Although I just asked if that's a possibility, but... I guess that answers my question :Р
Well, many "special cases" (using single steel wall reflections) from your previous post should work more or less fine (resulting in "correctly" reflected beam which can later correctly hit a mirror again), but what indeed makes trouble is the beam hitting the very edge of the slope at the top towards the slope or at the bottom, barely touching the slope (lie shown in your screenshots), plus those situations where the beam gets caught in a "45° slope corner" (as also shown by your screenshots above). These either cause an "off by a few pixels" situation (like can be seen with being reflected by the side of a single steel wall block) or totally breaks the beam (both as you just demonstrated).
I have already played around with some potential workarounds, but they don't work that well. Detecting these cases and just causing the beam to stop and overload may be the better "solution" here, but sometimes also look weird/wrong.
But I think we can live with that.
Just let me know if you should manage to cause weird behaviour when the beam is *not* reflected by a single steel wall block. That at least should be more or less solid (I hope).
And honestly, sometimes I just like broken stuff because it's kind of fascinating to look at that.
Yes...
Also, sorry for being kind of rude, but the fixed DF mirrors look kind of... not really nice.
No problem with that.
I am also not too happy with the current graphics choice... IMHO it should better be like the MM graphics, having colorful graphics for the non-fixed mirrors and gray graphics for the fixed ones. But the all-gray non-fixed DF mirrors are already there, so I decided to use the colored ones for the fixed variants, which probably not the best solution.
[RF] Surprise Orb showcase
Looks cool -- a little bit zonk-like!
