Spawning in clones for lugo

 Author: Pedro Polanco

    This issue happened when I was trying to implement Dr.Lugos second phase. During this phase he is supposed to teleport out of the room and then spawn clones into the room. The problem I had at first was that the new clones that were being created where not put into the Collison libraries entity list correctly and it caused a problem with the indexes in the list that would crash the game. This is very bad for the user because if this were to happen it would be a game breaking bug.

    The Way I fixed this essentially is by pre-generating the clones before the player fights the boss. So when the player transitions to the boss room the clones are created and set to be outside of the players view that way when the boss needs to summon them in he can summon any number of them by just teleporting them in and the indexing in the list would stay correct because we know where the clones are in the list so we don't delete them improperly. This fix allows the player to fight the final boss without problems in the second phase so that the player can properly play the game without it crashing.

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