NED
Well-known member
I was using build 3769 the last stable build with my game system fully working.
By adding a special "pickup" feature with the great help of BB, we figured out I had to change my build to a newer one... This is not the problem here.
I updated the build by knowing some of my perfectly working moves will need extra coding script to work again. Really basic ones... (hop back, forward roll...) because of an imput priority or something like that involving the Special/block button. I don't really know, I have zero experience in coding languages.
BB is helping me to make these regular moves working again, by using extra script to load in game memory.
On my side, I tried to check for every little possible bug in the new build, to be sure I can definitly switch to new build. (Will make things really easier for future persons who will play the game). No major problem.
Until I tried a "debug mode" I created to test obstacles physics and interaction.
Result, I go through obstacles in Z axis.
Seriously, what's wrong with the new builds... I'm just asking.
I can't understand why basic things like that cannot work from a build to another.
I'm on a rush, but I'll continue my searching to be sure I have not make mistakes in my actual code.
These obstacles contain wall/platform code.
Thanks
By adding a special "pickup" feature with the great help of BB, we figured out I had to change my build to a newer one... This is not the problem here.
I updated the build by knowing some of my perfectly working moves will need extra coding script to work again. Really basic ones... (hop back, forward roll...) because of an imput priority or something like that involving the Special/block button. I don't really know, I have zero experience in coding languages.
BB is helping me to make these regular moves working again, by using extra script to load in game memory.
On my side, I tried to check for every little possible bug in the new build, to be sure I can definitly switch to new build. (Will make things really easier for future persons who will play the game). No major problem.
Until I tried a "debug mode" I created to test obstacles physics and interaction.
Result, I go through obstacles in Z axis.
Seriously, what's wrong with the new builds... I'm just asking.
I can't understand why basic things like that cannot work from a build to another.
I'm on a rush, but I'll continue my searching to be sure I have not make mistakes in my actual code.
These obstacles contain wall/platform code.
Thanks