you've finished making this a perfect clone of CV3 how about programming in all the sub-weapons & whip forms from CV2 as well? I'm sure those wanting to do a CV2 based game would greatly appreciate that stuff already being integrated.
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Offline X

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Quote
BTW, just something for your consideration. After you've finished making this a perfect clone of CV3 how about programming in all the sub-weapons & whip forms from CV2 as well? I'm sure those wanting to do a CV2 based game would greatly appreciate that stuff already being integrated.

The Holy water from CV2 isn't all that different from it's CV1/CV3 counterpart. It just doesn't have the fireball graphics and is weak as hell. The dagger is pretty much the same deal but there are three of them with one being more stronger then the last. That and the flashy graphics of course  :) But doing things like the rebound diamond and the fire pillar will take some time to do no-doubt. I'd like to see these too.
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Offline Aridale

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The diamond bounce is easy. It just moves in the opposite direction of how it hit

Offline Inccubus

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The CV2 versions of CV1/3 sub-weapons should be a snap to make from the existing sub-weapons with little effort, I think.
Knife --> Nerfed Knife, Silver Knife, Golden Knife, & Stake.
Holy Water --> Nerfed Holy Water, Holy Flame, & Garlic. (Note, I'd just turn the garlic into Bibuti anyway.)
Holy Cross --> Rebound Jewel
Stop Watch --> Invincibility Laurel & Healing Herb (X68K)

Hell, all the code for all the sub-weapon effects could be in the parent object and just a single variable could be used as a switch.
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Offline Mega Man Model T 101

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Hey TheouAegis, is it possible to use this engine with sprites like this?

Just wondering if the size difference an animation lengths and such would make it an issue.
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