Author Topic: Hole into teletransporter  (Read 1897 times)

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wizard_wizzle (aka ZeldaHistorian)
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Hole into teletransporter
« on: June 17, 2016, 04:42:16 PM »
In the past, I was able to place a teletransporter over a hole so that when the hero fell into the hole, he was transported to a new map. This no longer appears to work in 1.5dev - was this intentional? Is it possible to get the old behavior back?

Also Christopho, I was wondering if there was any estimate on the release of 1.5? I wanted to release the full version of my game soon, but wanted it to run on Solarus 1.5

Thanks!

Christopho

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Re: Hole into teletransporter
« Reply #1 on: June 17, 2016, 05:57:42 PM »
This should still work, if it does not it is a serious bug that I must fix before 1.5. Can you open a github issue explaining how I can reproduce it? I will fix it as soon as possible.

About the release date, it is hard to say. There are only 5 remaining issues in Solarus (and one of them is precisely about making automated tests on special teletransporter situations!) but 26 in Solarus Quest Editor. Not much progress was done during the last few weeks, I was busy on other things. Also I will be a father again soon so I cannot make big promises :) But I think it is more a question of motivation. An 1.5 release before the end of July should be doable.

Christopho

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Re: Hole into teletransporter
« Reply #2 on: June 17, 2016, 06:03:55 PM »
I just checked, it works correctly in ZSDX in Lyriann Cave with the current 1.5 dev.

Diarandor

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Re: Hole into teletransporter
« Reply #3 on: June 17, 2016, 06:17:32 PM »
There is a very very small possibility that some event defined in some of my scripts that you use is breaking that behavior. I am not sure, though.
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wizard_wizzle (aka ZeldaHistorian)
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Re: Hole into teletransporter
« Reply #4 on: June 18, 2016, 02:54:50 AM »
Cool, I'll do some more testing - thanks! And congrats Christopho!!!

EDIT: It was just me being stupid in one of my scripts. No engine error :)
« Last Edit: June 19, 2016, 04:45:18 PM by wrightmat »