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 > _______________________________________________ > Ohrrpgce mailing list > [email protected] > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org > -- "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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