QUOTE(blackbishop89 @ Mar 21 2012, 06:24 PM)

Are the shielded in front back left and right flags suppose to be checkable in the enemy editor for other and other floating enemies?
Yes.
QUOTE(Avataro @ Mar 22 2012, 12:31 PM)

May I give my opinion about Missing Combo Types? Here are all combo types that are missing in my eyes:
We're definitely not adding more combo types at this point.
QUOTE
I have also found a bug, where you can move through unwalkable push blocks while they are moving from one combo to another. This only works when you push the block in the Up direction.
That probably won't get fixed; it's fairly difficult, and it doesn't matter much in practice.
QUOTE(Avataro @ Mar 23 2012, 08:08 PM)

Is it a bug that push blocks can change layer 3 combos into undercombos? This happens if the rule "layer 3 is background" is checked. Normally it should only change layer 0 combos.
The undercombo should be invisible if you're pushing a block over a background layer. It's not changing layer 3, it's changing layer 0 and covering it up.
QUOTE
Also, there seems to be a graphical glitch sometimes, when showing the walkability, pressing "W".
Also more trouble than it's worth to fix.
QUOTE(blackbishop89 @ Mar 27 2012, 10:26 AM)

I don't think AtfronX and AtFrontY are written correctly. Since they should do what InFrontX and InFrontY do with a dist argument of 0.
Maybe. They return the point at the front and center. Not good for positioning sprites, but it's fine for, say, solidity checking.
QUOTE
EDIT: Also InfrontX iand InfrontY is not written correctly either since it doesn't work unless dist is negative.
Yeah, those are definitely wrong.
QUOTE(Avataro @ Mar 28 2012, 12:13 PM)

In build 1330 there is the following change:
"* Push blocks' combo types should no longer be ignored in on sideview screens."
Does anyone know, what that means? Push blocks are still not affected to gravity. They don't fall down. I'd call this a bug
The heavy and wait types were previously ignored on sideview screens.
Push blocks aren't supposed to be affected by gravity. That's not something we could easily implement.