basically, i was wondering if it was possible to make so when something is set to leave something behind when moving, the object left behind starts moving the direction the object that created it was moving
i was thinking of making some kind of centipede type creature, it probably would be possible without this feature, but it could be useful, and would kinda make sence considering previously it was moving left... in a sence that it came from an object that was moving left
also, i just thought, when something is created in this manner, which direction does it start facing? technically shouldnt it face the direction of the creator?
Starts moving previous-effects leave behind
Moderators: Flumminator, Zomis
> also, i just thought, when something is created in this manner, which direction does it start
> facing? technically shouldnt it face the direction of the creator?
Sounds reasonable, yes.
But after playing around with CEs a bit, I came to the following question:
How should a CE that was left behind by another (moving) CE ever be possible to move in that same direction? After created by the moving CE, it can never move in that direction, because there's still the other CE (moving away, but still blocking that field). So it must always start with a different direction than the previous move direction -- or it must be set to only move in that certain direction (which only works if you know that direction), but then you won't need the "previous" start direction.
Do I overlook something?
(It would probably not be that hard to add this, but currently I don't see any case where it would work as intended.)
> facing? technically shouldnt it face the direction of the creator?
Sounds reasonable, yes.
But after playing around with CEs a bit, I came to the following question:
How should a CE that was left behind by another (moving) CE ever be possible to move in that same direction? After created by the moving CE, it can never move in that direction, because there's still the other CE (moving away, but still blocking that field). So it must always start with a different direction than the previous move direction -- or it must be set to only move in that certain direction (which only works if you know that direction), but then you won't need the "previous" start direction.
Do I overlook something?
(It would probably not be that hard to add this, but currently I don't see any case where it would work as intended.)
> i was thinking of the movement type that emerald mines had, that when an object moves, the
> space the object "was" becomes passable, but the space the object is moving to becomes solid
I think you remember Boulder Dash, not Emerald Mine. In Emerald Mine, elements cannot move "in a row" (without empty space between them), while this was possible in Boulder Dash (but only in one direction, not the opposite direction, if I remember right). But BD had "jump-moving", so it cannot be compared directly...
So the conclusion seems to be that this feature (using the "previous" move direction for CEs left behind by other moving CEs) would currently not be needed for R'n'D. Please correct me if I'm wrong (still thinking about this)...
> space the object "was" becomes passable, but the space the object is moving to becomes solid
I think you remember Boulder Dash, not Emerald Mine. In Emerald Mine, elements cannot move "in a row" (without empty space between them), while this was possible in Boulder Dash (but only in one direction, not the opposite direction, if I remember right). But BD had "jump-moving", so it cannot be compared directly...
So the conclusion seems to be that this feature (using the "previous" move direction for CEs left behind by other moving CEs) would currently not be needed for R'n'D. Please correct me if I'm wrong (still thinking about this)...