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Re: [Enigma-devel] bug in the archipelago level (level 3 of Enigma I)


From: Tacvek
Subject: Re: [Enigma-devel] bug in the archipelago level (level 3 of Enigma I)
Date: Sat, 13 Jan 2007 11:56:13 -0500

I'm not sure it happened in all Oxyd versions though -- maybe it could
be made compatibilityMode-dependent in Enigma?

Yes, this features was implemented in all Oxyd-versions.

Hmm... Since one of enigma's goals is to be compatible with Oxyd,
implementing such a feature is almost a requirement. The downside is that
we only noticed this now.

If all oxyds implemented this feature, and
we can implement it in the same way (same situation would choose same safe spawn point)
then it definately should be implemented in the oxyd compatibility modes.

But for the levels new for Enigma, I suspect such a feature should require activation in each level in which it is desired. After all, some existing levels were designed with the current situation in mind
and could become far too easy with such a change.

But other levels could definately benefit from this feature, so there is definately a need to be able to activate it in Enigma compatability mode.




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