Gleeoks neck is using the wrong tiles, it's using the tiles from his backside.
Gleeok bug
What's wrong with my neck? hehe...
I didn't notice anything with old/new tiles. There should be one for fire and one for normal gleeok. The fire having the spikes on the side. Are you talking about the new new default classic tiles recently introduced?
Oh, this seems to be happening with the Fire Gleeok again. How the hell could they reproduce this bug?😡
EDIT: I found your problem. The developers put the Fire Gleeok Neck tiles in the wrong spots in the new default set!
no I am using my own tileset, and it happens
Well now, last time I tested NewGen254, the Fire Gleeok neck was just fine. But when I tested LOZ-Generation, I saw that the neck was just a bunch of text.
O_o Is this with New Enemy Tiles enabled? Send the quest so we can look at it.
Putting a 4 headed fire Gleeok in the quest I'm working on in 478 works fine.
Pokegamer1989 wrote:Well now, last time I tested NewGen254, the Fire Gleeok neck was just fine. But when I tested LOZ-Generation, I saw that the neck was just a bunch of text.
Pokegamer1989 wrote:Oh, this seems to be happening with the Fire Gleeok again. How the hell could they reproduce this bug?😡
EDIT: I found your problem. The developers put the Fire Gleeok Neck tiles in the wrong spots in the new default set!
Freedom wrote:Putting a 4 headed fire Gleeok in the quest I'm working on in 478 works fine.
What tileset are you using, Freedom? I'm using the new default set for my new test quest, LOZ-Generation, and I saw text instead of spiky neck tiles.
Pokegamer1989 wrote:What tileset are you using, Freedom? I'm using the new default set for my new test quest, LOZ-Generation, and I saw text instead of spiky neck tiles.
Mine
Here's why the fire gleeok neck is a glitchy mess of text in new quests that use the new default set:


In the new default set, the fire gleeok neck tiles were moved to the left of the normal gleeok tiles. Apparently, the text for the normal gleeok graphic details were placed in the spots where the fire gleeok neck tiles used to be in the 2.10 classic set.
how do you change the location of Gleeok's neck & head tiles so you can
make more / move them, and have them come up right?
when I tried to move his tiles to another page, the body used the new location
but the heads & neck used the old, and I can't find a way to relocate them.
where is the tile location reference?
shadowfall1976 wrote:how do you change the location of Gleeok's neck & head tiles so you can
make more / move them, and have them come up right?when I tried to move his tiles to another page, the body used the new location
but the heads & neck used the old, and I can't find a way to relocate them.
where is the tile location reference?
Press C to Copy the tiles, then V to paste the tiles where you want to place them. Simple as that. Plus, according to the images seen above, the Fire Gleeok Neck tiles should go directly under the normal Gleeok neck tiles. Both of their bodies start at the very bottom row of page 26. along with the Normal Gleeok Neck. The normal Gleeok head tiles are all on Page 27, along with all the fire gleeok neck tiles, and the Fire Gleeok head tiles are on Page 28.
He's asking how he can change where the program looks for the tiles, so that he can, for example, "make more / move them"
Pokegamer,
It looks to me like Shadowfall is wanting to have Gleeok tiles in a spot other than it's default location on the tilesheet.
I'm not sure you can do that yet.
Freedom wrote:Pokegamer,
It looks to me like Shadowfall is wanting to have Gleeok tiles in a spot other than it's default location on the tilesheet.
I'm not sure you can do that yet.
Actually, if the gleeok tiles are not in their default spots, you can always define new sprites for them in the enemy editor.
Pokegamer1989 wrote:Actually, if the gleeok tiles are not in their default spots, you can always define new sprites for them in the enemy editor.
And you've tested that and you know it works?
I couldn't get splitting darknuts to work, so I figured most or all others weren't done yet either.
Freedom wrote:And you've tested that and you know it works?
I couldn't get splitting darknuts to work, so I figured most or all others weren't done yet either.
I've tried it with other enemies before, and it worked.
I copied all the tiles to a lower tile page, I recolored all the new tiles in 256
the old still used regular 4-bit color, I set up the new recolored 8-bit Gleeok
in the editor, but when I used ZC it still used the old 4-bit neck tiles from the
original tile page location. I see no way to change that.
Freedom wrote:And you've tested that and you know it works?
I couldn't get splitting darknuts to work, so I figured most or all others weren't done yet either.
Actually Freedom this works quite well with all enemy types. (Exept this one) Can we get it fixed? I created like 20 different Gleeoks with different tiles... plz.
The coolest part: Saving space on the tiles pages!!! ie. any enemy that uses 3 rows of animation(but with repitition) can be changed to 4 dir 4 frame, thus allowing you to delete the other 2 rows.
Gleeok wrote:Actually Freedom this works quite well with all enemy types. (Exept this one) Can we get it fixed? I created like 20 different Gleeoks with different tiles... plz.The coolest part: Saving space on the tiles pages!!! ie. any enemy that uses 3 rows of animation(but with repitition) can be changed to 4 dir 4 frame, thus allowing you to delete the other 2 rows.
Sometimes that third row isn't the same as the first two and other times even the second row is different, gotta be careful. 😉
Like the Goriya 3rd row is a pose of him throwing the rang.
I've only created 5 enemies with it, just to see how it worked and if it worked, otherwise I've been just testing to see if the default enemies are all working.
What!? Why are the heads using different tiles, and the neck is fine?!? :scared:
Gleeok
misc1: number of heads
misc2: HP of one head
misc3: if 1, heads breathe fire. Also offsets tiles?!
misc4: tile offset of heads?
I think were all a bit confused. Questions:
misc2) if you change this, do you also have to change page1 HP?
misc3) ?!
misc4) the body and head came out fine but the heads were the wrong tiles, and the wrong cset. I have alternate gleeok sprites start at like page 160. It should use those right?
-Note: I do have it set up correctly for lv1 gleeok.
Shadowsfall: How did you get the heads to display the correct sprites? In mine the neck tiles are fine but the heads are broken. O_o
I don't know, they just work....??
now the necks work, when they didn't before, and I was able to replicate my
Gleeoks on other pages and have them work, but I still don't know how to make
them use other tile locations for necks / heads outside of their default locations
within so many tiles of the body, whether you copy/ paste them to new
locations, they still use the I guess hard coded #'s away from the body, no
matter where they are. because changing Misc #'s does nothing.
If New Enemy Tiles is turned on, Gleeoks use tiles starting at the Gleeok tile + 8 for the neck. If misc3 is non-0, the Gleeok tile + 16 is used instead.
If New Enemy Tiles is turned off, a complete random tile is used for the neck.
Does the above sound like a correct description of current behavior?
If you read this thread right here, the Fire Gleeok Neck Glitch still occurs in Build 528. The image in that thread explains why.
Yes, but that is not the only problem with Gleeoks.
I'm thinking of making extensive changes to the Gleeok to provide for the ability to specify the neck/head tiles, but first I want to confirm that I understand how the Gleeok works currently.
I'm actually in the process of doing that now. Do you want me to continue my efforts or would you like to take the reins?
Not at all, if you've already started, go ahead.
Well, the rewrite is finished. The Gleeok should be more customizable now in terms of where the tiles are and how they are laid out. In addition, now you can specify neck length! 😃