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Spellmine glints

Discussion in 'Modding' started by tentacled-godqueen, Aug 15, 2012.

  1. Okay so I attempted to create a spell that covers a 3x3 block with rainbow glitter. A monochrome version worked, but then when I tried to create multicolor glitter (which I did by stacking six different spellmines on top of each other) it clumped all the animation in the upper left corner, and it LOOKS like it's only playing maybe three colors? I'm seeing red orange and yellow, but blue, purple, and green are all absent.

    Soooo is this a bug? Well okay obviously this is a bug, but is this a bug with something I did or a bug in how glints are handled and that many different sorts of glints like, overloading the system or something?

    ETA: Also this is entirely a graphical issue, the spell still takes effect if you step in the squares it should be covering, there's just not graphical marker on those squares.
     

    Attached Files:

  2. Also i'm noticing that whatever I have listed as the last frame of my animation isn't showing? So if I have a seven frame animation, numbered 0-6, it's only showing frames 0-5. This is easily worked around by just adding an extra frame on the end and upping the frame count, but it's sort of weird and looks buggy?

    (Once again, not sure if this is a mod bug or an engine bug?)
     
  3. lilystorm

    lilystorm Member

    A smart person might know, but us normal people would need to see the code snippet thingy.
     
  4. Well I was more curious if this was a known engine issue wrt to the handling of glints; because it looks more like an engine bug.

    Also since there's six spells going off at once, the code is a bit long to copy+paste; but it's mostly just copied from My Chemical Explosion with the sprite changed, then repeated five times for each of the other colors.
     
  5. lilystorm

    lilystorm Member

    Perhaps use templates?
     
  6. Except the spell is hitting the right squares, it's just the graphics that're ending up being displayed weirdly. (In the Glitterbomb!WTF picture you can see the blood stains from me checking that out :p)
     
  7. Null

    Null Will Mod for Digglebucks

    1. The game stops drawing spellmines once there are too many. You're probably creating more than you think or your density is just really high.
    2. You likely set the count too low or something to that degree causing the last one not to show. Did you set the num to 6 or 7?
     
  8. 1: Yeah I noticed that but I had the density on each set to 1? And it rendered fine for spellmines with a density of 6? ...unless the density numbers go the opposite direction from what you'd expect or otherwise work weirdly. (This is definitely a possibility?)

    Re: 2: Nope it was set to 7, I checked.