Bugfighting.
Posted: Tue Feb 07, 2006 10:33 pm
Hi All and Holger,
Build these 5 rows (with a bug and spaceship in a small empty space).
SSSS (S)and
SE>S (E)mpty space, > is Spaceship go right)
SEBS (B)ug go up
SESS
SSSS
In R&D engine the critters can get stuck in each other as you know.
(Only an example above.)
If you switch to Emerald Mine Engine they don't.
Can you describe very shortly what's the main difference in this case.
(It seems the bug turns the 'wrong way', cause it thinks
it's an empty space but when finished turning it's occupied or?)
Do you plan for a compability option for this in R&D engine
(so critters won't get stuck this way).
By using maybe the same kind of 'bug' or feature as above (in R&D engine)
you can have the critter BELOW running in a circle without harming
the player with some proper timing.
Test and step left towards it as it passes a couple of times with slight different timing.
When the Bug's head has passed into the empty space horisontially to player (2 tiles to the left) go left one step.
You don't need to go back (right) except when the Bug comes back.
A kind of Bug(bull)fighting.
When you get hold of it, it can be abused and has saved me more than once.
Not sure if this needs fixing though, has become kind of a sport I practise
and is only really useful in crosses.
SSSSSSS (S)and
SEEESSS (E)mpty
SESESSS
SESEEPS (P)layer
SEBESSS (B)ug go right
SSSSSSS
-
Yam query.
What's the main difference between the two engines (yam).
It seems the R&D yam has longer delays and gets stuck more 'where it currently is'.
Does the yam know anything about player if not in it's current paths.
Yam's sight of player, is this 'infinite' or does it have a limit.
Thanks
CEEL
Build these 5 rows (with a bug and spaceship in a small empty space).
SSSS (S)and
SE>S (E)mpty space, > is Spaceship go right)
SEBS (B)ug go up
SESS
SSSS
In R&D engine the critters can get stuck in each other as you know.
(Only an example above.)
If you switch to Emerald Mine Engine they don't.
Can you describe very shortly what's the main difference in this case.
(It seems the bug turns the 'wrong way', cause it thinks
it's an empty space but when finished turning it's occupied or?)
Do you plan for a compability option for this in R&D engine
(so critters won't get stuck this way).
By using maybe the same kind of 'bug' or feature as above (in R&D engine)
you can have the critter BELOW running in a circle without harming
the player with some proper timing.
Test and step left towards it as it passes a couple of times with slight different timing.
When the Bug's head has passed into the empty space horisontially to player (2 tiles to the left) go left one step.
You don't need to go back (right) except when the Bug comes back.
A kind of Bug(bull)fighting.
When you get hold of it, it can be abused and has saved me more than once.
Not sure if this needs fixing though, has become kind of a sport I practise
and is only really useful in crosses.
SSSSSSS (S)and
SEEESSS (E)mpty
SESESSS
SESEEPS (P)layer
SEBESSS (B)ug go right
SSSSSSS
-
Yam query.
What's the main difference between the two engines (yam).
It seems the R&D yam has longer delays and gets stuck more 'where it currently is'.
Does the yam know anything about player if not in it's current paths.
Yam's sight of player, is this 'infinite' or does it have a limit.
Thanks
CEEL