MINIMUM-like forward jump/grab
MINIMUM-like forward jump/grab
I implemented an ability that exists in MINIMUM to SDLPoP. It allows prince to grab a tile from a standing or a running jump.
Standing jump allows grabbing over to the distance of up to 1 tile. Running jump grabbing distance is a little over 2 tiles.
The way to grab is to release the forward arrow key and holding the up arrow key with Shift. MINIMUM does it in reverse, holding the forward arrow and shift but not the up key. But it feels less natural to me.
Doing simpler key combinations causes unintentional grabs because people tend to hold shift early when trying to grab a gate/ledge after a jump and up key is used to perform a jump. In this case they also hold the forward arrow key.
Is there any interest in adding this to SDLPoP as an optional feature? In my experience, it makes the gameplay more dynamic.
Standing jump allows grabbing over to the distance of up to 1 tile. Running jump grabbing distance is a little over 2 tiles.
The way to grab is to release the forward arrow key and holding the up arrow key with Shift. MINIMUM does it in reverse, holding the forward arrow and shift but not the up key. But it feels less natural to me.
Doing simpler key combinations causes unintentional grabs because people tend to hold shift early when trying to grab a gate/ledge after a jump and up key is used to perform a jump. In this case they also hold the forward arrow key.
Is there any interest in adding this to SDLPoP as an optional feature? In my experience, it makes the gameplay more dynamic.
- atrueprincefanfrom18
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Re: MINIMUM-like forward jump/grab
This looks really nice and can definitely add a lot of possiblities and interesting ways to make levels more exciting and complex!
I wonder what a mod could look like if we combine all such newly added features like the high-jump and jump-grab!
I wonder what a mod could look like if we combine all such newly added features like the high-jump and jump-grab!
Re: MINIMUM-like forward jump/grab
Going slightly off-topic, I notice that, throughout your post, you've consistently misspelled MININIM as "MINIMUM". Bruno made it a palindrome, so what you came up with must be invalid.
Re: MINIMUM-like forward jump/grab
I blame the spell checker.
Re: MINIMUM-like forward jump/grab
I have created a branch with this feature. It is a part of the enhanced mode settings.
https://github.com/dstarosta/SDLPoP/tree/jump-grab
https://github.com/dstarosta/SDLPoP/tree/jump-grab
- atrueprincefanfrom18
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Re: MINIMUM-like forward jump/grab
I created a small levelset to test this (along with HiJump enabled) and it looks amazing
Re: MINIMUM-like forward jump/grab
That demo level looks great. These moves definitely open more scenarios to figure out.
If there are no issues with the feature, I'll create a pull request.
If there are no issues with the feature, I'll create a pull request.
Re: MINIMUM-like forward jump/grab
Re: MINIMUM-like forward jump/grab
I submitted a fix that caused prince to teleport when hanging onto the left-most tile on the top floor.
https://github.com/NagyD/SDLPoP/pull/285
https://github.com/NagyD/SDLPoP/pull/285
Re: MINIMUM-like forward jump/grab
I have merged it.dmitry_s wrote: ↑July 6th, 2022, 6:24 am I submitted a fix that caused prince to teleport when hanging onto the left-most tile on the top floor.
https://github.com/NagyD/SDLPoP/pull/285
- atrueprincefanfrom18
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Re: MINIMUM-like forward jump/grab
I found a weird behaviour which I don't know if it was intentional or if it's a bug:
If you grab for the lowest possible time, the loose tile won't fall down.
If you grab for the lowest possible time, the loose tile won't fall down.
Re: MINIMUM-like forward jump/grab
Dmitry made a fix for it: https://github.com/NagyD/SDLPoP/pull/288atrueprincefanfrom18 wrote: ↑August 3rd, 2022, 6:35 am If you grab for the lowest possible time, the loose tile won't fall down.
I have merged it.