Wandering Hamster used already-dead enemies. Those blue plips? I know one of
Shaede's old games also used already-dead ants to show... dead ants.

I don't think this is an entirely unreasonable change, just one that
deserves thinking twice about.

On Mon, Jun 16, 2008 at 1:10 PM, James Paige <[EMAIL PROTECTED]>
wrote:

> On Mon, Jun 16, 2008 at 12:19:21PM -0700, [EMAIL PROTECTED]:
> > teeemcee
> > 2008-06-16 12:19:21 -0700 (Mon, 16 Jun 2008)
> > 517
> > Fix bug 639: now enemies that should die immediately on spawning are not
> created at all. I'm assuming that spawning the already-dead enemies just to
> immediately fade out (and give rewards) is not desired behaviour since it
> didn't used to work.
> >
> > I still can't understand quite how the battle death code works. I had to
> move most of rest of it into subs before I found an alternative bugfix.
> Subifying gosubs while we have so many different local variables is crazy:
> why don't we just make them all module-level shared?
>
> I think that is reasonable. With some code, subifying gosubs is a good
> step towards cleaning up the code-- but I think in the case of enemy
> death condition checking, the code is currently so messy, that we don't
> gain much from doing that.
>
> death checking needs a rewrite, but not before werewaffle.
>
> ---
> James
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>



-- 
"When playing a game the goal is to win, but it is the goal that is
important, not the winning" -Reiner Knizia.
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