Reply to Re: Warp-bug found and fixed
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That's a different thing. Type 0 sprites aren't really sprites. They are just a way of defining the background, namely as the tiles with the type 0 sprites on top. For performance, the background is drawn during draw_screen. After that, the type 0 sprites are forgotten.
Yeah, I get that. I figured that the reason the engine check isn't able to find the sprite may be that they *aren't* a true sprite, thus enabling this bug. I can verify that the bug does NOT happen with type 1 sprites -- I actually encountered the same bug on my own entry for this very same contest. (and sidestepped it by changing all my type 0 warps to type 1 warps)
This means they cannot have hardness, have a script, do damage, have a warp connected, etc.
That's not true. Type 0 sprites can have hardness and warp properties. (A case in point: most stairs going down in Original Dink)
Type 2 sprites are identical to type 1, except that they aren't drawn to the screen.
Going to contest that too. You can't give a type 2 sprite a script, and if memory serves, you can't "pick up" the sprite via script either, the same as with type 0 sprites... Are you sure they're not essentially the same thing? (since they behave almost exactly the same way...)
Yeah, I get that. I figured that the reason the engine check isn't able to find the sprite may be that they *aren't* a true sprite, thus enabling this bug. I can verify that the bug does NOT happen with type 1 sprites -- I actually encountered the same bug on my own entry for this very same contest. (and sidestepped it by changing all my type 0 warps to type 1 warps)
This means they cannot have hardness, have a script, do damage, have a warp connected, etc.
That's not true. Type 0 sprites can have hardness and warp properties. (A case in point: most stairs going down in Original Dink)
Type 2 sprites are identical to type 1, except that they aren't drawn to the screen.
Going to contest that too. You can't give a type 2 sprite a script, and if memory serves, you can't "pick up" the sprite via script either, the same as with type 0 sprites... Are you sure they're not essentially the same thing? (since they behave almost exactly the same way...)