Here's a strange one.
If you have the spinning tiles in a room that also has block opens shutters, then once the spinning tiles start flying you can't push the block, however if you run in and push the block real fast before they start moving then it will push and the door will open.
I have my spinners set up as follows;
I have several skulls combo cycled together that then cycle to the spinning tile (a skull), and then the tile that is left (like an under combo) cycles to the skull reappearing which then cycles back to the first combo that then leads through the sequence again.
In other words there is some time before the skull (spinning tile) is reached in the sequence and then a bit more time before it restores itself to a skull again from the plate it was setting on, once it has flown.
If you put the spinning tiles in straight, without the combo cycling, they still don't allow the block to be pushed once they have flown.
The bug is as follows:
* The block can only be pushed if there are no enemies in the room.
* Spinning tiles count as enemies.
* Spinning tile combos do not count as enemies.
So, the solution is that, for code relating to Enemies->Secret, Enemies->Shutters and Block->Shutters, a sweep of the room must be made to check for spinning tile combos. Or something.
...bumped so that I or someone else remembers to do this.
This also ended up being a problem when spinning tiles were in a boss room and the boss was killed the item wouldn't show up w/ enemy=item, or I think that's what caused it.
I'll bump it for a Dev to decide.
_L_ wrote:
* Spinning tile combos do not count as enemies.
There's an unforseen problem here, springing from a misunderstand of the nature of spinning tile combos.
What actually happens is: spinning tile combos instantaneously produce spinning tile enemies. Their appearance delay is created by normal combos eventually cycling into spinning tile combos.
And, it isn't feasable to find out in advance whether or not a combo will eventually cycle into a spinning tile combo.
Anyway, this bug is no longer a critical problem because "Spinning Tiles are no longer counted as enemies by the Screen Flags."
I tested and moved to Exterminated bugs, the other instance of this.
Thanks for fixing this, the other is well now. 😉
You know what?
This actually still won't fix this situation, it wasn't a screen flag causing the trouble but a push wait combo block.
People just need to work around it I guess. 😉
Can't idiot-proof the whole world. 😉