
http://www.mediafire.com/imageview.php?quickkey=7fbvj1mli22&thumb=4
1) gels, tribbles are unseen because...well they're small.
2)Link likes fire. link immune to fire! -It seems trails have the same hit box as keese. you can walk around them in circles without getting hit.
For example: in the pic I can walk anwhere on the screen i want and not get hit once by the flames. Up, down, left or right.
Have you tried a different graphic for the fire trail sprite?
1) make it so the enemy appears above the flames.
2) keep each bug in its own thread please 😉
Pokegamer1989 wrote:Have you tried a different graphic for the fire trail sprite?
Well yes. I've tried a pie sprite, an invader zim sprite, and a chocolate easter bunny sprite. 😉
And the first one may or may not be a bug. Traditionally items appear over enemies, so changing this one instance may be considered a new feature.
well in LI there are fire Gel that leave a trail of fire behind, sometimes you could see it and sometimes you couldnt see the gel...
Were they visible above the fire, or poking out from behind it?
...Well i'll leave splitting this thread to _L_'s discretion.
i believe it was visible but it respawned a second time or something and then it was hidden under, but this is in LI build prior to the scripting engine getting a huge overhaul.
This just in: Hit detection for all fire based enemy attacks blows cheese. Not just fire trail.
Link now gets hurt by the fire trail while he is facing south, going down, in build 509 but can't get hurt while he is walking half-tile above or walking in between the fire trail.
Nope, it's all directions. Not just fire trail too. Should be easy to fix though, just expand the collision detection box.
UPDATE.
1) Duplicate bug report, disregard.
2) All new enemy fire based weapons hit detection is weak. For example, flames can easily be avoided by walking halfway through them..uhh...see pic up top.
Enemy fire trail collision boxes are 15 pixel squares, the same as Link fire. This dimension does give Link a corridor to walk between flames (especially noticeable when Z3 movement is turned off). Do you want me to change it to 16 pixel squares? That would make them inconsistent with (non-trail) enemy fire and Link fire.
So your saying that link fire, enemy flame, and fire trail are supposed to be identical in hit detection, right? That's not what i'm seeing...hmm....if this should be the case let me know and i'll test em out again real good like. ;p
Alrighty, I have just retested this again.
-Enemy flame not consistant with link fire.
-Enemy flame 2 ...."ditto"
-Fire trail, well... we already know that one.
I don't know why it's different if they're both 15 squares, link can just walk through the side of the flames no problemo if it's fired by an enemy, but not if it was fired from his inventory.
I have a question about fire trails left behind by Zol 2's: Shouldn't they be blockable with a Magic or a Mirror Shield? During b254 I remember Link could walk towards the fire trail and block it with his Magic/Mirror shield, but not anymore in b550. So, what is the correct behaviour supposed to be?
I've increased the fire trail bounding box by one pixel.
I'm not sure what the shield is suppose to do; I remember the shield occasionally removing fire in LI, but it was very inconsistent and looking at the code I suspect it was more a bug than intended behavior.