Posted: Wed Nov 07, 2007 9:16 pm
Thanks for your positive answer, Holger!
As you have certainly read, I've modified the genial solution of Zomis so that it works in *almost* all cases I need. But when I think I have finally found THE method, something gets broken somewhere else. And the complexity of the current method makes it difficult to find why something doesn't work. So, I would be very grateful if you can implement one of the solutions above (and even more grateful if you can implement several solutions!)
> Adding a "deadly when hitting player" option (that includes that the CE was
> moving before hitting the player) would be very, very useful, and would
> add to the existing "deadly when" options in an orthogonal manner.
About that first solution, please note that I need to kill the player only when he is hit by a moving element, exactly like the "can smash" option. The option will be useless for me if the player is killed as soon as he is touched by an immobile zeppelin or atom.
Another thing. I suppose that you have already noticed the problem, but I prefer to report it anyway.
When you play a tape and pause it (either with the "pause before end" or manually) and then you start to record from that point, there are often synchronizations problems at the joint and when you replay the final tape, it doesn't replay the things exactly like at record time, and the tape is often broken. I have noticed that, at least with XOR, that problem does not occur when the pause is exactly between two moves of the player (in other words, just before a new cycle of 30 frames.) Maybe delaying the pause until all frames of the current cycle are played is sufficient to solve the problem. Is it possible to test that in a beta? Currently, I have to replay the same levels again and again to test my modifications, and I cannot use the pause+record safely. I'm becoming crazy! Thanks in advance for looking at this problem as well.
As you have certainly read, I've modified the genial solution of Zomis so that it works in *almost* all cases I need. But when I think I have finally found THE method, something gets broken somewhere else. And the complexity of the current method makes it difficult to find why something doesn't work. So, I would be very grateful if you can implement one of the solutions above (and even more grateful if you can implement several solutions!)

> Adding a "deadly when hitting player" option (that includes that the CE was
> moving before hitting the player) would be very, very useful, and would
> add to the existing "deadly when" options in an orthogonal manner.
About that first solution, please note that I need to kill the player only when he is hit by a moving element, exactly like the "can smash" option. The option will be useless for me if the player is killed as soon as he is touched by an immobile zeppelin or atom.
Another thing. I suppose that you have already noticed the problem, but I prefer to report it anyway.
When you play a tape and pause it (either with the "pause before end" or manually) and then you start to record from that point, there are often synchronizations problems at the joint and when you replay the final tape, it doesn't replay the things exactly like at record time, and the tape is often broken. I have noticed that, at least with XOR, that problem does not occur when the pause is exactly between two moves of the player (in other words, just before a new cycle of 30 frames.) Maybe delaying the pause until all frames of the current cycle are played is sufficient to solve the problem. Is it possible to test that in a beta? Currently, I have to replay the same levels again and again to test my modifications, and I cannot use the pause+record safely. I'm becoming crazy! Thanks in advance for looking at this problem as well.