bomber50 wrote:
The fix for 5.0.2 is currently bugged. See the attached hold.
Unless I am missing something the both cases are intended behavior:
Case #1, CCW -> Restart:
- The game starts, Turn 0, nothing happens.
- CCW move, Turn 1, Beethro is pushed around, at some point the checkpoint (24, 18) is triggered, Beethro ends up on (16, 18).
- Restart, since the previous checkpoint was triggered on Turn 1 and we are right now on Turn 1, restart back to the beginning. Player is taken back to (25, 18), back to Turn 0.
Case #2, CCW -> Wait -> Restart:
- The game starts, Turn 0, nothing happens.
- CCW move, Turn 1, Beethro is pushed around, at some point the checkpoint (24, 18) is triggered, Beethro ends up on (16, 18).
- Wait, Turn 2, nothing happens.
- Restart, since it's turn 2 right now we are taken back to Turn 1 when we hit the last checkpoint, player is moved to the end moment of Turn 1, (16,18).
I think the issue is that it looks weird for the checkpoint to be triggered at (25, 18) yet the player ends up on (16,18) but it's all intended - it's not important WHERE is the checkpoint you've triggered. What is important is the end state of the turn the checkpoint that was triggered because, internally, restarting to a checkpoint replays all of the moves from the beginning of the room up until the turn when the checkpoint was triggered.
Well... Unless the room is demonstrating something that has already been fixed in 5.0.2.1004 and I just can't see it, so please correct me if I am wrong!
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