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Asprok |
Posted on 08-18-16, 01:37 am (rev. 3 by Asprok on 01-19-17, 06:46 pm)
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Passed away in 2017
Karma: 999 Posts: 161/380 Since: 03-04-14 |
There are two other behaviours that don't appear in the latest build (b379):
Speaking of explodable blocks, the behaviour for Bowser battles' bridge blocks ( → ) is still unknown (or at least I couldn't find it yet). I could not… |
RicBent |
Posted on 08-18-16, 08:20 am
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Mariomaster
Karma: 8553 Posts: 622/1681 Since: 06-09-12 |
Posted by Asproek Both types of blocks are destroyed with a tile destoryer sprite wich is spawned by the boss itself. So the behavior of them doesn't matter at all (apart from that they should be solid ). _________________________ GitHub - Kuribo64 - YouTube |
skawo |
Posted on 08-18-16, 08:48 am
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Karma: 19797 Posts: 579/1100 Since: 04-02-13 |
Actually, it might consider the behaviour when spawning those particles.
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Asprok |
Posted on 08-18-16, 01:46 pm
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Passed away in 2017
Karma: 999 Posts: 162/380 Since: 03-04-14 |
Posted by Mariomaster Both types of blocks are destroyed with a tile destoryer sprite wich is spawned by the boss itself. So the behavior of them doesn't matter at all (apart from that they should be solid :P). Well, I myself actually found it useful because in my hack I used these shreds for another explodable block (ice), so if an ice block is broken by, e. g., Mega Mario or a spiked ball, then it would spawn the new shreds. And I don't think it hurts to feature these behaviours. Posted by skawo Actually, it might consider the behaviour when spawning those particles. If you're referring to the blocks in the Bowser arena tilesets, then no, it doesn't as far as I know, I think it just takes into account the tile itself. Also: Posted by NSMBHN That should definitely be implemented. |
skawo |
Posted on 08-18-16, 02:19 pm
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Karma: 19797 Posts: 580/1100 Since: 04-02-13 |
...Then what does that behaviour do, exactly?
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Asprok |
Posted on 08-18-16, 02:41 pm (rev. 1 by Asprok on 08-27-16, 09:21 pm)
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Passed away in 2017
Karma: 999 Posts: 163/380 Since: 03-04-14 |
Posted by skawo ...Then what does that behaviour do, exactly? Let me explain myself: |
Luluca |
Posted on 08-26-16, 02:05 am (rev. 4 by ImageBot on 11-21-16, 03:23 am)
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Banned for being a complete retard.
Karma: 84 Posts: 122/140 Since: 02-25-16 |
Following the same perception of Skawo and Mariomaster, the existence of a Bowser bridge tile () doesn't depend of specific behavior associate with the switch explosion. Of course, maybe I don't got exactly the point of the question but, the tile bridge and tile shred () are not connected, once you can change the bridge to any tile that you want, in this case. There is no doubt, however, the explosion cascade, by default, ever spawn bridge shreds () and trigger event is connected by this switch. A simple experiment that I made, show a bridge shreds with bonus room tiles exploding.
The explosion starting. End of cascade. |
Asprok |
Posted on 08-27-16, 12:44 am (rev. 1 by Asprok on 08-27-16, 09:20 pm)
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Passed away in 2017
Karma: 999 Posts: 182/380 Since: 03-04-14 |
I'm kinda lost. I never said that the Bower battle bridge blocks () shared any connection with the aforementioned shreds when destroyed () through tile behaviour at all. What I meant is that there might be a tile behaviour for an explodable block which spawns said shreds (just like the other ones), that's all. The only tile that is coded to spawn specific shreds is this one: ; which will always spawn these: in any castle boss battle. Sorry if I wasn't clear or misrepresented my ideas; I hope this post clears things up.
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