Half hearts dont display properly in the baby's hud


The Binding of Isaac fangame, heavily inspired by Plants vs. Zombies · By
First of all- I can’t seem to figure out how Sanguine Bond works? The spikes don’t appear in front of my offensive babies like it says. Secondly- I feel that bosses need to tone down the attacks until you have received a few towers to place. Rag doll in particular loves to spam enemies before I have even gotten 1 tower per lane she’s sent attacks to.
Just starting a run instantly results in:
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shBlackNWhite
D3DXCompile failed - result
at gml_Object_o_card_Draw_0
############################################################################################
this is pretty easy to fix
info in this link
https://steamah.com/shadowrain-d3dx-compile-failed-error-fixed/
I just got 3 same items after a boss. 3 red shovels. I am after Ragdoll boss (loop2)
when I try buying them they dont change to OUT OF STOCK
meabe its because I got all items and it resets to nr.1 id item which is possibly red shovel?
when I click continue then it shows an error:
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object o_reward:
Wrong argument types for ini_write_real
at gml_Script_save_run
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_save_run (line 0)
gml_Script_start_new_level
gml_Object_o_reward_Step_0
I have done 5-6 runs by now and im really liking the game, however the one thing that seems to make the game impossible to win for me is the procetile spamming hardhats.
Once theystart shooting(triggered by either a cube of meat or an mystery egg spawn) they will wipe out pretty mutch all the defences in the neighboring lines before dying, their knockback amplifies this problem making them get behind enemy units and stopping any attempts of blocking their shots with an well placed cube of meat. I think making it so that they keep on advancing while shooting instead of basically going backwards might fix this. They are pretty mutch the single thing that has killed me every run.
Also the stone mask enemies dont seem to attack when next to your units they just stand there, im not sure if this is intentional or a bug though.
ItsYaBoi4455 (and probably others have already mentioned it) but I'm making my own post about the limited baby slots because idk, I have my own special baby boy take on it. I have now played the game a good bit and looped a few times and I think that four slots is pretty reasonable for how the game is now. Should it expand it will absolutely need more baby slots but as of right now I think that at most one more baby slot should be available and should be balanced in a more specific way than just money.
I think the second addition baby slot should take up your active item slot.
IE: once you buy the backpack the first time you can buy like, Pandora's box or something like that which will then allow you to - before starting a fight - select it as your active item. When you do that it you can select an additional baby to take into the fight. I just realized it could maybe be an active with a super long charge which will just place that baby for free, but I'm worried that might be either over powered or under powered. either that, or just you can buy that baby with hearts like normal.
I do think baby slot upgrades should be guaranteed (if they aren't already) with maybe backpack after floor one and "pandoras box" is guaranteed after floor two (or maybe after three so its an upgrade that's only available for looping), either way I do agree with people asking for more baby space but I would absolutely want it to be something you have to think about instead of just being a required upgrade. The game is already really neat and absolutely has a place as a hard rogue like take on the PVZ formula so I'm excited for more!
At the game over screen, by clicking a bunch of times you can replay the animation of Isaac getting kicked, it may be a feature? I'm not sure, since when you do this, the text under the big game over letters is different everytime, which I had never seen before, I always got the phrase "It's not your fault.." whenever I died.
(Call me a conspiracy theorist but there may be an Easter egg here?)
Alright by far Challenge #5 is the hardest one of them, but I feel that this isn't a skilled based one, so far everytime I have died it's all been caused by one enemy: Flies. I think they are simply too fast for the first shot of a wiz/Loki to catch up with them, they only start dying when the baby is already shooting at something else on another tile, of course this is just a problem on the spiked filled lanes, middle two flies just die when they touch a tower. When one of them reaches the end, you're gonna be praying that one of the lokies' backshots hits them or else you're doomed the next second.
Is it possible to remove them entirely, or at least tone down on the amount that comes from the sides? I think asking to change how fast babies shoot and how they detect enemies might be a tad too much right now, so I'll leave that out of my suggestions for a fix of this challenge.