QwertyChouskie {l Wrote}:IMHO invisible walls should always rescue karts, if you want to block a kart without rescuing, you should probably have an actual object there. Being able to just drive into an invisible wall gives a feeling of things not being complete, it kinda breaks the illusion so to speak.
Hm maybe you're right, I have never really thought about it that much.
Now that I think about it I kinda dislike both options, but sometimes there is no elegant way to block a player from entering an area were I don't want the players to go.
Immediately rescuing a player when he goes to far away from the road feels so harsh to me for some reason
But having an invisible wall that randomly blocks a player is probably even worse, it kinda feels like cheating since there is "nothing"
The only thing we're I like invisible walls over rescue planes, is in the egg hunt mode, the player could just be exploring and then be rescued back on track "randomly".
Just to have to drive all the way back to that place again having to avoid the rescue plane without knowing were it is.
For fortmaga that isn't an issue tho I think I haven't used any invisible wall so far (except for some bridges to get get better driving physics, and prevent frustration by getting stuck in the railing).
eltomito {l Wrote}:In New Fort Magma, it seems to me that the swinging spike balls are much harder to evade on Expert level than on SuperTux level which should be the other way around.
Is it because on SuperTux, the karts go faster so it's easier to slip by?
If it's so, maybe the balls should swing faster in SuperTux mode.
Yes you're right about that.
Does anyone know if/how it,s possible to use the "visible if" option in the object properties for that?