Quote:
Originally Posted by Kamaeru
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.
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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
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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This is very simple to do should we want to, though there won't be any fall level for this specifically.