sick reading comprehension brospawningmink wrote:new curio?
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Vigilance
- Posts: 3561
- Joined: Fri May 21, 2010 9:30 pm
- Location: fog of irrelevancy
Re: Game Development: Garden Glyph

"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
http://i.imgur.com/5cQiL.png http://i.imgur.com/lYyAA.png
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Garden Glyph
Is there a specific reason why you can't differentiate between activation points/areas for the doors and the spawn points for leaving through them?loftar wrote:Would be nice to fix them, but the question remains how to do so without either reintroducing their walljumping feature, or making it so that it may become impossible to get out of them without teleportation.SinJin wrote:I didn't see Great Hall door fix in your patch notes.
Oh! Cause it's not... fixed.
Because with that you should be able to move the point the character has to reach to activate the portal a bit to the outside (so the character won't block on the building itself, preventing it from reaching the door) without the need to also move the spawn point for leaving the building that far into a conveniently placed wall so one could walk out of that on the other side...
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Garden Glyph
Q200 bluebells incoming
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Garden Glyph
Technically no, but that may allow for other weird teleports. It was made that way originally because having different points of entry and exit allowed jumping over ridges in Legacy. While I don't see the obvious exploit under current mechanics, it seems to be inviting one.Granger wrote:Is there a specific reason why you can't differentiate between activation points/areas for the doors and the spawn points for leaving through them?
Please share.spawningmink wrote:well you need to revamp it anyways as walljumps are still possible lmao
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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romovs
- Posts: 1472
- Joined: Sun Sep 29, 2013 9:26 am
- Location: The Tabouret
Re: Game Development: Garden Glyph
rip trading for sprucecaps.
- Can plant Cavebulbs, Farming +5
- Can plant Chiming Bluebells, Farming +10
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maze
- Posts: 2819
- Joined: Sat Mar 27, 2010 3:15 am
- Location: Canada
Re: Game Development: Garden Glyph
wait a mine....romovs wrote:rip trading for sprucecaps.
- Can plant Cavebulbs, Farming +5
- Can plant Chiming Bluebells, Farming +10
FFS *throws papers in the air*
I'm guessing a forging Buff will be coming sooner or later.
or something to make forgers relevant.
my nomad/trader life style just got fucked in one patch
that was one of the 2 things I was able to trade on a daily bases...
Administrator of CoS
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Garden Glyph
Gems on study table
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Tammer
- Posts: 284
- Joined: Sun Sep 04, 2016 5:54 pm
Re: Game Development: Garden Glyph
Getting a crash with the default client:
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm



