Some more R'n'D 4.1/MM 3.0 bugs
Posted: Wed Jun 13, 2018 7:16 am
There're some more bugs I can't get rid of or some just doesn't even make any sense at all and all that can get really annoying because of some... cancerous (sorry for that word) compatibility behaviours...
- ".tile_size" attribute needs more work on it because there're some problems that can affect other attributes and freak them out. For example, if I use ".tile_size" for player_1 in Rocks64Heroes.png, this image file will have some issues with using this file for toons, menu buttons, elements' panel icons and any other graphics you could script in graphicsinfo.conf. If you'll try using ".tile_size" for menu.[button] when the current file was already used for in-game elements, this button will be shrank twice (total opposite of ".scale_up_factor:2") and also it will use 128x128 sprite instead of 64x64 (4 tiles at once). Pretty much same thing happens if you'll try taking any toon from the same file and well... with others... Here, I made a little levelset with that:
- I don't even know if it's actually my problem but... for some reason I'm getting some weird graphics appearing in editor in the space for level number in my R'n'D 64 graphics. I found the location of this sprite in the original image file and I checked the conf files, nothing. I really don't understand... But I noticed that these tiles actually moves with level_number when I move it to different coordinates.
- For some reason when I made "Flipped Border" level_info_1 and level_info_2 moved lower for some reason, so I had to move them back. I don't really know what caused that to happen.
- Not really a bug but... I just don't really know how the explosion animation of kettles works. It's like... scrolls through all four kettle's explosion frames first, then plays last 4 default explosion frames, right? Is this gonna be changed in the future updates? (And will there be more animations for MM elements supported?)
- For some reason "graphic_[1-8]" doubles the size of "time_anim" and "health_anim" when I at least implement one of them in graphicsinfo. At least it does that in my R'n'D 64. I... I don't even know...
- For now Mirror Magic has huge problems with everything: Snapshot mode, game.tile_size, animating, Android port, levels going out of boundaries of the screen and many other things.