As for the second one, it looks like what I described. We'd need to redesign our collision system, which is something that will need to be done in the future if we want to support entities bigger than 1 tile.
What you describe may not strictly be a bug. We do collision per-tile, so if an enemy is placed on a tile in a sub-optimal way, the player might be able to pass through their sprite. A video would help.
As for video quality, what you posted was fine. But it looked like your movement was sped up in parts. So I'm not sure if the was the engine frame skipping (based on the FPS reading) or an issue with the recording itself.
Ok, it happened to me once on one of the coffins. Don't think it's a frame rate problem (I was at a rock solid 60 FPS).
It looks like it's a bug with enemy spawning. I changed the enemy spawner near some of the coffins to spawn 500 enemies. All the "pit/short wall" collision tiles were cleared in the spawner area. I'll start working on a fix.
I was talking about the "Move hero using mouse" option. Shift will restrict movement when that option is enabled, but mouse movement is the opposite of what you want. I simply mentioned it because I was proposing the idea of using the Shift key to restrict movement when *not* using mouse movement.
Sorry, but the only current way to change the player's heading without a mouse is by moving. We use the Shift key to hold the player in place when attacking while mouse move is enabled, so maybe Shift should lock the player's movement when not using a mouse.
But I don't understand how the aim isn't in the desired direction. The power should target in their direct line of sight. Is there a specific power you're noticing this with?
You can uncheck the "Mouse Aim" setting, which is located in the Input tab of the Configuration menu. This will cause the player to attack in whichever direction they are facing.
The property you're looking for is post_power. The level 1 Burn power in the Empyrean Campaign has the id 137, so all you need to do is add this to the fireball power:
post_power=137
This will trigger the Burn power whenever the fireball hits an enemy. If you also want it to trigger when it hits a wall, add:
Did you update to 1.12rc2 (https://github.com/flareteam/flare-game/releases/tag/v1.12rc2)? The engine regression that caused that should have been resolved.
We don't have a Discord server, only IRC.
I fixed the first collision bug: https://github.com/flareteam/flare-engine/commit/100cacec8bf58ab5b8b7ae1...
As for the second one, it looks like what I described. We'd need to redesign our collision system, which is something that will need to be done in the future if we want to support entities bigger than 1 tile.
What you describe may not strictly be a bug. We do collision per-tile, so if an enemy is placed on a tile in a sub-optimal way, the player might be able to pass through their sprite. A video would help.
As for video quality, what you posted was fine. But it looked like your movement was sped up in parts. So I'm not sure if the was the engine frame skipping (based on the FPS reading) or an issue with the recording itself.
Ok, it happened to me once on one of the coffins. Don't think it's a frame rate problem (I was at a rock solid 60 FPS).
It looks like it's a bug with enemy spawning. I changed the enemy spawner near some of the coffins to spawn 500 enemies. All the "pit/short wall" collision tiles were cleared in the spawner area. I'll start working on a fix.
Looking at the video, perhaps it's a framerate issue? Can you see if it happens when lowering the "Frame Limit" in the Video options to 30?
I was talking about the "Move hero using mouse" option. Shift will restrict movement when that option is enabled, but mouse movement is the opposite of what you want. I simply mentioned it because I was proposing the idea of using the Shift key to restrict movement when *not* using mouse movement.
Sorry, but the only current way to change the player's heading without a mouse is by moving. We use the Shift key to hold the player in place when attacking while mouse move is enabled, so maybe Shift should lock the player's movement when not using a mouse.
But I don't understand how the aim isn't in the desired direction. The power should target in their direct line of sight. Is there a specific power you're noticing this with?
You can uncheck the "Mouse Aim" setting, which is located in the Input tab of the Configuration menu. This will cause the player to attack in whichever direction they are facing.
The property you're looking for is post_power. The level 1 Burn power in the Empyrean Campaign has the id 137, so all you need to do is add this to the fireball power:
post_power=137
This will trigger the Burn power whenever the fireball hits an enemy. If you also want it to trigger when it hits a wall, add:
wall_power=137
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