2013-07-06, 10:35 AM
Since jumping was mentioned earlier, I just want to say that I've discovered a bug that probably only appeared in one of the latter patches that was likely to have been used in this video.
Jumping and everything was very fluid before. But right now its twitchy. I'm going to have to stop what I am doing to look figure that out today.
Update: I did discover a very choice bug that was generating a repulsive force when pushing against walls (thanks to omitting some grouping parentheses in a bit of math) especially noticeable while dashing. However for jumping the only difference was I'd scaled back the jump height of my projects after I finished working on jumping, and it turns out that there are some problems when duck jumping with a modest jump height. Mainly you are still ducking when you land, which is like hitting a wall, which may have been being exacerbated by the repulsive force bug mentioned above.
I haven't decided what to do about that. It probably won't get fixed anytime too soon since the jumping mechanics are incomplete anyway. At the least until SOM's ceiling bug has been dealt with.
Jumping and everything was very fluid before. But right now its twitchy. I'm going to have to stop what I am doing to look figure that out today.
Update: I did discover a very choice bug that was generating a repulsive force when pushing against walls (thanks to omitting some grouping parentheses in a bit of math) especially noticeable while dashing. However for jumping the only difference was I'd scaled back the jump height of my projects after I finished working on jumping, and it turns out that there are some problems when duck jumping with a modest jump height. Mainly you are still ducking when you land, which is like hitting a wall, which may have been being exacerbated by the repulsive force bug mentioned above.
I haven't decided what to do about that. It probably won't get fixed anytime too soon since the jumping mechanics are incomplete anyway. At the least until SOM's ceiling bug has been dealt with.