@AxiomVerge Huh. I can fiddle with it, but no ideas off the top of my head.
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Replying to @corveroth
@corveroth I thought maybe it had to do with acquiring weapons, dying, switching areas...but it seems not1 reply 0 retweets 0 likes -
Replying to @AxiomVerge
@AxiomVerge Is the projectile a single object, all of the logic in one place? Any sort of collision mask/layer that could be ignored?1 reply 0 retweets 0 likes -
Replying to @corveroth
@corveroth Not really...my best guess is it relates to caching, like it ran out of explosions or thinks they never finished...1 reply 0 retweets 0 likes -
Replying to @AxiomVerge
@AxiomVerge Sounds plausible. Maybe something like trying to create/destroy enough (>1?) in one step/loop violating boundary logic?1 reply 0 retweets 0 likes -
Replying to @corveroth
@AxiomVerge Sorry I'm just slinging ideas, but no hard testing until I get home. No Android port. =)1 reply 0 retweets 0 likes -
Replying to @corveroth
@corveroth Okay, I figured it out...happens with whatever weapon is equipped when you get a new coat.1 reply 0 retweets 0 likes -
Replying to @AxiomVerge
@AxiomVerge Hah! Just got it started up and was coming back to ask more questions. That is *interesting*. Have fun troubleshooting that. =)1 reply 0 retweets 0 likes -
Replying to @corveroth
@corveroth Actually now I can't get it to happen, so...I dunno1 reply 0 retweets 0 likes -
Replying to @AxiomVerge
@AxiomVerge I'll keep going, then. Live projectiles when item collection or dialogue triggers?2 replies 0 retweets 0 likes
@corveroth Maybe...I also just noticed it shares the explosion with Xedur and Vision, so that could have something to do with it
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