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i am two broken #1044

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increpare opened this issue Dec 24, 2024 · 2 comments
Open

i am two broken #1044

increpare opened this issue Dec 24, 2024 · 2 comments

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@increpare
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increpare commented Dec 24, 2024

load first level of https://www.puzzlescript.net/editor.html?hack=019ccbb399f518767194f8747b087538 (linked from https://nebu-soku.itch.io/i-am-two)
up x right x right

note you have two clones....(there should only be one, and is only one if you do it on the itch-hosted version)
i-am-two

@increpare
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increpare commented Dec 24, 2024

e4d0923 seems to be culpable

because the game has a high-framerate, debugging is awkward ^^. This was a fix for #679 and #492, so possibly the game relied on these misbehaviours, or maybe it's a bug i introduced.

@increpare
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increpare commented Dec 24, 2024

Ok, it was to do with how movements are cleared I'm pretty sure - fixed version of the game here https://www.puzzlescript.net/editor.html?hack=25ee2f1c9000620aa7b6f429c958d095

The old version (458-461) spaned clonedcols on top of orbs, but if there was already a clonedcol there with movements, it didn't remove the movement - in the versions after that patch it removes the movements on clonedcol in the third line

[ > Player | BlueOrb ClonedCol ] -> [ > Player | > BlueOrb > ClonedCol ]

[ wall ] -> [ Wall ClonedCol ]
[ Orbs ] -> [ Orbs ClonedCol ]

Therefore, I changed it to do this:

[ > Player | BlueOrb ClonedCol ] -> [ > Player | > BlueOrb > ClonedCol ]

[ wall no ClonedCol ] -> [ Wall ClonedCol ]
[ Orbs no ClonedCol ] -> [ Orbs ClonedCol ]

(I have no reason to change the wall line, but I figured, why not...)

This seems to work. I just played through until the last level to test it (but didn't play the last level - I don't remember the solution so well).

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