supaplex gravity
Moderators: Flumminator, Zomis
supaplex gravity
When you turn on 'initial gravity' or when you use gravity ports, the gravity is turned on. But try this: keep pressing the arrow key up and you can go as high as you want!
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Watch my avatar! That orange little thing is Murphy, the Supaplex star!
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
yeah i noticed this too, i had so the gravity was activated on level start, placed an emerald mines object, then after that the gravity went strange allowing me to keep walking up even when there was nothing to dig/climb, it also let me *climb* up ledges (run up, then while in mid air, walk left onto a ledge)
it was working fine until i tried adding the emerald mines element
it was working fine until i tried adding the emerald mines element
yep, that's what I meant. I'm sorry, next time I'll give a clearer explanation!
Visit my Boulder Dash website at:
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
Still can't reproduce this. Still would like to check a small level that demonstrates this problem.
Are you using the normal R'n'D engine or the new native EM engine from one of the pre-release versions? The EM engine simply does not have gravity, but if I understand it right, this apparently seems not to be the problem here...
Are you using the normal R'n'D engine or the new native EM engine from one of the pre-release versions? The EM engine simply does not have gravity, but if I understand it right, this apparently seems not to be the problem here...
I'm sorry, I made a mistake. It's a bit different from what I thought (it's quite a long time ago) but certainly a bug, though. It was not concerning the initial gravity, but the gravity ports. Watch the tape of this short demonstration level and you know what I mean.
http://www.zomis.net/rnd/download.php?id=332
http://www.zomis.net/rnd/download.php?id=332
Visit my Boulder Dash website at:
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
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- Posts: 184
- Joined: Fri Jun 18, 2004 8:08 pm
- Location: Germany
ooow stupid of me, the initial gravity had been set to 'on'! so of course the first gravity port sets it to "off"
But I'm sure I encountered a bug with the gravity. it could have been in the test version. Let we say, I'll post it here when I come it across again!
this all may sound all very stupid but... yes thanks for understanding !
But I'm sure I encountered a bug with the gravity. it could have been in the test version. Let we say, I'll post it here when I come it across again!
this all may sound all very stupid but... yes thanks for understanding !
Visit my Boulder Dash website at:
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
I now have found the cause: It has nothing to do with Supaplex etc. -- just do the following to reproduce this bug:
- new, empty level from scratch
- set "initial gravity" to "on"
- set "block last field when moving" to "on" for the player
Now just walk up => buggy.
Thanks for bringing this bug to my attention -- I'll see when can be done.
- new, empty level from scratch
- set "initial gravity" to "on"
- set "block last field when moving" to "on" for the player
Now just walk up => buggy.
Thanks for bringing this bug to my attention -- I'll see when can be done.