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Kamaeru 05-25-2011 06:21 PM

Very awesome.

I do think that baddies really ought to be able to fall, though.

Even if it's the most difficult script you've ever produced.

If you have an organized system of keys that unlock doors in respective dungeons, AND baddies that fall into holes, then we're seriously in business.

Also, I think we had something like this working before: a method to where each different place you could fall sends you to a separate and planned-out location in a level below.

ffcmike 05-25-2011 06:43 PM

Quote:

Originally Posted by Kamaeru (Post 1651454)

I do think that baddies really ought to be able to fall, though.

Even if it's the most difficult script you've ever produced.

It's not so much a matter of difficulty, the detection of fall tiles is very simple, as is making their recoil go through them, the worry really is that fully precise blocking detection with the high range of angles that can occur with recoil can be a lot more expensive in terms of script time than straight forward or diagonal checks. Admittedly they're quite consuming as it is, they're using the same movement process as players with such things as sliding against diagonal cliff tiles enabled, it's something I'll want to optimise before adding more.

Quote:

Originally Posted by Kamaeru (Post 1651454)
Also, I think we had something like this working before: a method to where each different place you could fall sends you to a separate and planned-out location in a level below.

This is very simple to do should we want to, though there won't be any fall level for this specifically.

Kamaeru 05-25-2011 06:57 PM

It's funny, when I'm playing ALttP I get the feeling that nintendo found a way to get around that method as a whole, because their script for doing it seems to be really simple and logical. But, alas, they weren't using Gscript.

I was hoping it would be as easy as this:

1. enemy moves onto specific x/y location

2. enemy plays an animation

3. script nullifies enemy amidst this

lol

xAndrewx 06-04-2011 04:45 PM

is the falling thing on atlantis too?

Kiwi27 06-04-2011 08:38 PM

Quote:

Originally Posted by xAndrewx (Post 1653149)
is the falling thing on atlantis too?

I'm pretty sure I've seen it, on the way to the mountains... 'cept much easier to fall on Atlantis...

But good work, Thor! :)

DustyPorViva 06-04-2011 09:32 PM

Quote:

Originally Posted by Kamaeru (Post 1651459)
It's funny, when I'm playing ALttP I get the feeling that nintendo found a way to get around that method as a whole, because their script for doing it seems to be really simple and logical. But, alas, they weren't using Gscript.

I was hoping it would be as easy as this:

1. enemy moves onto specific x/y location

2. enemy plays an animation

3. script nullifies enemy amidst this

lol

Interesting tidbit, in Zelda games if a baddy falls down a pit it isn't registered as dead. It's simply locked in the falling state, and I assume death checks for dead or falling. Hence why when you return to the room the baddy will be back, while others who you actually killed stay dead.

Kamaeru 06-05-2011 05:43 AM

Ok, awesome. Do this Thor please sir.


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