Hello everyone, and sorry to post yet another thread about VOXDE issues... but I'm stumped.
I can't figure out why my timeline isn't behaving the same way in room  as it is in room  of my current (and first) Voxatron adventure project, which I've included.
HOPEFULLY this image will allow you to open it up in the editor, but I've had some issues with the uploading, so your guess is as good as mine.
The issue here, is that in room , the timeline simply skips to the next group of monster spawns when there's nothing active in the room, and this doesn't happen in room . After reading the readme AGAIN, I have absolutely no idea which one of these should be the normal behaviour.
Anyway, I realize that it's a lot of work for basically no benefit, but I thought I'd post this anyway as a go-to post for anyone who might have the same problem.
Thanks dorino. I've kind of given up on it for now though, since I'm only two rooms (with enemies) in and I'm already having trouble getting it to behave consistently. It's strange that the timeline skips in the first room [with enemies], but not in the second. :S
Well, I've figured it out. It wasn't skipping because I had the exit door and stairs set to a 'pickup trigger' but had given them a time of 0:00. The timeline won't skip if something is waiting to be triggered. I just bumped the door and key time up to 20 minutes and it works fine now.
Here's an excerpt from the readme for reference to future users.
During a game, if there is not object activity, and nothing waiting to
be triggered, the timeline time skips forward to the next object. So if
you have a group of monsters that starts at 1 minute, but the player
finishes the previous monsters early, they don't have to wait around for
the next group to appear. To stop this behaviour, use the STOP object
property (see ::Triggers) or make sure there is something else active
or waiting to be triggered.
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