Open MrBlinky opened 1 year ago
Oh that's funny!
I have made a change but are NOT confident that it will not effect other parts of the game. Its in a separate branch at the moment.
So this is not just a case of invisible tiles?
No unfortunately. In the section where I determine if you can do a running jump I then work out which jump you can do - long, medium or short and on the same level / dropping a level - I had some incorrect logic. I really need to play test this some more.
May be related... Tested v1.00, sim, Level 1:
Also 'feels' harder to make this L1 jump (I've done 100 times)... not sure if anything changed- or just me!
Are you testing with the 1.01.beta.001 version?
Re-tested issues with Version 1.01 Beta 001, Emulator.
OK .. I will not be able to test tonight. But will test again.
The change I did really should only affect a jump that drops a level not the two you highlighted .. but stranger things have happened!
Have merged into main. Will package up soon.
Version 1.1 Beta 002 tested skywalking as in the original 1st post and it is solved.
Re-tested L1, v1.01 Beta 004, Sim. -- Issue still kinda remains... but now I'm trying to cause a problem. Probably ok for most users?
No, I want to fix these too if I can.
Will look at it.
Updated in Beta 005
Tested with Version 1.01 Beta 012, Sim. -- L1: Still can air walk jumps going left -> right.
A bit of a fudge fix .. but you cannot jump from that position anymore when the tiles are arranged like this [floor] [floor] [gap] [gap] [floor]. when running left to right or the reverse when running right to left. If detected, it will force the prince to take another step before jumping - solves the problem with the available memory left but introduces a lag between pressing the button and actually jumping.
Fixed in Version 1.01 Beta 013.
Tested with Version 1.01 Beta 013, Sim.
I played the DOS version and this extra step is exactly what that version does. I have just realised what mechner did there! I have been trying to accommodate for jumps at various points in the tiles (in my version 2, 6, 10) with jumps that cater for the various distances. He just made you continue for a step or half a step so he can cut down on all the jump types.
I was concerned the player would think that he could clear the jump.
How about this?
I think the double jump thing has been there since the beginning of time!
Tested with Version 1.01 Beta 015, Sim.
Its the same video really as my second one.
The problem is that if we make this one a valid jump, it says you really cannot miss this jump from any position. The only way you could fall is to run over it. If you are going to jump that far out from a gap, maybe you should die?
Its too narrow to have the play grab on as well.
I wonder what the original does?
1.0029 in this room in level 9 when you jump towards the gate you can stand in the air on an invisible tile.