-
-
Notifications
You must be signed in to change notification settings - Fork 491
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Zeekling behaviour improvements #2624
Conversation
Co-authored-by: Tobias Markus <[email protected]>
Co-authored-by: Tobias Markus <[email protected]>
Depends on #2631 |
Can you fixed unused fields? |
will in the next commit |
If you run straight ahead while ignoring the zeekling, you stay out of its trajectory. But if you're big tux, you will get hit because of your bigger hitbox, unless you slide at the last minute. Small Tux's hitbox is one of its advantages. You can die in one hit and get a more limited moveset but have more chance of survival.
But if you go in the same direction, you will be interfering with zeekling's trajectory, which will hurt you. So this isn't really a bug, but a feature. |
@Vankata453 Wait, what is the "bug" in question? I'm confused here. He seemed to work fine on my end. Is his diving curve messed up? What does the red line mean you drew on your screenshot? |
Rusty i think the red line is a question mark |
Yes, but it seems like it's hard to die as small Tux. Personally I like how the old zeekling, regardless of direction, always poses a threat to the player and your task is to be careful around it. Additionally, if you want to kill it while on smooth terrain as small Tux, I don't think you would be able to, because you're not able to jump that high, according to my testing.
The diving curve simply poses no threat to small Tux when the directions of Tux and the zeekling differ.
Just a question mark, you can ignore it. |
I don't get this one? Are trying to kill it when it flying in the air? Just wait for it to come down.
They do not pose as much of a threat on flat ground but why would they have to. Even as Big Tux a simply slight is all you need and you are in the clear. Flat ground has already several enemies and obstacles that you can use to enhance difficulty. Zeekling is an airborne threat trying to snipe you during platforming and are much more efficiently used on less flat ground that rquired tight platforming. Like how a Haywire is pretty much uninteresting on an empty flat long surface or a chasing fish pretty easy to dodge in a large, open pool of water, even Crushers are very harmless on flat ground, as you can just run straight and they will never harm you unless they are like one tile above Tux - certain enemies have circumstances they perform better in or worse. It comes up to the level designer to create a proper enviornment to bring the best out of each element used in it. |
Okay, did some platforming testing. Now that you explained it it makes sense. It seems challenging enough when platforming and also the reason that it doesn't catch Tux when directions differ is now clear too, seeing MatusGuy's response. Being used to the old zeekling, I just didn't initially expect this. Only count on the code-side of my review then.
I was trying to kill it as small Tux while running in the other direction. Seems like, however, just standing there without moving makes it drop on Tux, giving you the chance. It is speedy though, so the player should react fast on that. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
this makes the zeekling feel so much better to fight against. like wow.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Sometimes I prefer getting run over by a train to reviewing PRs, but here we go: Just fix my review comments and it's all good.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Ok, this behavior is kind of weird. It's not really better or worse than the old behavior. Just weirder. It does a weird "U" movement, and in most situations, isn't a threat to Tux at all. I understand that it's supposed to go until 1 tile above the ground, but in many cases, it stops around 3 tiles above the ground, so it doesn't endanger any Tux variant in any way.
Also: |
if (m_frozen) | ||
return false; | ||
|
||
const auto player = get_nearest_player(); | ||
if (player && last_player && (player == last_player)) { | ||
Player* player = get_nearest_player(); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Maybe use auto
? It's not that important, but wanted to mention it anyway.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I'd like to keep the usage of auto to a bare minimum, unless it's a long type or the same type is referenced twice in the same line.
idea is to remove the randomness and make the movement smoother
fixes #533