PQ Hardness error on open sea
Pilgrim's Quest
November 10th 2002, 07:36 AM

Donj


Oh man, I was sailing happily along, almost to the One Tree Isle (I think) and on the locked screen where there are three Octopi after me, I somehow got outside the hardness area and for the life of me cannot get back. Guess I'll go back to another saved game, but has anyone else found this?
also--Should I be able to edit the hardness on this tile? I went in to edit it and I was able to add hardness, but not soften it. (question from non-programmer but one-time author hopeful)
also--Should I be able to edit the hardness on this tile? I went in to edit it and I was able to add hardness, but not soften it. (question from non-programmer but one-time author hopeful)
: Oh man, I was sailing happily along, almost to the One Tree Isle (I think) and on the locked screen where there are three Octopi after me, I somehow got outside the hardness area and for the life of me cannot get back. Guess I'll go back to another saved game, but has anyone else found this?
Chances are it's not a hardness bug, but a screenlock bug. This one's built right into the game, there's not much authors can do about it.
Chances are it's not a hardness bug, but a screenlock bug. This one's built right into the game, there's not much authors can do about it.
This is the screenlock bug... as you have bits of land with hardness at the edges, if that screen is screenlocked you can move over the hardness at the edges which is what I think has happened here.
: This is the screenlock bug... as you have bits of land with hardness at the edges, if that screen is screenlocked you can move over the hardness at the edges which is what I think has happened here.
I was just trying to create a workaround for this bug, it failed. I'd work on more but I don't like screenlock much anyway. But here's the idea if anyone wants to try it. Create 2 pixel thick hard sprites on the edges of the screen (one pixel isn't enough) at the same time as screen lock is turned on. (I'd spawn a script to do all this) Then attach scripts to the sprites that "push" dink away from the edge if he gets stuck in the hardness (such as when first entering a locked screen) lastly you need some way find and remove the sprites. I did that by giving them a made up brain number, but you might want to try soemthing else in case that was why it failed...
I was just trying to create a workaround for this bug, it failed. I'd work on more but I don't like screenlock much anyway. But here's the idea if anyone wants to try it. Create 2 pixel thick hard sprites on the edges of the screen (one pixel isn't enough) at the same time as screen lock is turned on. (I'd spawn a script to do all this) Then attach scripts to the sprites that "push" dink away from the edge if he gets stuck in the hardness (such as when first entering a locked screen) lastly you need some way find and remove the sprites. I did that by giving them a made up brain number, but you might want to try soemthing else in case that was why it failed...
I think the screenlock should be used very sparely in the game: on a place where all screen edges are free from any hardness - open spaces.
In rooms, caves, etc. there is a logical move: use a locking sprites instead (rocks, grates, etc.) that don't let Dink touch screen edges and disappear when the monster dies - no screenlock is needed at all, so no bug.
In rooms, caves, etc. there is a logical move: use a locking sprites instead (rocks, grates, etc.) that don't let Dink touch screen edges and disappear when the monster dies - no screenlock is needed at all, so no bug.
: I think the screenlock should be used very sparely in the game: on a place where all screen edges are free from any hardness - open spaces.
: In rooms, caves, etc. there is a logical move: use a locking sprites instead (rocks, grates, etc.) that don't let Dink touch screen edges and disappear when the monster dies - no screenlock is needed at all, so no bug.
That's basically what I was trying to do, but as a stand alone script you could easily call from anywhere. It did turn on screen lock too, mostly redundant, but it does put the message on the sides of the screen.
: In rooms, caves, etc. there is a logical move: use a locking sprites instead (rocks, grates, etc.) that don't let Dink touch screen edges and disappear when the monster dies - no screenlock is needed at all, so no bug.
That's basically what I was trying to do, but as a stand alone script you could easily call from anywhere. It did turn on screen lock too, mostly redundant, but it does put the message on the sides of the screen.