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Old 05-25-2011, 06:21 PM
Kamaeru Kamaeru is offline
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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.
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Old 05-25-2011, 06:43 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Kamaeru View Post

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.

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Originally Posted by Kamaeru View Post
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.
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Old 05-25-2011, 06:57 PM
Kamaeru Kamaeru is offline
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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
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Old 06-04-2011, 09:32 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Kamaeru View Post
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.
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Old 06-05-2011, 05:43 AM
Kamaeru Kamaeru is offline
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Ok, awesome. Do this Thor please sir.
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