New tile ideas
Re: New tile ideas
I will once I ensure there are no bugs.
Re: New tile ideas
If you do, perhaps you're willing to also pick an unused potion variant (modifier) value, which would subsequently allow me to add your new potion to apoplexy's native tiles screen. That is, if I'm understanding correctly that you hope to introduce, via pull request, an additional customization option to SDLPoP in the shape of a new potion type.
Re: New tile ideas
Does it make sense to have a separate potion for this feature? It was designed to work with a floaty potion but was never fully implemented.Norbert wrote: ↑May 8th, 2021, 11:04 amIf you do, perhaps you're willing to also pick an unused potion variant (modifier) value, which would subsequently allow me to add your new potion to apoplexy's native tiles screen. That is, if I'm understanding correctly that you hope to introduce, via pull request, an additional customization option to SDLPoP in the shape of a new potion type.
Code: Select all
LABEL(superhijump) // superhijump (when weightless)
- atrueprincefanfrom18
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Re: New tile ideas
Maybe in my opinion you can have another potion which can be used to only jump super high if it can also be implemented in DOSBox. If not, maybe just a flag #ENABLE_SUPER_HIJUMP in SDLPoP is fine too. Or maybe both? I'm confused too.
Re: New tile ideas
That is a very good point. The way super high jump is implemented in the DOS version would be really buggy even if David or someone could add conditional logic to use a different seqtbl entry. It requires a timer as well as additional logic to work correctly. You need different behavior if the top tile is a floor vs wall vs loose tile vs empty (or non-floor) tile. Grabbing abilities require action changes at the top of the jump. There are also some nuances if you jump from an edge of a room to the right that causes the room to change. An additional potion would also require changes to a few methods. So the realistic answer is no.atrueprincefanfrom18 wrote: ↑May 9th, 2021, 3:40 am Maybe in my opinion you can have another potion which can be used to only jump super high if it can also be implemented in DOSBox. If not, maybe just a flag #ENABLE_SUPER_HIJUMP in SDLPoP is fine too. Or maybe both? I'm confused too.
An SDLPoP flag that hooks into the floating mode is what I am thinking.
Re: New tile ideas
Done. https://github.com/NagyD/SDLPoP/pull/251atrueprincefanfrom18 wrote: ↑May 7th, 2021, 9:14 am You should really send a pull request to SDLPoP.
The PR ended up pretty extensive to deal with edge cases:
- Ensuring guards do not disappear when you hang to a tile in the room above on row 2.
- Lattice tiles should be drawn in the front table instead of the back table so prince does not jump "in front" of them. It gets even tricker with the lattice specific door top as the side of it and the lattice part are the same image so character clipping had to be used.
- If the top tile is an empty tile and it is possible to grab a tile to the right, the sequence had to be changed to free fall so kid can grab it. At the same time there should not any horizontal fall movement.
- The default sequence table makes kid jump into the floor/wall of the top room.
- atrueprincefanfrom18
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Re: New tile ideas
Thanks dmitry!
I've spent my Sunday - downloading the pull request files and creating an easy mod which uses this super hijump.
The feature really looks good, and I hope it gets stable and maybe David can do some bug fixes (if found any) and approve the PR and merge with the master so that I can release the mod.
I've created 3.5 levels and most likely I'll release the first five levels for now.
Edit: Btw, I had to enable all the fixes. Is there any way I can keep the default behaviour, but just enable a single fix?
I've spent my Sunday - downloading the pull request files and creating an easy mod which uses this super hijump.
The feature really looks good, and I hope it gets stable and maybe David can do some bug fixes (if found any) and approve the PR and merge with the master so that I can release the mod.
I've created 3.5 levels and most likely I'll release the first five levels for now.
Edit: Btw, I had to enable all the fixes. Is there any way I can keep the default behaviour, but just enable a single fix?
Re: New tile ideas
I followed the standard fix/enhancement pattern. You should be able to set "use_fixes_and_enhancements" and "enable_super_high_jump" to "true" in the INI file. The rest of options under the [Enhancements] section would be set to "false".
- atrueprincefanfrom18
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Re: New tile ideas
A new kind of spikes which don't get pressed after lose tile false on it. I just checked: you can change the modifier of the lose tile, you can also change the modifier of the spike. I would suggest if the modifier of the spike is same as the modifier of the lose tile, the spikes won't go away if lose tile falls on it.
Re: New tile ideas
You would have to introduce a modifier value to distinguish that type of spikes that does not interfere with existing tile modifiers and add conditional logic to return from the function in this case statement.atrueprincefanfrom18 wrote: ↑September 15th, 2021, 4:09 am A new kind of spikes which don't get pressed after lose tile false on it. I just checked: you can change the modifier of the lose tile, you can also change the modifier of the spike. I would suggest if the modifier of the spike is same as the modifier of the lose tile, the spikes won't go away if lose tile falls on it.
https://github.com/NagyD/SDLPoP/blob/98 ... 07.c#L1071
You can also put additional tiles like the sword there which can make it more challenging to get it.
Re: New tile ideas
Is there a way to make the teleport and crusher tiles, which are the main ones I want to adapt for my port of The Queen Of Light.
Perhaps for the teleporter one, it can be just like going upstairs to finish a level but instead of that, the tile sends you to a different room from the same level.
And maybe the crusher one could have the hitbox similar of the spikes when fully out and move from top to bottom similar to the chomper but covering the whole tile instead of the spikes.
But how can both be implemented?
Perhaps for the teleporter one, it can be just like going upstairs to finish a level but instead of that, the tile sends you to a different room from the same level.
And maybe the crusher one could have the hitbox similar of the spikes when fully out and move from top to bottom similar to the chomper but covering the whole tile instead of the spikes.
But how can both be implemented?
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Re: New tile ideas
Subsequent posts about the teleports have been split into a separate topic.
Re: New tile ideas
Some ideas suggested by dmitry_s:
Re: New tile ideas
Being able to mix skeletons that do and don't rise in levels sounds interesting. Also, so far, only variant (modifier) 0x00 is in use there, so lots of room for expansion. Loud gates, I'm not sure if they would serve any real purpose. Regardless, only variants 0x00-0x02 are in use there, so why not. Totally loose tiles are essentially fake tiles, which is a native tile already available to SDLPoP modders. Interaction with them would be visually different though, so... sure. Only variant 0x00 is in use here. I probably like some of the other ideas in this thread more than the above, but mostly I'm waiting to see what ends up in official SDLPoP releases, and will add support for that in apoplexy.
Re: New tile ideas
Not sure if this is a tile related thing, but what about guards that can fall to other rooms like the skeleton does throughout the entire game?
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NEW UPDATE! Prince Of Persia: The Queen Of Light v2.6. Download it today! viewtopic.php?p=33174#p33174
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