if something happens or not happens, there is always a reason for it.
without seeing what you're talking about I can't tell that reason, but best guess it is that you don't know one of the two dozen quirks of the makers that have them working differently than usual logic assumed - like erase event being temporary only until next mapload or something like that.
to get that explanation or reason you would have to show us screenshots of what you're writing about.
I've moved this thread to General Discussion. Thank you.
I'd call it a bug waiting to be discovered
It's a little bit like making something complicated and having it work on the first go. I always expect to have to do little fixes/tweaks, so when I don't, I'm immediately suspicious.
I like to understand why things don't work. Conversely, if I think something shouldn't work but it does, I want to get to the bottom of it, because I either misunderstand what's happening, or there's a chance it's not going to work in every situation and I want to avoid that.
On that note, the more I think about it, yeah it is a bug. Like getting sick in real life, you don't know you're sick yet. Things seem to work perfectly fine. Then a couple days later "Why doesn't this work?!"
Ok.. coding what should be a simple "everyone is petrified and therefore dead, now go to game over screen" shouldn't involve needing to become Dr. J and dunking from the free throw line(my way of saying "jumping through hoops").
..of the major old school series that began in the 80s- early 90s, I still haven't beaten 'a' Zelda game. Mario 64 was the first Mario I've beaten. I don't know if I should give that honor to Link to the Past or A Link Between Worlds(I currently own both). Well technically I've haven't beaten a Sonic either (Game Genie doesn't count =P).
Time to add the "headshot" concept into the game so that people may actually aim at the heads when shooting zombies and get massive damage and armor-pen bonus as rewards.
(The red area is just for visually debug purposes right now. But, it's possible that I will add something that displays the weak spots of enemies in the future.)
Worked on a cutscene skip domino effect using Maker Systems' script as the basis. Basically if I have a batch of cutscenes in a row on different maps, now when you skip one cutscene it will skip the entire set. No more spamming X to skip a scene every new map.
Oh and it will work regardless of where you do it from in the set. Convenient!