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Got a cool idea that should be in R'n'D? Let's hear it!

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Tomi
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Post by Tomi » Fri Aug 12, 2005 10:34 am

Another idea: add CE change conditions "when player tries to snap me" and "when player tries to drop something on me" (used only on elements that are walkable over/under/inside). That would allow "controlling elements", for example, in Zomis' minesweeper, when you try to snap a mine, it marks (instead of pressing snap key and then drop key as it is now).

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Alan
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Post by Alan » Fri Aug 12, 2005 4:21 pm

Another idea: add CE change conditions "when player tries to snap me" and "when player tries to drop something on me" (used only on elements that are walkable over/under/inside). That would allow "controlling elements", for example, in Zomis' minesweeper, when you try to snap a mine, it marks (instead of pressing snap key and then drop key as it is now).
Pretty good idea! Could be used in lots of other ways to.

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Darkon
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Post by Darkon » Fri Aug 12, 2005 9:52 pm

Hm, any reason snapping would only be used for objects that are passable? I can imagine it would have uses for other objects too, like sand or some form of solid object that cannot be dug but can snapped or the ability to "snap push" objects.

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Alan
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Post by Alan » Fri Aug 12, 2005 10:09 pm

I think Tomi ment to say these where for two different things,
snapping any element and dropping an item onto a walkable element.

The snapping idea is pretty good though.....say you had a custom boulder that you normally push by pressing it...but if you snap it, it makes it roll across the screen instead...sort of a duel action command (kicking the boulder?).

You could also make switches that you could press or snap for different effects......and a million other things. ;-)

Tomi
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Post by Tomi » Tue Jan 03, 2006 2:47 pm

I've just noticed that the snapping idea has been implemented in 3.2.0-5 (or sooner?): "snapped by player" works even if the element isn't really snapped. (= isn't diggable/collectible) I tested it and created a level with a kickable boulder and it works just fine. (I'd post it but RNDFA is down.) So well done Holger!
I can't find any dropping condition though. Is it forgotten, impossible or what?

Zomis
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Post by Zomis » Tue Jan 03, 2006 3:01 pm

Tomi wrote:I can't find any dropping condition though. Is it forgotten, impossible or what?
Well... the only dropping condition that exists has existed for a while, and that's "dropped/thrown by player" and "player drops/throws". There's still no custom keys or inventory stuff though...

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Holger
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Post by Holger » Sat Jan 07, 2006 1:36 am

BTW: I totally forgot that this "change when snapped" was in fact your idea!

Hope you like it as it works now! :-)

> I can't find any dropping condition though. Is it forgotten, impossible or
> what?

Well, not really forgotten, but a bit more unusual than snapping unsnappable things, I think. :-)

I mean, dropping/throwing elements (really "towards elements") when you have nothing to drop/throw seems to be too unintuitive to me, so I skipped this for now.

If there are really good ideas for using this (which cannot be done with the new "when snapped" thing), I will happily re-evaluate it!

Tomi
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Post by Tomi » Mon Jul 17, 2006 9:58 am

Few examples of use of a condition I suggested:

Often there are walkable CEs in the level, but when the player presses drop key on them, nothing happens (there can't be more CEs on one field). When having this condition, the CE could somehow inform the player to try on other field (e.g. by playing a sound or displaying an envelope).

A better example could be:

Imagine a level with an "underwater" puzzle. You'd have to collect a special waterproof dynamite, then dive and blast some wall in order to enter the exit. It would work like this: when you get the dynamite, all "water" elements change to 'water (dynamite collected)' elements, which have a change page "change to 'water + exploding dynamite' when player presses drop key on me". The 'water + exploding dynamite' would change to 3x3 area of "water + explosion" (replace when destructible) after some delay.

I think it could be useful, couldn't it?

Daniel H.
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Post by Daniel H. » Mon Jul 17, 2006 8:36 pm

I can see where that could be VERY useful. :) (especially if there were more CEs)

Zomis
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Post by Zomis » Mon Jul 17, 2006 9:46 pm

Tomi wrote:"change to 'water + exploding dynamite' when player presses drop key on me
Nice idea, but using "when player presses drop key on me" doesn't tell the CE which element is being dropped, so why not use "when player drops <element> on me"?
And speaking of that... maybe then there could also exist a new pseudo-element named "dropped element" (but when using the "when player drops <element> change", I guess it isn't needed...)

Tomi
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Post by Tomi » Tue Jul 18, 2006 10:53 am

That could be possible, but the level author could also program it with CEs, making it more customizable: for example, when player tries to drop something on water, it should be removed from his list of things he's carrying (aka inventory), but when he tries to drop something in first example, it shouldn't. An option would be needed. (Or a CE action "remove X objects from player Y's inventory") Making this "dropping system" or "simulated inventory" with CEs also adds various other possibilities, e.g. some sort "smart inventory" which always drops the most useful thing in the square.

HerzAusGold
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Post by HerzAusGold » Tue Jul 18, 2006 7:56 pm

Tomi seems to be a "Lemmings" fan.
I too..
And the answer is ... 42 !

Tomi
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Post by Tomi » Wed Jul 19, 2006 9:08 am

Lemmings are nice, but I can't see any connection with this. :?

HerzAusGold
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Post by HerzAusGold » Wed Jul 19, 2006 10:36 am

Imagine a level with an "underwater" puzzle. You'd have to collect a special waterproof dynamite, then dive and blast some wall in order to enter the exit.
In Lemmings The Tribes ( Amiga / PC? ) you have all (kind of) to do this.
And the answer is ... 42 !

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