Quote:
Originally Posted by scriptless
I'm confused what you mean by functionality? If you used tiletype for example, do you mean check if a tiletype exists in a given area of tiles? I actually think that feature would be VERY usefull, altho can be done with a workaround, it still would be nice.
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Exactly. Say you build a movement system off of onwall2 like this(which I usually do). Then suddenly you need to code in some custom tile detection, say making chairs blocking(for horses). Now you're screwed because coding a wall check for onwall2(which detects areas) and tiles(which detects only a single pixel) is very different. I mean, it's not impossible but it always seems like a waste of time and effort.
I don't see any reason why someone would think onwall2 was less efficient than onwall. If you use onwall you end up having to do the extra checks that onwall2 does anyways, except you have to do them in GS2 which is much less efficient than it being internally handled. It doesn't make any sense to assume otherwise.