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running through explosions

Posted: Wed Aug 24, 2005 1:45 pm
by Martijn
Previously, letting a bomb fall on another bomb just below and then going through a corridor of bombs was possible. But now it seems that this is not possible anymore. The RnD engine has become more like the Emerald Mine engine. But some levels are not solvable anymore...

OK it's not really a bug, but it fits best here, I think. Was this behaviour intended or is it coincidence?

Posted: Wed Aug 24, 2005 5:53 pm
by Holger
> But some levels are not solvable anymore...

It would be nice if you could name some of these levels... :-)

> Was this behaviour intended or is it coincidence?

I cannot remember any such (intended) engine change. As said, some examples would be very useful...

Posted: Wed Aug 24, 2005 5:58 pm
by Holger
> [...] going through a corridor of bombs was possible. But now it seems
> that this is not possible anymore.

I've just tested this and it is still possible.

You could also use the "level sketch" feature for an example of a level snippet that was possible to master with 3.1.0 and which is impossible now.

Of course, I would still be interested in every level that you found to be unsolvable with 3.1.1 due to the different behaviour that you noticed.

Posted: Wed Aug 24, 2005 7:32 pm
by Martijn






Before, I can remember, it was possible to go right and then quickly down. Now, you are grilled by the fire.

This is not about a corridor of bombs, but it's about the same: escaping alive from an explosion which even covers you. This is something which is not possible with the EM engine but it WAS always with the RnD engine.

Uhm, those levels I was talking about, were actually my own levels. But I'm sure they were possible first!

Posted: Wed Aug 24, 2005 8:15 pm
by Holger
Thanks for the sketch, now I know what you mean.

Yes, I changed this as the old behaviour was really a bug (not only escaping from explosions, but in fact moving more than one step inside an explosion and then leaving it -- that was always a bit strange).

I tested a few hundred levels with solution tapes against the new behaviour and got no problem, so it seems that most levels do not depend on this. Unfortunately I had no levels with tapes from you that seem to depend on this bug, so I couldn't take it into account.

BTW: Another (well known) bug that is not yet fixed is the fact that the player can move down with bombs on his head and then ignite the bombs by stopping for a few frames, and then continue moving down without being harmed. This is something that I wanted to fix for a long time. (And yes, this one will probably get a compatibility switch, as it was "misused" by intention here and there...)

Posted: Thu Aug 25, 2005 2:29 pm
by Martijn
OK but I was talking about a levelset which has not been finished yet. I also used the last 'bug' you mention as a trick, so I have to change this as well.

Posted: Fri Aug 26, 2005 3:22 pm
by Zomis
Martijn wrote:OK but I was talking about a levelset which has not been finished yet. I also used the last 'bug' you mention as a trick, so I have to change this as well.
You don't have to change your levels for the upcoming-fixing of that second bug, as Holger said he will make a compatibility switch (probably making a checkbox in the options for bombs or so..), where the old levels will use the old behavior as default.

Posted: Fri Aug 26, 2005 3:53 pm
by Martijn
oooh I'm sorry.. I read it very quickly.. :oops: