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The Suggestion...
object Merlin
object
When I was blasted hard enough for a few seconds,I just sqeezed right through them,it wasn't a problem at the time,but soon I saw myself traped around a bunch of trees...
Some monsters that might cause this:
Bombers
Thunder Monk
Green Guy o.o
Magma Golem
(Mabye Golem)
(Mabye Dragon)
Roadmapped by ♪ (done)
Comments
I was on the last map on it to 3X
Another time this happens: when merlin runs too fast. Of course, I thought I had fixed this by slowing merlin down:P
Revised solution: set an absolute maximum speed that any object can move. Should be pretty easy to do.
Revised solution: set an absolute maximum speed that any object can move. Should be pretty easy to do.
Yay!~ :3
There already is an absolute maximum speed set for all objects. However, (I'm not sure if your diagram came out right) if there are solid tiles placed diagonally from each other it quite possible for Merlin or other characters to squeeze through where the corners meet.
This is not easy to fix, and my solution for it in MR3 was to make sure that solid tiles did not meet diagonally when I was designing the map. However, for MR Open this is not a great solution as I would like people to be able to design maps without worrying about such things.
This is not easy to fix, and my solution for it in MR3 was to make sure that solid tiles did not meet diagonally when I was designing the map. However, for MR Open this is not a great solution as I would like people to be able to design maps without worrying about such things.
Turns out, The max speed is done with a rectangle, and I have no clue(at least, not without spending a whole bunch of time trying to figure out what the rectangle sides mean. It might be maxes and mins...) what to do to lower it.
I think for merlin, the navMode speed is a pretty good hard limit for speed, or maybe a scaled version, like 1.5*(navMode speed)
Honestly, I always thought it was weirder to go faster than navMode in battle. Why would he slow down after fighting? I'd opt for raising navMode speed a little and then capping Merlin's speed to that.
Agreed.
I figured out how to solve this and I think I have.
if anyone comes across this bug, let me know, and I'll fix it some more.
(nav mode speed is completely separate, and I suppose, deserves it's own suggestion)
if anyone comes across this bug, let me know, and I'll fix it some more.
(nav mode speed is completely separate, and I suppose, deserves it's own suggestion)
That is, I solved it by slowing down the max speed, rather than adding extra collision checks.
@megaman4ever: done.
You should make a for realz suggestion for that as well so I can mark it appropriately.
You should make a for realz suggestion for that as well so I can mark it appropriately.
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Status: rate | *In Roadmap*
Sqeeze Bug