Hello all,
MCMic {l Wrote}:acme_pjz {l Wrote}:Few weeks ago I uploaded a version which supports player state saving/loading and swapping of player's and shadow's state, and checkpoint tile was added.
However, the checkpoint just save the state automatically when the player enters it.
I think it's better that when player in a checkpoint it won't save game automatically, unless you press F2 key (or some other key, e.g. down key)
Why?
I do not understand the point of having to press a key.
Well imagine that you're walking past the checkpoint for the second time and you realize that you can't win the game.
Maybe your shadow is in a wrong position or even killed by some spikes, then it would be nice to revert to the previous checkpoint, but since you walked past that checkpoint again you can't.
I think we should give the player the choice to save or not.
MCMic {l Wrote}:And how about add a tile that enables the swapping of player's and shadow's state, if you're in the tile and press down key?
And moving blocks and spikes, and so on ... Any other ideas?
Why not, it would need maps that are made to make the swapping useful.
I like the idea of swapping the player's and shadow's state, but I think it shouldn't be in the first levels.
It should come later in the game, just like moving blocks and checkpoints, start out with only blocks, spikes, etc...
And I think that the swapping could do with some feedback, maybe a sound?
acme_pjz {l Wrote}:And moving blocks and spikes, and so on ... Any other ideas?
A breakable block, every time you walk over it it will break a little more.
And after two or more steps it will break and disappear.