12-25-2012, 06:42 AM
A few new
BUMPS
this time.....
I found an error with the Mine/Pipe Bomb triggering system. To be more accurate, in the animation system when the player is supposed to press a button and set off a remote bomb. It was the result of the previous animation update involving cut frames and it was the one system not properly updated.
There was a snag with the in-range method in the main engine when it pertained to the player when using pixelmovement. I had to write adaptive code so the system could get the proper coordinates one way or the other.... another bug fixed.
Slightly related, but... not? There was a glitch with the enemy sight system. Only mildly connected to the in-range method, it also needed some additional code to remove the player when the enemy is searching for targets OTHER than the player.
I had an annoying bug. If the enemy was STILL attacking the player when killed.... a residual sprite of the enemy would reappear. EGAD! WHAT? Yeah. I had to take care of that annoyance.
Likewise annoying, if the companions get involved in a fight and a particular event happens, control over the companions was lost. I had to create a reset mechanism for companion commands as it were.
And finally, respawned enemies may LOOK like they're attacking... but they were not. No HP, no valid status effects.... Something I had to fix... and fix for Christmas.
BUMPS
this time.....
I found an error with the Mine/Pipe Bomb triggering system. To be more accurate, in the animation system when the player is supposed to press a button and set off a remote bomb. It was the result of the previous animation update involving cut frames and it was the one system not properly updated.
There was a snag with the in-range method in the main engine when it pertained to the player when using pixelmovement. I had to write adaptive code so the system could get the proper coordinates one way or the other.... another bug fixed.
Slightly related, but... not? There was a glitch with the enemy sight system. Only mildly connected to the in-range method, it also needed some additional code to remove the player when the enemy is searching for targets OTHER than the player.
I had an annoying bug. If the enemy was STILL attacking the player when killed.... a residual sprite of the enemy would reappear. EGAD! WHAT? Yeah. I had to take care of that annoyance.
Likewise annoying, if the companions get involved in a fight and a particular event happens, control over the companions was lost. I had to create a reset mechanism for companion commands as it were.
And finally, respawned enemies may LOOK like they're attacking... but they were not. No HP, no valid status effects.... Something I had to fix... and fix for Christmas.

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