Zones Bug
Displaying 1-5 of 5 total.
1
Interference22
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While coding Parallel 7 I realised it's occasionally possible to walk through a zone and NOT set it off, even when its chance has been set to 255. This mainly happened when I used them as a trigger for battle, drawing them in a straight line across the width of a corridor. Bug?
Posted on 2004-07-10 01:31:55
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blues_zodiakos
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Maybe it has something to do with pixel-based movement? For example, maybe there is just the right position that you can walk in that would somehow put you 1 pixel inbetween the checking code for the zones. Are hotspots used to determine whether you are touching a zone or not, or is it character size? Or something else?
Posted on 2004-07-10 23:37:29
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Interference22
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So, we need a bugfix then. I though which zone you were in was determined by where the top left pixel of an entity's hotbox/hotspot was, anyway.
Posted on 2004-07-12 00:13:54
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vecna
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for zone purposes, its the center of the hotspot
Posted on 2004-07-12 01:02:49
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Omni
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There is an inherent compression or lossful truncation of logic involved in having pixel-based movement and yet tile-based zones. Perhaps it would be better if zones were rectangle or pixel-based like the obstructions.
I do believe this was also an issue when several people began making pixel-movement systems in Verge2--in particular, Zaratustra's EZV2 decided to activate zones after you had moved half the tile area into the zone, whereas some activated the zone immediately when you touched it (meaning it'd look like you're just standing 1 pixel on the edge).
Posted on 2004-07-12 01:07:07
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