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000259_amos-request@svcs1.digex.net_Mon Oct 27 23:22:17 1997.msg
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1997-11-02
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Date: Mon, 27 Oct 1997 17:12:41 +0600
From: Ryan Watson <kaotic@globalserve.net>
Reply-To: kaotic@globalserve.net
To: AMOS List <amos-list@access.digex.net>
Subject: SheepFest Bomb Bug (*sorta*)
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X-Status:
I just wanted to notify those who have tried my SheepFest Beta Demo and
took a look at any of the bomb cheats about a bug with the actual bombs.
I do cheap way of detecting the collision between the sheeps and the
explosions. Basically for every frame of the explosion it sets a tag which
causes the sheep movement loop to perform a check on collisions to it. Now,
the bug IS that explosions use the same number as the mid-air bomb, so
after an explosion has occured the tag normally remains set. What happens
is that the mid-air bombs will kill the sheep before they have detonated. I
also use this method for the gun shots. So that you can only hit one sheep
at a time (this method was also widely needed for the boss sheep because
his body sections overlap alot, so one gun shot could get multiple hits).
Now, I only did the explosion collision this way because I was lazy :). But
if I do switch my main project back to Sheepfest this will be changed to
another method I have planned.
I also want to let you know more about the sheep worm. He does not die
(which I explain on the page) but his health does get calculated. If you
have shot him enough times he starts making the sound for pain even when
you aren't shooting him. I did this on purpose :). Just wanted to let you
know.
Now, yet another thing I want to say, I also have a programmed Intro and
Score program. The intro consists of happy little sheep bouncing on the
bottom of the screen... then getting shot :). The score program has a
large sheep whose eyes follow your pointer (which gets changed into a dead
sheep in the score) as he gets shot indicating your kills. If anyone is
interested in seeing these I will put them up on my page. Just wanted to
let you know.
Well, that's finally it, -later