Week #4 update

A reminder about the monthly build - first build of 2017 and since the December - will be uploaded Wednesday (1st of the month).

A lot of little bugs and inconsistencies with the Original game were fixed this week, plus some tweaks to the editor added.

A name in parenthesis and in bold is the finder of the bug/quirk. Thanks to all, I really do appreciate your time and support. Cheers!

Editor

  • updated "add from" icon
  • added "power-user" mode to menu - hold CTRL/COMMAND while the mouse is over the menu to show alternate commands

A while ago we added Save As functionality to the editor. Instead of cluttering up the simple UI we decided on holding COMMAND/CTRL key when clicking on the save button. This isn't really ideal since you can't see what you are doing. When Insert blank puzzle was added in week #2 we decided to make a "power users" mode. If the mouse cursor is over the menu and COMMAND/CTRL key is held down, the icons will switch to show the new functionality.

Editor power bar
New icons added for power users

Add from icon change
old "Add from" icon vs. updated icon

Game

  • vastly improved code to add/remove various block state data (blasting, phasing in, rubble present, etc)
  • rope traps now match the Original (Howie);
  • traps no longer disappear when a runner is eaten when setting up the trap
  • monk has temporary immunity to trap if above
  • fixed bug that did not always set the trap after an explosion
  • fixed bug that caused a runner to switch to ladder animation when blasting (Howie, Pat)
  • fixed players continuing to drown if the liquid they are in has been filled in (Howie, Pat)
  • monks can no longer climb down a ladder directly under a blasted hole they are standing in - this matches the Original
  • fixed bug that permanently froze runners hit by falling pickaxe rubble (Howie)
  • pick-axe rubble now matches the Original perfectly
  • jackhammering now matches the Original perfectly;
  • players standing on block being jackhammered also fall at the correct frame
  • fixed block seaming glitch when phase exit blocks are phasing into the puzzle

I've found something in the Original Lode Runner Online: The Mad Monks' Revenge that is rather odd. I've never come across it before. If a runner is setting up a rope trap and is eaten by a monk before he completes it then the trap becomes broken - no runner or monk can be caught it in. I briefly toyed with the idea of adding it the list of quirks but decided against it since it really doesn't make any sense.

General

  • fixed scroll bug in vertical slider (Howie)
  • slight performance gain when loading game assets
  • fixed bug in restoring games that did not correctly load the player type (Howie, Pat)
  • unsupported 4:3 resolutions entered manually into the configuration file will now be corrected (Howie);
  • further reading: GHOST_URL/adventures-in-scaling/

Bugs being worked on

  • monk hump 'n bump does not always work
  • monks can get stuck choosing a runner to chase (Howie, Pat)

What I'll probably do next week

  • input predication (web games)
  • monks merging when crossing ladders