Closed jacobabrennan closed 11 years ago
Transitions might not necessarily prevent players from ramming into an enemy, since players usually can't move during a transition.
With Zelda, usually the enemies are spawned in the middle, and not the sides - that helps prevent ramming.... I think?
I don't think I can solve this problem 100%, so I'll probably end up using a combination of approaches. Right now I have both the invulnerability timeout, and a nice transition. Later I'll add intelligent spawn positions for enemies.
There should be an animated transition between screens, such as in the original Zelda (NES), which would allow users to reorient themselves while entering a new screen.
...And hopefully prevent them from ramming their head into an enemy.