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Old 01-28-2006, 08:47 AM
jake13jake jake13jake is offline
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Join Date: Dec 2002
Location: Northwest Vermont
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Oh, I failed to mention, and since I can't find the edit button, shoot really needs a bit of work.

1. Clientside-Serverside Consistency:
This is what drove me away from playing Graal Kingdoms, the blockiness of it all.
2. More options:
No wall blocking, but instead solely object blocking, is what Classic players are really interested in. I'm pretty sure that the way it is now and with enough toiling, we can turn arrows into fire arrows when they go through explosions, fix the arrow endsprite to old Classic style, and so on. Perhaps the best approach would be tiletypes? like, it might be interesting to block tiletype 22 but not tiletype 21 in certain instances. Fire arrows are important to detect walls, that kindof sense.
3. oh god... this floor is way too loud to concentrate right now. Drunken idiots.

Okay, quieter now. Another thing... My movement actually supports opposite boots and gravity boots with ease (remember the old really bugged ones?). Anyway. There are some things that are a hassle with the opposite boots.
1. level links require you to be facing them? (signs should of course).
2. playertouchsme only works if you're facing the npc?
3. (only somewhat related) It would be extremely, extremely very, very, very nice if there were an onCollision event handler... where either an NPC touches a player or a player touches an NPC. I can't stress this enough. It would significantly improve baddy scripting. With serverside damage scripts, you don't want to call the server a lot. It creates unneccessary usage. However, what if you wanted to create an area in a level, that if the player enters the player would get hit. The only good way would be to have a clientside timeout and trigger the server if the player enters the range of coordinates. I've wanted to do this in the level for my Water Quest miniboss. This could be easily accomplished with an onCollision function and an NPC that has a serverside setshape.

Last edited by jake13jake; 01-28-2006 at 10:50 AM..