Quote:
Originally Posted by EclipsedAngel
Clone the source code of the default system so you can have the default system, but at the same time have full control of variables and all.
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The logic for a lot of it is dead simple, really. Movement, for instance. While a player holds down a key they move .5 tiles (8 px) in that direction every .05 seconds. (.6 tiles (9.6 px) with level 3 shield) Priority for facing is right, down, left, up. (as in, if right and down are pressed, you face right.)
Lifting/throwing, the S+A drop menu, and the S+D switch menu are almost as trivial. Hiding is probably just as easy, I just don't have the speed memorized. The Q menu might be tough because if the 'packing' behavior, but that's also something that can be left 'til later, using just a simple grid. Bombs are pretty simple, arrows are pretty simple (and custom systems might mean the reflect would actually work, I don't think that actually ever got fixed in default...), most of the UI is probably simple for people who don't suck at such things, baddies are really stupid and their AI is easy, chests are /trivial/, and, well, that's about it.
Sword hit detection, arrow-on-shield detection, and baddies #$*& sword deflection (I hate that SO MUCH, as a player), on the other hand, might be a little evil.
Quote:
Originally Posted by ffcmike
you can't properly give players more than 12 hearts
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I know you used to be able to go up to at least 20, I think more, in the old days. I remember giving myself heart totals up to at least that in offline level packs back when offline mode was in a dropdown box next to online.