Page 43 of 64

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Sun Nov 10, 2013 12:20 am
by JKos
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!

Posted: Sun Nov 10, 2013 3:14 pm
by SpiderFighter
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 :)
Changed the OP, and am trying to get mine done today.

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Sun Nov 10, 2013 6:13 pm
by aaneton
I eagerly waiting for the final all-rooms version. it will be so much fun to test! :mrgreen:

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Sun Nov 10, 2013 9:56 pm
by Diarmuid
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 :).

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Mon Nov 11, 2013 3:29 pm
by SpiderFighter
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 :).
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.

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Thu Nov 14, 2013 6:54 pm
by SpiderFighter
I've encountered an odd sound problem that I've not seen before in my other maps.

Code: Select all

playSoundAt("mysound.wav",8, 0, 3)
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. :)

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Thu Nov 14, 2013 7:19 pm
by Diarmuid
SpiderFighter wrote:I've encountered an odd sound problem that I've not seen before in my other maps.

Code: Select all

playSoundAt("mysound.wav",8, 0, 3)
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. :)
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?

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Thu Nov 14, 2013 7:24 pm
by SpiderFighter
Diarmuid wrote:
SpiderFighter wrote:I've encountered an odd sound problem that I've not seen before in my other maps.

Code: Select all

playSoundAt("mysound.wav",8, 0, 3)
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. :)
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?
By a touchplate when the player exits the level. So you think the fact that it loops affects its range? How odd.

EDIT: Meaning, placing the floor level in the playSound parameters has no affect at all?

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Thu Nov 14, 2013 10:04 pm
by Diarmuid
SpiderFighter wrote:
Diarmuid wrote:
SpiderFighter wrote:I've encountered an odd sound problem that I've not seen before in my other maps.

Code: Select all

playSoundAt("mysound.wav",8, 0, 3)
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. :)
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?
By a touchplate when the player exits the level. So you think the fact that it loops affects its range? How odd.

EDIT: Meaning, placing the floor level in the playSound parameters has no affect at all?
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.

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Thu Nov 14, 2013 10:21 pm
by SpiderFighter
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.
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.

(Sorry about overlooking the obvious. It's hard sometimes for me to jump back in after being away for a while.)