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Message: 4462

Author: Alexandra

Date: 19/09/2004

Subject: Re: Ladders, Lifts, disappearing platforms, Radzone & Booty

 

Radzone has a block-type which is like floor, ramp and ladder rolled into one: in a field of these blocks, you can move in eight
directions.

A bit like the ropes in MOTR? The climbable blocks in that allow you
to move all 8 directions, i.e. the pipes in the sewer section.

Climbing up ladders isn't a problem in JSW, since you can easily
jump up them as in "Ballroom East". If floor-blocks (or a new ladder block-type) were defined as down-conveyors, that could eliminate the need for a down-key.

Good idea. I have seen that system used in games before (Shamus Case
II on the C64... Very dull platformgame/shooter)

Booty is an interesting platform-game, adding not only ladders, but
horizontal and vertical lifts, platforms that disappear and
reappear, wide doors that take you from screen to screen (a bit like portals in Manic Miner, but usually two-way), and narrow doors that
you have to unlock with a correspondingly-numbered key.

Not to mention doors that lead to mid air (that's the main thing I
remember about that game, going through a door and falling to my
death)

Platforms that disappear and reappear could be implemented using a
patch-vector which sets the colour-attribute of the appropriate
block-type to be the same as the background colour-attribute, and
back again, at regular time-intervals. (This effect can also be
simulated using invalid arrows, but without any fine control.)

I need something like this for DTV II, I was planning to attempt to
write a patch which simply draws the attributes to screen and erase
them as desired, but the system you mention would be much easier to
set up on a per-room basis. The downside is that having a bitmap
graphic for the block would leave ghosts (though I think it would
look fine as just a solid block).

 

 

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