Mimicking the cliffturn behavior
Posted: Sun Jul 12, 2020 3:40 pm
So, I am currently making an NPC that walks on the ceiling, which then turns around when there is no ceiling to walk on.
I'm curious if there is a way to mimicking the behavior of the "cliffturn" property but checking the ceiling instead or not. I already kind of have an idea to iterate position check through the block in the level manually, but that seems to be a bit overkill.
Does anyone have a better idea on how to approach this?
Also, I have another small question that I'm not sure if it warrants its own thread so I'll add it here too.
Is there a way to make single effect behaves differently without manually duplicating the effect itself? Similarly to the basegame Shy Guy or Bullet Bills -it moves similarly to TICK_DROP if stomped, but TICK_ARC if killed by other means. That'd not only save effect slot but also easier to do custom graphics for the user side.
I'm curious if there is a way to mimicking the behavior of the "cliffturn" property but checking the ceiling instead or not. I already kind of have an idea to iterate position check through the block in the level manually, but that seems to be a bit overkill.
Does anyone have a better idea on how to approach this?
Also, I have another small question that I'm not sure if it warrants its own thread so I'll add it here too.
Is there a way to make single effect behaves differently without manually duplicating the effect itself? Similarly to the basegame Shy Guy or Bullet Bills -it moves similarly to TICK_DROP if stomped, but TICK_ARC if killed by other means. That'd not only save effect slot but also easier to do custom graphics for the user side.