[V1.3] The Adventures of Square: Episode 1!

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Gez
 
 
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Gez »

Cubi-Cola so it'll sound less like it comes from an island full of cigars.
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by NeuralStunner »

Dodeca-Cola? It's a bit more into pun territory.
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Captain J »

That sums up me some idea, then the cola sprite should be Dodecagonal!! :D
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Wiw »

Vinny's played the Square-ware on his livestream! (Alongside Reelism and Russian Overkill!)
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Gutawer »

Found a visual bug near the Hellshell Launcher secret in E1A6 - using GLSquare with default settings, so it's not my GZDoom setup: http://i.imgur.com/RRJh8ms.png - right next to the lift-3d floor. The issue doesn't occur on the software renderer.
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Wiw »

I just realised: is this going to be a commercial retail release?
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Viscra Maelstrom
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Viscra Maelstrom »

last i heard, the game's going to be released for free.
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Jimmy »

Click this link to submit questions for the Adventures of Square mapping/Q&A stream I’ll be doing in about 14 hours!

Until then please submit some questions to me/the dev team and we’ll answer them onstream. One submission per user (but multiple questions are permitted in the field), please make it count!

Stay tuned to my stream and keep an eye on the countdown clock!
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by mumblemumble »

Can you list your youtube, and put the stream there? I'd love to see it, but wont be available...
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Jimmy »

The stream will be archived so you'll be able to view it on Twitch. Just check my highlights once it's over.
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Jimmy »

Gez
 
 
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Gez »

For reference:
viewtopic.php?f=2&t=62712
Graf Zahl wrote:Assertion aside, that isn't the proper function to call here anyway. All these cases triggering an assert should call FindState instead.
That's also why I never saw it, I tend not to use ResolveState for anything else than resolving state jump function targets.
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Xaser »

Noted -- thanks.

Having said that, I'm still not clear on what the difference between the two is -- there's this post, but I'm not totally sure what it's trying to say.
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Graf Zahl »

The difference is that ResolveState is designed to work with A_Jump-style functions which, when called from a weapon state have to pick the state from the weapon, not the player.
FindState always picks the state from the actor which it is called with.

Outside of A_Jump ResolveState will in most cases do the same as FindState - but the thing to look out for is the "most". It's not the same and if by whatever chance it gets called indirectly from a weapon state with the caller info fully preserved it won't do what you might expect.
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Re: [V1.3] The Adventures of Square: Episode 1!

Post by Xaser »

That clears it up a bit (well, as clear as PSprite magic can ever get) -- thanks there.
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