Holger wrote:- cursor right: player just walks to the right
Really!? You're kidding!!! I gotta test that feature!!!
Ok, now I'm just being silly
An option for snap-pushing sounds good too, and it's also something I've missed with CEs. I hope, like Richard (who still seems to be known as Don Shadow), that this will be avalible in the next version...even though I guess it won't..
Well, I forgot what features you already added Holger... I just list the things I can think of now:
Pulling
Inventory
Random loop for GEs
Hidden minimap
Walkable but not leavable
The invinsible border option
That´s on my DO-IT list. ;)
Oh btw: Pulling, random loop, hidden minimap, walkavable but not leavable, invinsible border option should be added in the next version, so I can make some levelsets if you want.
BTW2 -> Eating: I don´t use the eat-drop or the eating itself, because it really seems weird... If the eating CE eat-drops an element, this element should be viewed if the eating CE begins to leave it´s place, and not than, if he is already on the next field !
Anonymous wrote:How will this affect old levels that didn't expect to allow players to 'pull' objects?
Probably have new levels default to the 'new' option "objects pullable," but have old levels default not to.
Sorry. That was extremely unlcear.
Create a new option called "objects can be pulled" (or something)
Make old levels which don't include the option automatically default to this option being off
Make new levels (maybe) default to allow pulling objects?
I'm sure (didn't we discuss it already?) that it will be made similarly to the issue with scissors, that were not aggresive enough at first ;-) In that case the defaul option for new levels was the new behaviour, whilst for old levels nothing changed (unless changed by creator afterwards). In this case it's not exactly like that, bcause 'can be pulled' isn't a standard feature. So it will probably still stay off by dafault for 'standard' objects (e.g. from BD or Supaplex), but can be on by default for EM objects, as they're mostly used for highly customized levels anyway. But maybe it would be better to just apply this option in the config but leave it default off for all objects? Makes not much difference to me either way.
That's already possible using CEs (I know, it's very undocumented ). You can set a CE to be "Collectible & Throwable". Then you can throw it one step ahead of you, and if you also use some other CE Techniques (like moving and changing) you can change it yourself how far you want the CE to be thrown.
Check out this level for an example, with a "boomerang".
If you are looking for CE examples, try Juergen Bonhagen's and Alan Bond's levelsets! Oh yes and not to forget Richard's and Dr. Sloan's...
You can find them at www.artsoft.org !