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Re: can't contain scp-106

Posted: Fri Jan 18, 2013 10:20 pm
by That one guy
Leave the Magnet....Thing...On.

Re: can't contain scp-106

Posted: Sat Jan 19, 2013 12:33 am
by CommanderMark
Your suppose to put the magnets back on once the screen goes fuzzy.

Re: can't contain scp-106

Posted: Wed Jan 23, 2013 6:36 am
by MonocleBios
As of 0.6.5 the magnets are checked only at the instant the screen turns off. So it's fine to just leave them on for now.
Regalis said that he might add my fix in 0.6.6, so don't worry about it too much.

Re: can't contain scp-106

Posted: Wed Jan 23, 2013 7:12 am
by Sparks
MonocleBios wrote:As of 0.6.5 the magnets are checked only at the instant the screen turns off. So it's fine to just leave them on for now.
Regalis said that he might add my fix in 0.6.6, so don't worry about it too much.
Was a great fix you made, it removed the thing i always identified as a bug but probably just was a programming error or missing lines.

Re: can't contain scp-106

Posted: Thu Jan 24, 2013 5:17 pm
by Regalis
MonocleBios wrote:Regalis said that he might add my fix in 0.6.6, so don't worry about it too much.
Yeah, I added it and will upload the fixed version on Saturday. :)

Re: can't contain scp-106

Posted: Thu Jan 24, 2013 5:36 pm
by FoxMccloud64
*gets on*
*post in a bug report*
*leaves, LIKE A BOSS*

BEST GAME CREATOR, EVER!

We need a crown for Regalis