+-

+- Member Info

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

+- Recent Posts

Re: Forum History Log by Charlie
8 hours ago

Re: Temporary Farewell by Charlie
8 hours ago

Re: Temporary Farewell by RKS
02 February 2023, 23:23:19

Re: King rates songs by Charlie
02 February 2023, 23:06:25

Re: King rates songs by King (2.0)
02 February 2023, 22:57:17

Re: What songs are you listening to? by King (2.0)
02 February 2023, 21:47:50

Re: What songs are you listening to? by Charlie
02 February 2023, 10:25:26

Re: King rates songs by Charlie
02 February 2023, 02:11:39

Re: King rates songs by King (2.0)
02 February 2023, 00:59:53

Re: What songs are you listening to? by King (2.0)
01 February 2023, 20:49:03

Re: Temporary Farewell by King (2.0)
01 February 2023, 20:36:30

Neiko Hinode by Charlie
01 February 2023, 15:52:31

Re: King rates songs by Charlie
01 February 2023, 10:39:54

Re: What songs are you listening to? by Charlie
01 February 2023, 10:39:31

Re: Temporary Farewell by RKS
01 February 2023, 08:40:12

Author Topic: Project K  (Read 505 times)

0 Members and 0 Guests are viewing this topic.

Offline AuroraDash

  • Lunar Tierce Knight
  • Heroic Member
  • ****
  • Posts: 284
  • Health: 1025
  • Gender: Male
  • Ascendant Yiffmonster
    • View Profile
Re: Project K
« on: 21 October 2021, 08:54:21 »
I've been implementing the mechanics behind spikes and various other death-zones.


There exist both generic spike objects that are always fatal and directional spike objects that are only fatal if touched with a non-positive velocity in the direction the spikes are facing.



I revamped the corner correction mechanic so that you cannot be corrected into spikes. I also made upwards corner correction more lenient -- previously, in contrast to other directions, upwards corner correction required one to be moving slowly upwards or not at all -- the vertical component of velocity needed to be between -1.5 and 0. Now, it just needs to be greater than -1.5, but with the added condition that one cannot be corner corrected upwards too soon after leaving the ground. The reason for this is that otherwise, it becomes possible to walk off a platform and then immediately walk back onto it which is kinda janky and uncomfortable.


I was worried that, even without explicitly being corner corrected, it would still be possible to get snapped onto a platform you shouldn't be if you just happened to be within the right 2-pixel margin above a block. However, taking a closer look at my code, I don't think that's mathematically possible unless one's vertical speed is slow anyway.


That caused a bizarre bug where you'd sometimes get stuck in the ground for no reason, but I fixed that as well.


There will need to be a third version of the autotiler specifically for handling spike tiles, but I haven't made that yet.
« Last Edit: 21 October 2021, 08:54:55 by AuroraDash »
Entryway / Moss Garden / Elevator / Magic School / Ice Prison / Splendid Tower / Technology Tower / Sky Platform / Hidden Attic / Genocide City

Poison's Lair / Shade Hollow / Backwoods / The Remnant / Underpath / Sorrow Peak / Energy Centre / Fire Hole / North Edge

 

Related Topics

  Subject / Started by Replies Last post
38 Replies
278 Views
Last post 30 May 2021, 12:19:05
by RKS