Sorry if I was a bit... exasperated? Hasty? I don't know. Anyway, I've been a bit of a hypocrite since I actually just now played your game (mechbot) and forgot to post myself (I must do this at once!).
how did you get there phil? I swear that post wasn't there when I began writing this one. Nevermind:
This level was special made for wall rebounding. You have to use it to reach the higher levels while in the rooms before it is just a tool you can use, but don't have to. To get to these areas you will have to get a run up and run towards the opposite wall, jump, and attack before you hit the wall (if you don't attack you will just get knocked down). This can take a bit of practice to get right.
You may also need to leave the room to get extra run up for the one on the left, though there's plenty of room on the right. You can repeat this several other times throughout the level, I'll let you figure out where.
Wall rebounding won't be used that often, probably just for secrets, shortcuts or really nasty levels. THE "ALERT" VARIABLE
Shadows merely stop enemmies detecting you when you are in them. Enemmies will also only attack when they have detected you, so if you are in the shadows and they are not already chasing you, they can't kill you. The problem is that if they've already seen you, they will continue to move in the direction they last saw you and that will normally involve you getting killed.
There is a variable called alert that acts a bit like a fuel tank for the enemmies, filling up when they can see you, but otherwise slowly emptying. In the last version they will stop following you if this variable equals 0 and return to patrol (I've fixed it now, but in one version it has possible for it to skip 0 and descent into the negatives, which meant they would always follow you). The best way to shake them off is to ensure that you can't be seen, which can be done by hiding in shadows (they can still of course wander blindly into you)
This system looked a bit stupid though (especially with the speedy guard dogs) because they would be charging after you one minute and then doing a slow patrol the next.
In the version I am currently working on, I have changed this so that the enemmies will stop and stand still when they half their "alert" half full and then stop and return to patrol from there, which both works and looks better.DEFINING A SPECIFIC LADDER SECTION
I've used a different system for the AI and for the Player ladder climbing. For the Player I just checked whether there was a ladder at position (0,0) but for the AI this caused system problems as they would get on the ladder as soon as they reached the edge of it (and so go stuck on the bottom of the ledge above them). The natural solution would be to snap to the centre of the ladder, but with this function you can't identify the specific ladder (eg: "if there is a ladder at the position (x+0,y+0), snap to position of"... erm... ladder? which ladder?).
Eventually I discovered that the collision event worked in practically the same way and you could use other.(x,y) to snap the enemy.
I didn't change the Player ladder climbing because it seemed
to work okay (though I agree it can be frustrating at times). So I've basically been a bit lazy about it. Still, I will try to fix the problem for the next release (somthing along the lines of: "if player is going up/down -> snap to centre of ladder" that way you can still get off where/when you want).
Coming to think of it, I should do the same thing for buttons (I was wondering how to get the player to press a specific button - this will alow multiple buttons per room!).
Your problem with the stealth kill is interesting, that's never happened to me in my tests, I've changed the stealth-kill since the last version and made it work better, though I don't remember it ever not working at all in any of the versions.
I've got a few more two part animations (eg: involving 2 objects) coming up, including the guard dogs, which pin you down, drool on you and then eat your face!
I've talked a lot about the dogs, and though I've nearly finished them, I haven't done any death animations for them (so you can't kill them by any means, not even with acid, which you will be able to do when they are finished). I also can't find a good dog death sound (depressed/ressigned whine + acid doesn't really work).
So basically I have to finish the dogs and fix the ladder/button before the next version, but I'll release it when it's done. I'm doing this because I enjoy doing it anyway, not for the praise (though a little praise is nice).
Anyway, till next time,
Edited by Wilbo, 18 April 2006 - 04:42 AM.