Bugs are icky and gross so if you find any toss them in this sticky post where they can't escape! (make sure to grab them very gently so as to not harm the bug, otherwise I won't be able to fix it)
All-in-one Editor and Player for custom IWL levels · By
AHH HAIRY SPIDER: negative imaginary instances of a door take away the wrong keys.
https://drive.google.com/file/d/1TeAWxdFc-qLxZRAA5mVDzNGUGaglIk2z/view?usp=shari..
Tiny side bug: we are all aware that the graphics of a door won't update unless you hit "s" twice. Not the mega bug, we can be patient.
take positive real | ||
take negative imaginary ...right? | Blue positive blast door | take positive imaginary |
take negative real |
But which way is it actually supposed to go?
https://drive.google.com/file/d/1Lgb_nCPNWNt9chXfYHiTd1a9n0gFu7M1/view?usp=share...
The new 3.0.0 version is crashing for me a lot. I don't really know why.
1. I tried to open a door with -i copies of itself, using a -i master key. That may or may not have caused a crash.
2. I somehow placed down a doors hitbox without the actual door??? I was really confused but I managed to remove it by placing a door where the hitbox was to attempt to delete it.
3. I got another crash... somehow. It was in editor mode somehow
4. Can you reenable zero-copy doors in the submenu and only the submenu? It makes levels easier to design, and you can just ban the placement of zero doors.
UPDATE: Okay, so imaginary door destruction actually works okay somehow most times. When the game crashes, the last image is the top row of blocks being lined up unusually well instead of scattering like normal. Maybe after cloning, the animation bugs? Maybe it's related to doors of different sizes?
I need to save my levels more.
ONE LAST THEORY: Sometimes when I place a door down, its lock gets misaligned and rendered at the wrong size.
I think the pure door is somehow writing its 2-tall size lock to the brown door. If the door also somehow wrote the wrong total size, the particle engine might be getting incorrect data.
I think it would make the menu navigation easier. Whenever I want to make a door that extends in a purely imaginary direction, I try to set the real count to zero before I change the imaginary component. You can set keys to 0+0i so this isn't a problem, and locks use the checkboxes so no issue there. But when I try it on the whole door, I wind up with a negative-copied door. Being able to set doors to 0+0i in the side menu, even if you can't actually place them down, just makes more sense to my brain.
I've got a couple:
* Lock requirements are limited to between +1000000 and -1000000. I get that door copies do this so they can use a million as infinity, but lock requirements shouldn't have the same limit - note that key counts do not have this limit. (Also, perhaps infinite copies should be a separate checkbox toggle in the editor for doors like it is for keys? If so, I don't see any reason why 1 million would have to be used as infinity. If the numbers are in floating point, floating point has actual values for Infinity and -Infinity, just use those (or, if you can't for some reason, make it some number larger than the integer precision limit, like 10 quadrillion or 1e300). If the numbers are an integer type, just use their max value. If infinite copies is made a separate toggle, the users don't need to know what that number is internally...)
* Entries seem prone to crashing. If you use level entries to enter more than two or so levels in the same session, the program crashes. (Is the editor storing all of the information for the previous level when you enter a new one? It shouldn't have to. Wouldn't just the level number and your X and Y positions you were at in that level when you entered the current one be enough information to save?)
I found a couple more bugs:
1. Mouseover has a barrier in the y-axis that it can't go below. If you try to mouse over a door or key that's too far downwards, the info box will appear significantly further up than it should. This applies both in the editor and in gameplay. (I'm not sure whether there's also an x-axis barrier)
2. The description of the levelpack and the author/s of individual levels are not saved. The rest of the level info (levelpack name, author/s of the levelpack, names and titles of individual levels, etc.) is saved, but not those two bits for some reason.