Noah Ryan
Noah Ryan
I put in an ad-hoc fix for this where I just check for the word button in the sprite name.
Okay, I played around with this problem for a while and came up with a working setup. 1. Use MSYS2 - the purple one. The Mingw64 (blue) reports an error...
The problem is clearly with pixel_bytes. std::mem::forget(pixel_bytes); before returning fixes the problems. Consider forgetting it in the wfc-rs crate, so it can be freed by the user of the vec?...
Okay, I pushed a change that should fix this. I updated the wfc-rs crate to make its memory management a bit safer. The one thing I'm not positive about is...
This is still not really resolved. The game works, but we need a "std::mem::forget(pixel_bytes);" in procgen.rs for some reason.
Just for clarity - when I said 'alert' I meant in the Alert state. Right now I don't think an Attacking golem could be hit by a dagger at all....
Try this with the latest version. I was highlighting extra tiles by accident.
The thing is that alert mode only fixes the problem with golems immediately attacking you if they happen to be facing towards you when you first see them. Currently this...
This is pushed to master This issue is kept open for now in case we want to automatically detect changes and rebuild the atlas sprite.
Unfortunately running the action log doesn't seem to create a hanging situation. Did you press a final button, which maybe didn't get logged?