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Add a new "powerup": Rotten Egg #3370
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Also, add placeholder graphics, and make it available in bonus blocks
So basically an enemy inside a bonus block. |
No, that was considered, but the behavior here is intentionally distinct. If it were an enemy, it wouldn't disappear after hurting Tux, and it would be possible to kill it without being damaged, but this is a moving obstacle that can only be avoided. It might also have distinct physics, if the normal egg gets updated with new physics. Oh and I forgot to mention, there is currently a small bug: if big Tux is standing still when the rotten egg hits him, then sometimes he will shrink and be displaced down one tile without his sprite being updated to small Tux. It doesn't happen when moving, and when standing still it only lasts until Tux begins moving or his idle animation starts, so I think there just needs to be an extra line in the |
Improved badegg sprite by Frostwithasideofsalt Fix the initialization list/member variables in GrowUp Change the nested ternary operators to chained ternary operators Make a Rotten Egg bonus block tile available in the editor
Okay, I think this is basically ready, except I still don't know why a rotten egg landing on a big Tux standing still pushes Tux into the ground, i.e. changes Tux's hitbox without updating the sprite. |
Ok so, maybe i don't understand this completely, but does this basically act like the poison mushroom from super mario brothers? if so, what's the gameplay for this going to look like? is it going to give you coins when you get another powerup afterwards, or just hurt you? genuinely wanting to know. |
To me, it seems to mainly be to compliment the theme of the corrupted forest levels: corrupted enemies, corrupted granitos, corrupted plants, why not a corrupted powerup too? Idk what Mario's mushrooms are like, but this can be another way to increase the difficulty in the corrupted forest levels. |
it's just a poison mushroom, yes. it doesn't benefit the player in any way, all it does is hurt the player. |
It's a cool idea, but if it doesn't have a function besides hurting the player, i don't really see the use of adding an extra item "just because". on the other hand, if it does have a use like giving coins once you get another powerup or something like that, in that case you could try pitching it to the team for their thoughts on the matter. sorry if i'm seeming rude on this thought. :| |
I don't get the whole "just because" thing, you just acknowledged it can damage the player. That's a use 🤷 so it's not a "just because" addition? Correct me if I'm wrong Also, as an experienced level designer this definitely has more advanced uses. The power up, like existing ones, could interact with objects like a dispenser or spring or bumper, etc. |
what I'm saying is, a powerup should give some kind of boost to the player not just to hurt the player and that's it. it should help the player in some kind of way, whether that's coins, an egg, fireflower, etc... also, it's a powerUP not powerdown. |
Also, add placeholder graphics, and make it available in bonus blocks.
I would love to get rid of the nested ternary operators if possible, let me know if you have any suggestions.
Also just let me know if there are any variable names / code quality things you want changed, or feel free to change them yourself.