N-Game v2.0
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» Level data, fully explained.
Keeping drones in place EmptyFri Jan 25, 2019 6:17 pm by vrugtehagel


Keeping drones in place

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Keeping drones in place Empty Keeping drones in place

Post by lusprs Mon Jun 15, 2015 8:58 pm

Other than trapping drones in place with tiles, what are other ways to keep them from moving?

I noticed some of vrugtehagel's maps kept drones in place by using doors in the tiles.

However, are there other methods? Looking at Billo's map "Time Passage," nothing seems out of the ordinary with the code.

Let me know your thoughts!

lusprs
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Keeping drones in place Empty Re: Keeping drones in place

Post by thejumper£#! Fri Jan 08, 2016 2:39 pm

lusprs wrote:Other than trapping drones in place with tiles, what are other ways to keep them from moving?

I noticed some of vrugtehagel's maps kept drones in place by using doors in the tiles.

However, are there other methods? Looking at Billo's map "Time Passage," nothing seems out of the ordinary with the code.

Let me know your thoughts!


Interesting, no idea


And... hi lusprs i like your maps
thejumper£#!
thejumper£#!
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Keeping drones in place Empty Re: Keeping drones in place

Post by vrugtehagel Sun Jun 19, 2016 10:18 pm

If you place drones off the regular grid, the collision with tiles may be pretty far from the tile itself - I'm not that good at explaining this, but I'm trying. If you move a drone offgrid, then basically, they can still only turn after having travelled the length of an entire tile (or a multiple of that). This makes that you can make them collide with seemingly far away tiles.

I'll be sure to include a (hopefully better) explaination in my editor, and I'm also planning on a feature calculating the drone paths, so that you can see whether or not they are stuck and/or where they'll go. We'll see how that turns out ;)

by the way, about that "Time passage" level: there's a door above the drones that keeps them in place. The doors don't have to be inside tiles, but I like to do that so you can't see them :D

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