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Using Animation on High-Numbered Tiles has Weird Effects [550]

5 replies · 1,158 views · Started 26 August 2007

Normally, only tiles with numbers up to #65519 are accessible, but if one uses animation on a high-numbered tile, one can include tiles #65520-65535 in the animation, even though they cannot be edited. If the number of animation frames is selected so that the tile would reference tile #65536, it instead wraps around to the beginning of the tile list and cycles through every single tile.

Perhaps a cap on A. Frames should be placed so an animation can't be long enough to access the "inaccessible tiles"? Here's a snippet of pseudocode that I think, if applied as a check for every combo, might solve the problem.

if (tileNumber + tile.aFrames) > tileList.size, then tile.aFrames = (tileList.size - tileNumber)

This bug was NOT fixed and is still present in build 557. I don't know how to move topics; otherwise I would do that.

Yes, thank you for telling me that. I didn't mean to cause all the confusion I did. 😊 However, this bug still does exist in Build 559, ironically enough. To see what I mean, copy a tile to the very last available tile space on page 251. Then, make a combo using that tile with 18 A. Frames. It won't work as it should. However, if you set it to 17, it works perfectly.