Enemies should be replicated, that's half the fun!cirix wrote:Well that is the same side effect. Explained a few words: the replicator creates a new stone under it, and tags it as "already moved this frame, so do not move it again." Then the engine processes the next line, reaches the stone, clears the "don't touch again this frame" tag. Next line comes the conveyor, and sees a plain stone, does not know that it should not move it again.Sendy wrote:In this situation the replicated boulders appear down and to the left in relation to the replicator, presumably because the engine has moved them before they're drawn. I don't care that much, but thought I should report it anyway.
Clearing that flag takes place during processing. That is why chasing stones sometimes behave like that: they move right one cell, flag is set; next cell is the already-moved chasing stone, so flag is cleared... Next line, the slime, "hmm let's see what is over me? A chasing stone. Ok, I let him pass." Thus the chasing stone moves in an L shape, 1 cell to the right, 2 cells down, only in one frame. (<- The original game.)
If I would not delete the "already moved" flag during the processing, and let the replicator replicate only elements which do not have the "moved" flag...
Well. Maybe we can decide it with thinking about fireflies. For example, what about fireflies wandering over a replicator? They move every frame. Should they be replicated?
I'd rather have the engine as it is now than have to make any compromises like that, myself.