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Forest Jumpy and Spiky #44

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Karkus476 opened this issue Aug 9, 2016 · 5 comments
Open
3 tasks

Forest Jumpy and Spiky #44

Karkus476 opened this issue Aug 9, 2016 · 5 comments

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@Karkus476
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Karkus476 commented Aug 9, 2016

Currently many of the forest levels contain ice jumpys and ice spikys, which melt.
This does not fit the theme of the forest.
Should they be different to ice jumpys? (to make it more interesting)
Should they be named differently? (in code and in level files)

  • New artwork (including sleeping spiky)
  • Implementation in code (if needed)
  • Implementation in levels @SuperTux/level-designers
@Hume2
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Hume2 commented Aug 9, 2016

Just note that it's useless to create a new factory when the object's behaviour is the same as an existing objects and just a little detail is changed. So when it's supposed to behave the same way as jumpy, it should be still jumpy in the level files.

@Karkus476
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@Hume2 Although, how will the game know which death animation to run? (fire or melt)?

@Rusty-Box
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@Hume2 Mr. Snowballs and poison ivys behavior is the same, but they are different objects. So why don't do the same for jumpy and spiky?

@maxteufel
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@Rusty-Box Then that's wasted code (annoying to maintain and the more lines of code, the more likely a bug) and needs to be fixed.

In re behavior: there could be ghost variants of them (not sure what will be special about them but you could suggest that) and some filled with lava (iceflame needed; for castles).

@maxteufel maxteufel mentioned this issue Aug 9, 2016
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@Hume2
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Hume2 commented Aug 9, 2016

@Karkus476 It already recognized based on which action is defined. For example, kirby is a snowball, but doesn't melt, because a burning action is defined.

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