[V1.3] The Adventures of Square: Episode 1!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: [V1.3] The Adventures of Square: Episode 1!
Cubi-Cola so it'll sound less like it comes from an island full of cigars.
- NeuralStunner
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Re: [V1.3] The Adventures of Square: Episode 1!
Dodeca-Cola? It's a bit more into pun territory.
- Captain J
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Re: [V1.3] The Adventures of Square: Episode 1!
That sums up me some idea, then the cola sprite should be Dodecagonal!!
- Wiw
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Re: [V1.3] The Adventures of Square: Episode 1!
Vinny's played the Square-ware on his livestream! (Alongside Reelism and Russian Overkill!)
Re: [V1.3] The Adventures of Square: Episode 1!
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.
- Wiw
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Re: [V1.3] The Adventures of Square: Episode 1!
I just realised: is this going to be a commercial retail release?
- Viscra Maelstrom
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Re: [V1.3] The Adventures of Square: Episode 1!
last i heard, the game's going to be released for free.
Re: [V1.3] The Adventures of Square: Episode 1!
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!
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!
Can you list your youtube, and put the stream there? I'd love to see it, but wont be available...
Re: [V1.3] The Adventures of Square: Episode 1!
The stream will be archived so you'll be able to view it on Twitch. Just check my highlights once it's over.
Re: [V1.3] The Adventures of Square: Episode 1!
For reference:
viewtopic.php?f=2&t=62712
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.
Re: [V1.3] The Adventures of Square: Episode 1!
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.
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.
- Graf Zahl
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Re: [V1.3] The Adventures of Square: Episode 1!
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.
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.
Re: [V1.3] The Adventures of Square: Episode 1!
That clears it up a bit (well, as clear as PSprite magic can ever get) -- thanks there.