06-30-2011, 10:26 PM
Hey Leon, I just wanted to say, Great Catch!!
After investigating this for a while, I found there was a much bigger problem here than one spider! I wasn't
This resulted in two values getting swapped when they shouldn't have been:
delayBeforeFallingAgain: 120
Bounciness field 6 (0 to 100): 50
So in this case,
But actually -- ALL spiders in the game were behaving incorrectly! Because they were using the delay before falling again as the bounciness value! They just didn't have high enough delay values to make this as obvious as the one you discovered. Good catch!! Will be fixed in beta 3.
After investigating this for a while, I found there was a much bigger problem here than one spider! I wasn't
swapping endiansproperly in a few situations -- in this case, small spiders, and for MM2, trolls and moving platforms.
This resulted in two values getting swapped when they shouldn't have been:
delayBeforeFallingAgain: 120
Bounciness field 6 (0 to 100): 50
So in this case,
bouncinesswould be 120 instead of 50%. This got clipped to 100, meaning 100% bounciness, hence why the spider seemed to never fall.
But actually -- ALL spiders in the game were behaving incorrectly! Because they were using the delay before falling again as the bounciness value! They just didn't have high enough delay values to make this as obvious as the one you discovered. Good catch!! Will be fixed in beta 3.

