New badguy: Jumping Spiky

New badguy: Jumping Spiky

Postby Savs » 01 Jun 2016, 06:28

The jumping spiky is/will be another variation on the Spiky badguy. As usual, it looks like an innocuous spiky until the player gets near it, at which point it spontaneously hops into the air, hopefully nailing the player.
I modifed the code to get it compile with supertux 0.4.0 now the only problem is that it won't jump. It sees the player, it crouches but don't jump. Advice?
Attachments
jspiky.zip
Jumping Spiky code and sprite file
(5.19 KiB) Downloaded 319 times
Last edited by Savs on 28 Jun 2016, 09:33, edited 1 time in total.
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Re: New badguy: Jumping Spiky

Postby brmbrmcar » 01 Jun 2016, 09:26

I don't like the idea. The toads are annoying enough, but a spiky one...
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Re: New badguy: Jumping Spiky

Postby onpon4 » 01 Jun 2016, 12:17

looks like an innocuous spiky until the player gets near it, will jump on player like a toad.

So, it's pure fake difficulty. Terrible idea.
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Re: New badguy: Jumping Spiky

Postby Savs » 02 Jun 2016, 07:16

Remember that Helmuts from Jazz 2 in Medvio levels would occasionally jump at player if you play on Hard diffculity? So, why not do the same for spiky in supertux?
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Re: New badguy: Jumping Spiky

Postby Hume2 » 02 Jun 2016, 18:57

This remembers me the trolling levels made by community in the 0.1.3 times, where the trick was jumping over specific areas with non-solid ground that appeared as solid.
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Re: New badguy: Jumping Spiky

Postby brmbrmcar » 02 Jun 2016, 20:34

I guess they could be implemented, just for game flexibility. There would be a rule not to use them in official levels though.
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Re: New badguy: Jumping Spiky

Postby Hume2 » 03 Jun 2016, 06:23

So why to implement that when it can't be used anyway?
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Re: New badguy: Jumping Spiky

Postby brmbrmcar » 03 Jun 2016, 09:10

FOR GAME FLEXIBILITY! Of other third party levels.
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Re: New badguy: Jumping Spiky

Postby Hume2 » 06 Jun 2016, 17:43

Assuming that it's possible to think bazilion different badguy behaviours, adding a next one won't make any difference. For game flexibility would be better something like generic badguys.
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Re: New badguy: Jumping Spiky

Postby brmbrmcar » 06 Jun 2016, 18:20

I think there should be custom badguys somehow then, but it would get tricky. Maybe a very restricted C++ coding environment would work, but that would be tricky.
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Re: New badguy: Jumping Spiky

Postby Hume2 » 07 Jun 2016, 20:30

I think, there was already an idea like that but apparently it was left. I personally think, it would be nice, but currently there's no capacity for that.
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Re: New badguy: Jumping Spiky

Postby brmbrmcar » 07 Jun 2016, 21:19

How would there not be capacity for it? It's going straight to 0.5.0, right? There should at least be some new features!
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