New Block types

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BlueCrescentMoon
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New Block types

Post by BlueCrescentMoon » Mon Aug 08, 2016 8:02 pm

Y'know just wondering cause I thought of this while creating a map was break-away blocks? In concept they'd be blocks used to surprise the player into thinking it's a normal block but once the player's hitbox comes in contact to the blocks collision hitbox, the block would fall apart into chunks, kinda like a particle effect that way there are no collisions between the falling blocks and the player as it may cause interruption of gameplay. Ie, Somebody gets stuck under a block fragment. They could also fade out as particles that way it doesn't cause a lot of lag and so it's not in the players way so they can see.
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Lewa
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Re: New Block types

Post by Lewa » Tue Aug 09, 2016 2:20 am

Possible yes, but it would add some complications.
Replays wouldn't really work (replay characters would just pass through those blocks.)
Multiplayer would have a similar problem.

But the real question is: Does it make sense to obscure pathways and place "fake block" which disappear upon contact? (I can imagine that this could be abused to create tons of troll-maps XD)

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Re: New Block types

Post by BlueCrescentMoon » Tue Aug 09, 2016 9:26 pm

Eh that is true, but I think those in itself could be fun, see who can get through the troll the fastest. ^w^"
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Re: New Block types

Post by Lewa » Thu Aug 11, 2016 1:07 am

They could be indeed fun. But there would need to be some system in place to avoid them of being abused.
Maybe at some point in the future i'll add something like that in the game.

There are definitely possibilities of adding blocks like that into the game. (Maybe not such ones which can be abused for trolling, but something which is way more clear from a gameplay perspective.)
As an example there could be a block which allows you to jump on it once, but if you jump on it again it disappears, etc...



We will see what the future will bring.

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drakovyrn
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Re: New Block types

Post by drakovyrn » Wed Sep 21, 2016 7:06 pm

Speaking of a new block type, what about a black (or 'dark' gray) block type? This block would be like a "danger" block. If a player touches it, it would reset them to the last checkpoint.

I can already think of a few ways BlueCrescentMoon would troll us with these in his maps. XD
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Dr Gains
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Re: New Block types

Post by Dr Gains » Wed Sep 21, 2016 9:35 pm

drakovyrn wrote:Speaking of a new block type, what about a black (or 'dark' gray) block type? This block would be like a "danger" block. If a player touches it, it would reset them to the last checkpoint.

I can already think of a few ways BlueCrescentMoon would troll us with these in his maps. XD
Id so love to see this! Would open a lot of possiblilities on what I can add to a map, also increase how hard a map would be. More importantly, this would prevent cheating a handful of maps where you would just run on the bottom and jump to checkpoints.
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The Hard Croc
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Re: New Block types

Post by The Hard Croc » Wed Nov 02, 2016 8:15 pm

Dr Gains wrote:
drakovyrn wrote:Speaking of a new block type, what about a black (or 'dark' gray) block type? This block would be like a "danger" block. If a player touches it, it would reset them to the last checkpoint.
I can already think of a few ways BlueCrescentMoon would troll us with these in his maps. XD
Id so love to see this! Would open a lot of possiblilities on what I can add to a map, also increase how hard a map would be. More importantly, this would prevent cheating a handful of maps where you would just run on the bottom and jump to checkpoints.
I'm a month late, but this definitely sounds awesome. Would love to see some more block types, and this is a great idea for one imo :)
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Lewa
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Re: New Block types

Post by Lewa » Thu Nov 03, 2016 10:11 pm

Speaking of a new block type, what about a black (or 'dark' gray) block type? This block would be like a "danger" block. If a player touches it, it would reset them to the last checkpoint.
This is definitely something that i'll think about.
I was also thinking about a blocktype which would act as a kind of "debuff" so that any kind of temporary power-ups (like the higher speed of the yellow block or the jump boost of the green block) could be deactivated upon touching it. Mainly for balancing reasons. (So that the mapdesigner can somewhat "control" the areas in which such buffs can be used.)

The issue is that i want to use distinct block colors which are immediately distinguishable from each other. (As an example, orange is not really a great idea as it sits right between red and yellow which could, depending on the display output, be harder to detect.)

That's why i stuck with the current block types. We will see if i find a way to add something in the future without disrupting the consistent artstyle (and as well as its functionality) of the game.

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Re: New Block types

Post by BlueCrescentMoon » Fri Nov 11, 2016 8:29 pm

I can "see" how that would be a problem. Although I am achromatopsia colorblind, I can only see in greyscale. So if new colors were added they would have to be lighter/darker than the current blocks, as of rn it's okay, the colors are alright enough so I can tell what is what. If your wondering what it looks like for me use this site. http://www.color-blindness.com/coblis-c ... simulator/ upload a screenshot of Celaria and pick "Achromatopsia". You'll understand how I see things. Just a small thing you may want to consider when picking colors.
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drakovyrn
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Re: New Block types

Post by drakovyrn » Tue Nov 15, 2016 6:42 pm

Hmm, that's very interesting. It seems to me like black may be the best way to go. At least, it's easily recognizable from other colors, and makes for a nice contrast (white good, black bad, etc). I imagine it should be easily visible to someone with Achromatopsia.
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