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Message: 4386
Author: Alexandra
Date: 17/08/2004
Subject: Re: JSWED 2.1.6 uploaded
In manicminerandjetsetwilly@yahoogroups.com, andrewbroad wrote:
I'm back! After two months of major tennis- and work-distractions,
it's time to start catching up with the MM/JSW scene again, not to
mention a mountain of emails waiting for me to reply to them :-o
Welcome back!
Triggers are the important one. You put a trigger before another
guardian. It will watch a byte; when that byte goes to zero, the
trigger is activated. It pokes five bytes into the following
guardian (byte 0 and bytes 4-7), and then disables itself.
I presume "guardian" here means "guardian-instance" rather
than "guardian-class".
There are no instances and classes in JSW64, each room has it's own
table.
(at this point, Sendy is probably cursing me because he needs to
redesign all the rooms in his WIP to take advantage of this).
What's a WIP?
Work-in-progress. As it happens only 1 room really needs to be
redesigned significantly (I assumed switches would work on a 8x8
character format like they do in MM, but they are guardians)
So to make a gap of n character-columns, you'd have to have n
opening walls?
Looks like it, although a horizontal collapsing section would be a
nice addition (and a slowly opening hole in the floor could be used
as a good trap - a bit like the opening and closing floors in Wanted:
Monty Mole)
It might be possible to make such guardians by altering the order in which things are drawn, which is what determines collision-
detection.
That's how Erix-1 mode makes lifts and BG guardians (as far as I can
tell). It's a room-wide
setting which makes all guardians act according to their attributes.
That's why in Erix-1 mode rooms with lifts, there aren't usually
other guardians and if there are, they are limited to block collision
detection (Using fast VG's (32 speed) or Block movement HG's works
OK).
So if we invented a special dimension of guardian-types that were
drawn BEFORE the player, they would not collide with the player, and would behave according to the attribute-definitions of the block-
types.
So I guess once a guardian was in this state, giving it the same
attribute as Air (or secondary Air) could make it pass-thru-able?
Lifts could be implemented in this way, although you'd have to keep
moving on horizontal lifts (unless they had the same colour-
attribute as conveyor, and even then there's the problem of changing direction), and of course the player wouldn't move smoothly on
vertical lifts, à la JSW II, without extra coding.
Having to move with lifts is part of the fun :) (plus it adds to the
(sur)realism). Though you could have a patch in the room which
alternates the conveyor direction according to the direction of the
lift. This is done in a Geoff-mode patch no problems.
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