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Some certain pony told me they didn't see jumping Twilight in a while -- how about seeing Twilight and her speedrun strats?
Ran the game just to get some material (screenshots) to work with and I didn't have to play long to break the game with my epic skills.
I mean, it's kinda fun to have such glitches, so that people can creatively use these in speedruns, but thaaat one is too easy to perform, too OP.
I haven't checked the code yet, but at first glance I suspect the code order is to blame.
The thing is, that when Twilight is squeezing, unable to get up (the forced ducking state), she's also unable to jump (to prevent from these things happening lol). Buuut it looks like if you start squeezing through such passages and immediately jump (basically approach the wall, then hit DOWN+RIGHT+JUMP), she will enter the passage and jump even though she should not and due to her hitbox getting stuck in the walls, she'll end up being teleported away.It's been
agesa while since I was working with her code, but obviously the 'forced' state is applied too late, by a single frame. If I remember my code correctly, the check for forced ducking state is executed before or after the movement in general (walking&jumping), so she can move by these few pixels and jump in a single frame, before the next check will be run (either at the end of the code or at the beginning in the next frame). I didn't think of it, heh. Well anyway, the solution is simple, I'll have to move that check, so that it is executed after movement, but before jumping. ezThe teleporting though... It's how I wrote collision (cheap magic to keep player away from walls) and while everything works, it doesn't like when somebody manages to get stuck in the wall, heh. Generally there should be no way to get stuck, but the more I play, the more features I add, the more I realize, that ... things just happen and I definitely should consider handling such circumstances in a less aggressive way. Someday I'll have to reimagine how everything should work and I guess... I'll have to rewrite a lot of code.
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Yeah, collision is one of these things, that like to cause troubles. Many, many, many games tend to have some issues in one way or another - either it's just getting stuck, being teleported somewhere, various minor inconveniences, or something used for speedruns. I know how it goes, I myself, broke so many games.
One of my favorites was in duke nukem land of babes on ps1. There was a deathmatch (2players splitscreen) map in a space ship/base of some sort, where players were walking mostly on platforms and falling down resulted in falling outside, to space and dying. Instead of playing normally with my brother, we were often just playing for lols doing random stuff and we discovered, that if there's an "L" shaped platform, you can walk across inside corner, falling for a lil moment before stepping on the other side, which was probably causing a loop to go wild, teleporting you to the very bottom into space, skipping the invisible barrier that triggered death, allowing you to "walk on space" outside the map, literally. lmao good times
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My favorite is Super Mario World: there's some kind of maximum on the number of flip-blocks that can be spinning at a time---4 I believe. So if you've got a cape, then you do a spin-jump, it's possible on some levels to force the game to stop the spinning on blocks prematurely. If you do that while you're sharing space with a flip-block, it can push you away---sometimes even through walls and floors!
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Mmmmm nice. Sounds somewhat similar to what I have here, as in my case it's also finding oneself in a solid block, resulting in being pushed/teleported away. Also had that happening when spawning solid blocks on parasprites (as I've been posting earlier) - fun!