Re: [Super-tux-devel] Re: [Super-tux-commit] supertux/src defines.h,1.32,1.33 world.cpp,1.69,1.70 wo
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From: Ricardo C. <ri...@ae...> - 2004-05-10 14:09:35
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Em Segunda, 10 de Maio de 2004 13:58, o Ingo Ruhnke escreveu: > Ricardo Cruz <rm...@us...> writes: > > Instead of limitating the number of bullets, according to the ones > > in screen, do it in a time bases. This was asked in a comment on The > > Linux Game Tome and I already wanted to do this, since the day I > > made that hack, so here it goes. You can tune that time on the > > defines.h file, it is the BULLETS_TIMEOUT definition (in ms). There > > is a fire test level. > > I have to say that I very much prefer the old behaviour over the new > one, since it had numeros advantages: > > * With the old behaviour it was pretty clear when one is being able > to shoot again, with the current system one has to wait some amount > of time, which leads to make the fire button feel very unresponsive > (press a msec to early -> no reaction). There is no visible > indicator when one is ready to fire again > Well, that can be done. > * With the new behaviour one is unable to shoot multiple fireballs in > a row, especially when confronted with a row of enemies, this makes > fireballs pretty useless, since one has to wait > > * Lack of punishment/bonus when killing enemies. With the old system > you had to be carefull with targeting the enemies, since when you > missed, you would have to wait until the fireball disapeared to > shoot again. If you on the other side hit, you would be rewarded > with having another fireball instantly ready. With the new system > you always have to just wait, no matter what you do. > I don't really see those two points as bad things. Anyway, I've already putted the old behavior back. Ricardo Cruz > In general the new system basically replaces nice gameplay dynamics > with boring waiting and even lacks a visible indicator on what is > going on. -- If you can lead it to water and force it to drink, it isn't a horse. |