New CE Change Delay Unit: STEPS

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Daniel H.
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New CE Change Delay Unit: STEPS

Post by Daniel H. »

Currently, the options for the DELAY setting before a CE changes are # SECONDS or # FRAMES.

It would be nice to also have the option of # STEPS. That way, the player could take # steps, and then the change would occur.
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Tomi
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Post by Tomi »

Would this be a time unit (8 frames, or how much is it), or a real measurement of player movement?
Daniel H.
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Post by Daniel H. »

Tomi wrote:Would this be a time unit (8 frames, or how much is it), or a real measurement of player movement?
It would be a "real measurement of player movement."
Tomi wrote:Would this be a time unit (8 frames, or how much is it)
I believe that it is 9 frames. I could be wrong though.
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Post by Zomis »

Daniel H. wrote:
Tomi wrote:Would this be a time unit (8 frames, or how much is it)
I believe that it is 9 frames. I could be wrong though.
Nope, it's 8 frames (on normal player speed of course). Faster speeds halfes and slower speed doubles the frameamount. So fastest = 1 frame, faster = 2, fast = 4, normal = 8, slow = 16, slowest = 32.
Last edited by Zomis on Wed Apr 19, 2006 1:08 pm, edited 1 time in total.
Daniel H.
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Post by Daniel H. »

Zomis wrote:Nope, it's 9 frames (on normal player speed of course).
Zomis wrote:normal = 8
:shock: I thought that players moved at normal speed. :? :?:
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Holger
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Post by Holger »

> It would be nice to also have the option of # STEPS.

Sounds like a very good idea indeed! Never thought of this!

(And yes, it would of course be "real player movement", as the number of frames for one player step can differ with the actual player speed.)

An interesting question is how to handle this with multi-player levels -- probably the best solution is to count every player's steps.

BTW: Daniel... Well... Would you mind using a signature with a little more discreet text attributes? When I see those red colour and large font, I always fear that your next step is to use the cursed <BLINK> tag, or a flashing animated graphic or something like that... ;-)

"And the beast shall come forth surrounded by a roiling cloud of vengeance. The house of the unbelievers shall be razed and they shall be scorched to the earth. Their tags shall blink until the end of days."
(from The Book of Mozilla, 12:10)
Daniel H.
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Post by Daniel H. »

Holger wrote:Would you mind using a signature with a little more discreet text attributes?
No. I Changed It:
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Last edited by Daniel H. on Fri May 26, 2006 11:45 pm, edited 2 times in total.
Zomis
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Post by Zomis »

Daniel H. wrote:
Zomis wrote:Nope, it's 9 frames (on normal player speed of course).
Zomis wrote:normal = 8
:shock: I thought that players moved at normal speed. :? :?:
Oops. Just a typo. Of course I meant 8 frames. Forget about 9 frames...
Daniel H.
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Post by Daniel H. »

Holger wrote:the cursed <BLINK> tag
I don't know of any such tag.
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Holger
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Post by Holger »

> I Changed It:

Thanks! :-)

> > the cursed <BLINK> tag
> I don't know of any such tag.

It's an HTML tag Netscape invented one night when their browser developers were heavily drunk. ;-)

It's probably not available for signatures here... Which is a good thing. :)
Tomi
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Post by Tomi »

A little curiosity:

(It views best in Mozilla Firefox, see the link below.)

http://www.goer.org/HTML/examples/htmlhorror1.html
(EPILEPSY WARNING: <BLINK> TAGS INCLUDED)

Some explanation:
http://www.goer.org/Journal/2003/Oct/index.html#26
Daniel H.
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Post by Daniel H. »

Tomi wrote:It views best in Mozilla Firefox
I use Mozilla Firefox for Windows.

:shock: whoa...
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