[DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
My room is done. I wish I had a bit more time, but I hope that it offers at least some challenge and fun. Not sure if my puzzles and fights are too easy or hard, but I can tell that it's possible to solve my room even with a level 1 party without weapons if you know what to do
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
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- SpiderFighter
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- Joined: Thu Apr 12, 2012 4:15 pm
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
Changed the OP, and am trying to get mine done today.JKos wrote:My room is done. I wish I had a bit more time, but I hope that it offers at least some challenge and fun. Not sure if my puzzles and fights are too easy or hard, but I can tell that it's possible to solve my room even with a level 1 party without weapons if you know what to do
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
I eagerly waiting for the final all-rooms version. it will be so much fun to test!
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
There's only 4 rooms left to collect (spiderfighter, Isaac, flatline and Xanathar), and I expect them within the end of the coming week! So we'll be testing this quite soon .
- SpiderFighter
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
I'm trying, brother. I'm trying. With my current living situation, I've had about 5 mins a day at the computer. I'm gonna give her boot soon and tell her to go for a drive for 8 hours or so, at this rate. I tried the "why don't you help me work on this" tactic, but no go.Diarmuid wrote:There's only 4 rooms left to collect (spiderfighter, Isaac, flatline and Xanathar), and I expect them within the end of the coming week! So we'll be testing this quite soon .
- SpiderFighter
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- Joined: Thu Apr 12, 2012 4:15 pm
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
I've encountered an odd sound problem that I've not seen before in my other maps.
where 8 is the floor (level)
The problem is that this (intentionally looping) sound is also playing at the same point on every floor. I'm sure this is a newbie question that someone has an "did you try this?" answer for.
Code: Select all
playSoundAt("mysound.wav",8, 0, 3)
The problem is that this (intentionally looping) sound is also playing at the same point on every floor. I'm sure this is a newbie question that someone has an "did you try this?" answer for.
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
I have no idea, but I guess that if it's looping, it will just continue playing when you switch floors, that's why. But how do you mean to stop it?SpiderFighter wrote:I've encountered an odd sound problem that I've not seen before in my other maps.
where 8 is the floor (level)Code: Select all
playSoundAt("mysound.wav",8, 0, 3)
The problem is that this (intentionally looping) sound is also playing at the same point on every floor. I'm sure this is a newbie question that someone has an "did you try this?" answer for.
- SpiderFighter
- Posts: 789
- Joined: Thu Apr 12, 2012 4:15 pm
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
By a touchplate when the player exits the level. So you think the fact that it loops affects its range? How odd.Diarmuid wrote:I have no idea, but I guess that if it's looping, it will just continue playing when you switch floors, that's why. But how do you mean to stop it?SpiderFighter wrote:I've encountered an odd sound problem that I've not seen before in my other maps.
where 8 is the floor (level)Code: Select all
playSoundAt("mysound.wav",8, 0, 3)
The problem is that this (intentionally looping) sound is also playing at the same point on every floor. I'm sure this is a newbie question that someone has an "did you try this?" answer for.
EDIT: Meaning, placing the floor level in the playSound parameters has no affect at all?
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
I didn't try, but what are you calling from the floorplate to "stop" the sound when the player exits? I thought there was no way to stop a looping sound.SpiderFighter wrote:By a touchplate when the player exits the level. So you think the fact that it loops affects its range? How odd.Diarmuid wrote:I have no idea, but I guess that if it's looping, it will just continue playing when you switch floors, that's why. But how do you mean to stop it?SpiderFighter wrote:I've encountered an odd sound problem that I've not seen before in my other maps.
where 8 is the floor (level)Code: Select all
playSoundAt("mysound.wav",8, 0, 3)
The problem is that this (intentionally looping) sound is also playing at the same point on every floor. I'm sure this is a newbie question that someone has an "did you try this?" answer for.
EDIT: Meaning, placing the floor level in the playSound parameters has no affect at all?
- SpiderFighter
- Posts: 789
- Joined: Thu Apr 12, 2012 4:15 pm
Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!
I hadn't gotten there yet, but, yeah...good point. Anyway, I changed it back after your first post to "looping=false." It's not that important that it loops, just would have been nice. Overall, it doesn't really affect the gameplay though.Diarmuid wrote: I didn't try, but what are you calling from the floorplate to "stop" the sound when the player exits? I thought there was no way to stop a looping sound.
(Sorry about overlooking the obvious. It's hard sometimes for me to jump back in after being away for a while.)