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Various Freeform Combo issues

7 replies · 1,875 views · Started 09 October 2006

Most recent beta, 2.14.

I've got to hand it to the developers on this. Absolutely amazing stuff in the new betas. It's a blast to work with. The possibilities for custom bosses in particular are now mind-boggling. In toying around with freeform combos, I ran into some issues that may be bugs.

(1) Timing Issues using multiple combos

There is a timing issue regarding Linked Freeform combos. I have four Freeform combos that are supposed to move around the room as a single 2x2 character. The upper left Freeform combo ("A"😉 changes directions as it hits other freeform combos and makes a loop around the screen. The shape of the loop is a triangle; A moves X-1,Y+1, then X+1, then X-1,Y-1. The other three freeform combos are linked to A.

The problem occurs at the first change in direction, from X-1, Y+1 to X+1. Combo A moves as it should; if it didn't, it would not line up with the next freeform combo. But all other freeform combos making up the 2x2 character end up shifted up and right by one pixel; almost as though A arrived at the next freeform combo one tic earlier than the rest, and they linked along without making the entire journey. This problem repeats at each subsequent change in direction. Because it's a loop, the problem cancels out by the time the 2x2 character gets back to the start, but then repeats on the next loop.

A is freeform combo 1, the others are freeform combos 2,3, and 4.

(2) Color

This may be my lack of understanding regarding freeform combos, but I can't get them to display as any CSET other than 1. I've got the combo set to display using only CSET 5, but it does not appear that way in the editor or while playing; it uses CSET 1 instead.

(3) Statute Combos

Freeform combos set to "statute" type don't shoot fireballs when the "statutes shoot fire" flag is checked.

C-Dawg wrote:Most recent beta, 2.14.

I've got to hand it to the developers on this. Absolutely amazing stuff in the new betas. It's a blast to work with. The possibilities for custom bosses in particular are now mind-boggling. In toying around with freeform combos, I ran into some issues that may be bugs.

(1) Timing Issues using multiple combos

There is a timing issue regarding Linked Freeform combos. I have four Freeform combos that are supposed to move around the room as a single 2x2 character. The upper left Freeform combo ("A"😉 changes directions as it hits other freeform combos and makes a loop around the screen. The shape of the loop is a triangle; A moves X-1,Y+1, then X+1, then X-1,Y-1. The other three freeform combos are linked to A.

The problem occurs at the first change in direction, from X-1, Y+1 to X+1. Combo A moves as it should; if it didn't, it would not line up with the next freeform combo. But all other freeform combos making up the 2x2 character end up shifted up and right by one pixel; almost as though A arrived at the next freeform combo one tic earlier than the rest, and they linked along without making the entire journey. This problem repeats at each subsequent change in direction. Because it's a loop, the problem cancels out by the time the 2x2 character gets back to the start, but then repeats on the next loop.

A is freeform combo 1, the others are freeform combos 2,3, and 4.

So, what, your problem is that Linked FFCs can sometimes get out-of-synch with the Linker by one frame?

(2) Color

This may be my lack of understanding regarding freeform combos, but I can't get them to display as any CSET other than 1. I've got the combo set to display using only CSET 5, but it does not appear that way in the editor or while playing; it uses CSET 1 instead.

Maybe the FFCs are inheriting the Cset of the ChangerFFCs that it runs over? (I'm still a bit fuzzy with regards to the nature of Changers.)

(3) Statute Combos

Freeform combos set to "statute" type don't shoot fireballs when the "statutes shoot fire" flag is checked.

That doesn't seem to be possible at the moment. It seems that the "Statues shoot fire" rule simply places a Fireball Shooter enemy at the location of the statues when the screen loads.

Also, you should have probably made ONE BUG PER THREAD!

_L_ wrote:So, what, your problem is that Linked FFCs can sometimes get out-of-synch with the Linker by one frame?

Yes. Where the linked tiles are supposed to represent a single 2x2 entity, having them slip out of synch looks really bad. And the problem compounds with each changer FFC the freeform combos move through.

_L_ wrote:Maybe the FFCs are inheriting the Cset of the ChangerFFCs that it runs over? (I'm still a bit fuzzy with regards to the nature of Changers.)

Unlikely. The freeform combos start out as CSET 1, not CSET 5, even though the combos are set up to use CSET 5. They do this before even hitting a changer FFC. It is almost as though FFC's totally ignore the CSET offset you've attached to a combo.

_L_ wrote:That doesn't seem to be possible at the moment. It seems that the "Statues shoot fire" rule simply places a Fireball Shooter enemy at the location of the statues when the screen loads..

Shame, then. I assume you can't combo animate to a statue combo either, then?

_L_ wrote:Also, you should have probably made ONE BUG PER THREAD!

Thanks, mom. Won't happen again.

Update

C-Dawg wrote:"Various Freeform Combo issues" (linked FFCS follow their linker off by one tic) - Still a bug
Again, this one doesn't bother me because I just use an invisible mover and attach my moving FFCs to that instead. No other people seem to be complaining.

This still happens too. If you have a ffc move across the screen and hit a changer to reverse direction while a third ffc is linked to the first, the linked ffc will lag by one pixel after the first ffc hits the changer.