Features or Bugs
Are you currently playing the CodeSpells Alpha? Found a bug? Tell the developers here!
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In the CodeSpells Alpha there is currently a performance issue in the code editor screen. The movement of the command blocks is very slow and does not track exactly with the mouse. I have turned the settings at launch down to "medium" and reduced the resolution, but the issue persists.
As a plus, the graphics are very nice, the looks and textures are well-made and have a good feel. Deeper mechanics of the game are the next step.
AMD FX 8350 8-Core Processor 4.0 GHz
16.0 GB RAM
64-Bit Windows 7 OS
NVIDIA GeForce GTX 660 4.0 MB
I found a neat bug that allows you to "fly". Basically, you start in a deep body of water and cast a spell that levitates the earth under you. So long as you're standing above the earth as it rises out of the water, you will start to float. Once this happens, you can't go up or down. You just sort of walk around in the sky.
You can cast more earth levitating spells to push you higher and you will stick at the elevation you're at if you move aside or the levitate spell stops. The way I personally get down once I either do this on purpose or accidentally, is cast a few lift objects on a large boulder and walk in it's path, which "kills" me. Then it's back to normal walking around.
I took some pics to post, but didn't realize I can't post them as a new user yet. I'm working on setting up a good .gif process so I can get some low quality "video" once I'm able to post pics for the future.
I can confirm this.
It seems that if you raise a HUGE amount of sand at one time, whilst under the water, what is classed as the floor or something gets shifted up a couple hundred meters, and you essentially walk on the air.
Good find, @CDubs!
On some occasions when lifting large amounts of sand I have found that a hollow object with the shape of the sand mound at its peak height but the texture and animation of water forms. This shape can be walked though, does not disperse like normal water and holds its shape.
I have also found in some instances when raising sand out of water that some of the water does not recede into the pool it came from but is on a steep slope and sometimes plays the animation of water flowing up the mound of sand.
I can confirm this as well.
Silly one i found. Cannot create a function called "stop", it renames automatically to "stop2".
Also, changing subject a bit, I don't think this forum is a good way to handle issues. For instance, I see this issues (pun intended ):
· Users cannot keep track of their issues. Which means devs cannot ask for more information or keep a history on one single issue.
· Developers need to transfer issues (and all associated information) to a real issue tracker.
There're some free online services for open source and divulgative projects, but I don't think codespells can attach to such licences.
PS: same goes for tracking features requests.
Trench also affects the water.
The easiest way to do this is to swim underwater and cast trench at the water around you. You'll then see it start to lower.
Being in contact with orbs allow player to jump, even in mid air.
Link to the spell: Air Jump
I can conform the air walk glitch, and I also found a glitch were on that island with all the tomatos ( the red animals, Pronounced tOe-ma-toes) one of them, whom I named Glitchey Mcgee , when he reaches around the center of the island, he'll start levitating and twitching as if he had been possessed by a poltregiest , alsothhere are buried tomato dens under the sand, all you have to do to find them is use a dig spell were you see the buried rocks. Oh, and the f key wont work.
The name of your tomato made me laugh.
When you delete a spell that is currently selected, it remains selected even though the spell no longer exists in the spellbook. A small glitch, but something to fix nonetheless.
I'm experiencing some VERY odd behavior with this spell:
So you'd expect this to just make the orb orbit the player at an increasingly large distance, right? Well, that's kinda what it starts doing, but here's the weird part. When I'm facing the orb, it gets very close to me. When the orb is orbiting behind me, it acts like I'd expect and orbits much farther away. If I turn the player with the orb's orbit so I'm always facing it, the orb stays right up next to the player.
So either I don't understand how the "Orb Distance to Player" variable works or it's working very strangely. That is, when the player is facing the orb, the "Orb Distance to Player" variable somehow becomes inexplicably small, even if the orb is, infact, very far away.
I'm not sure if this is related to your findings, but I think that the Orbit Player method already has it's own internal loop that causes the orb to rotate given the "Time Per Revolution" parameter. So maybe that could be making things wonky.
I'd go about this spell like an orbit in KSP (if you've played that at all.) The faster you go, the further out your orbit gets. So instead of trying to manipulate the orbit's distance from the player, keep the rate of rotation the same (Time Per Revolution = 1) but make the orb go faster. You'd probably have to tackle this with an "EVAL" since there are only stopped, slow, medium, and fast settings for the speed of the orb. But if you look at the compiled code, it uses a number for a parameter, which you could emulate with the EVAL and increment that value slowly.
After a quick test I've concluded that the speed of the orb has no effect on the orbit. That is to say, I'm assuming that each tick the Orbit Player method either resets the speed of the orb based on the Time Per Revolution, or sets the orb to a position relative to the player depending on what part of the orbit it's in and the given Distance parameter.
Also, that still doesn't explain how the Orb Distance to Player variable suddenly becomes so small only when the orb is in the player's line of sight.
thank you 7Leven, thank you
is used, I think it only affects the speed of an orb that is traveling linearly.
When the orb is moving in an orbit, it is the time for 1 revolution that determines its rotational velocity.
The orbit revolution time overrides any sort of "set speed" that was already in place.
In that case, modify the Time Per Revolution value dynamically. See if that does it.
I don't think that would have any effect... Calling the Orbit Player method again with a different Time Per Revolution value would just make it start moving faster/slower.
Also, I'm fairly sure that in physics engines there is no such property as "rotational" velocity. Rotational velocity is just linear velocity, plus a constant change in direction. It's easily simulated, such as in the "Spiral" example spell.
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