I found a bug involving sidescroll screens, enemies, and the Stomp Boots.
If you walk into an enemy (on a screen with "Sideview Gravity" checked) and you have the Stomp Boots, the enemy will be damaged even if you don't jump!
Example: The second screen of this quest.
Sidescroll Enemies Instantly Damaged by Stomp Boots(692)
Fixed!
Sorry, guys, but now stomping on the enemy hurts Link whether he has the Stomp Boots or not! (697)
In other words, you just turned this bug upside down!
My apologies.
Fixed!
Nice try, but it wasn't fixed in build 704 either.
[url=http://freewebs.com/sillycat2/linkbros.qst]See?[\url]
Second screen, same Shy Guy. It pushes Link back, but he doesn't take damage for some reason...
Maybe L hasn't committed this yet?
thats why theres a changelog 😉
This is getting annoying. The change log says it was fixed in build 712, but I tried the quest again in build 718 and it still isn't fixed!
Same quest, same screen, same Shy Guy, and Link still gets knocked backwards!
My continued apologies - I made an off-by-one error in my previous fix. This time I have eliminated the problem.
Good work, _L_. The Stomp Boots seem to work now, if Link's upward jump is unobstructed. But suppose he hits his head on an unwalkable combo or the top of the screen...
The Stomp Boots won't work then. Compare the results of jumping on the Shy Guy when you're on the ground to the results on the bricks. You'll see what I'm talking about.
Hmm... I dunno. I tried it a bunch of times (jumping on enemies while underneath the blocks) and it seemed to work. (You sure you're jumping right on top of the enemies?)
Hmm. I don't really know why the boots work on the ground. But the half-unwalkable combos at the top of the screen seem to be causing the problem. And a Cancel Warp at the top does the same thing. Really weird.
I might have an idea on how to fix this bug.
You know the Zscript variables Link->Jump and Link->Z? Well, how about a line of code that says, "if Link->Jump < 0 AND Link->Z = (enemy's Z)+1 AND (whatever X and Y stuff you do for collision detection), then (the enemy takes damage)". Get what I'm saying?
EDIT: I figured out what the problem is. It's half-walkable combos (like the kind used to make sidescroll screens before 2.5) and Cancel Warps. If Link hits his head on one of those combos, or is stopped by a Cancel Side Warp at the top of the screen, then the Stomp Boots won't work.
With this much info, I think this bug is on its way to being fixed for good.
Okay, done.