I noticed on a code map, that when a launcher shoots to the left, and it explodes while moving left, at the last split second it flips the missile right before it explodes.
Pics? Video? Other Evidence? See here (http://knucklecracker.com/forums/index.php?topic=6160.0) for how to report bugs. I see what you mean but what Code Map was it? This info helps.
Sonic large/high
At the emitter closest to the bottom right, the launchers were around there, and shooting just to the left of the emitter to the left. Exploding after at least 1 full cell of going horizontal to the left.
I do not have a pic or vid though. My computer can barely run CW, let alone record it.
I think it's a graphical glitch with the Launchers just being close to the emmiter.
Well they weren't near it, they were a good 4-5 spaces away from it.
I'm guessing that the animation for the launcher exploding starts with the shell facing he right in the first frame if this is happening. It's probably not a big deal, since it looks wrong for a total of 1 frame.
This is a known "feature" of the game, it is not a bug. :) I found this a long time back. Live with it. ;)
EDIT: And here is an old pic I have of it if you don't believe me. :)
I program a little, and I never did figure out how to make the animation go to to any of the 360 degrees....mine always ended up facing the left, for one thing, the right for another, and so on. Either that or I'm not a good programmer Although...as much as I hate it, its probably the latter...
I presume it does this shooting up and down too? I guess it's one of those things where it'd be highly impractical to fix.
Quote from: Ebon Heart on August 11, 2011, 03:21:56 PM
I presume it does this shooting up and down too? I guess it's one of those things where it'd be highly impractical to fix.
Probably. I don't know where I would start to go about fixing this. Definitely impractical. (for me at least)
It's an animation, I pretty sure (Even though I fail at coding an hello world program) that to fix it you'd need 8 different animations (including diaginals) and a check on wich way it was moving before exploding, wich I'm pretty sure makes the performance a lot worse than it's worth for that 1 frame
Quote from: ontheworld on August 21, 2011, 03:37:24 PM
It's an animation, I pretty sure (Even though I fail at coding an hello world program) that to fix it you'd need 8 different animations (including diaginals) and a check on wich way it was moving before exploding, wich I'm pretty sure makes the performance a lot worse than it's worth for that 1 frame
right, 8 different animations for the explosion
One solution would be to simply eliminate the full missile picture from the explosion animation, and just start the explosion with the explosion. :P