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New Tarantula behavior + Spidermite Variant #2820
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Tarantula will be the new default variant of Spidermite, set to appear in world 3. Spidermite instead will be the new Halloween variant for Tarantula and be repurposed for the Halloween Add-On. [ci skip]
This is a pretty unimaginative overhaul of this enemy. All its behaving like is a vertical ice crusher which can be stomped. Theres not really much in the ballpark for unique object-player interaction here. I think a better application of the spidermite would be:
I see the possibility of big webs being in world 3, so i think this fits better and is a bit more imaginative... |
I think both ideas fit different things. Rustys spidermite is simple and can be combined with other existing gimmicks to make something new (for example a moving platform + spidermites) while Servalots is more complex but a little less flexible. Considering how different the two ideas are perhaps both of them could be included but have one go to a new enemy. |
Looks nice, Rusty! |
imo that seems a bit complex. if i were to give a suggestion for how to make the enemy more unique, maybe the Tarantula is able to move around on it's web, with it doing the attack shown in the video rusty posted whenever tux goes below the Tarantula. think of it like a crusher that can chase you a little bit. hopefully this graphic helps get the idea across |
Hey Rusty! While installing the Nightly Build of the next Tarantula, as soon as I tested the enemy, I saw a bug. Its behavior is the same as the old Spidermite. Try anyway to reinstall the game, change from its Tarantula code to Spidermite and nothing. It was still the same. Here's a video what I mean tarantula_bug.mp4 |
@VincentAraneo Please read the actual description of the PR before writing comments like these. I already mentioned that the code has not yet been written, if you look at the To-Do section. So this is not a bug. It just hasn’t been worked on yet. |
@Frostwithasideofsalt This could be cool. I think a setting to have them be either able to move or stationary would be great here. |
@tylerandari13 I agree, I think Servalot's idea is good, but more fitting for a different enemy, if it should get in. |
Also, Frost's idea would add more uniqueness from ice crushers, whilst keeping the idea. I like. |
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//FIXME: Hello reviewers, is there a better way to center the silk horizontally? Thank you. | ||
Vector pos(get_bbox().get_left() + ((get_bbox().get_width() - static_cast<float>(m_silk->get_width()))/2), | ||
m_start_position.y - 32.f); |
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I don't think so, however since Tarantula doesn't move horizontally you can cache silk X position somewhere.
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it does move horizontally if not static
@MatusGuy I added missing squished sprites. I don't rememmber if the game already accounted for those or if you have to code them in manually. Otherwise we're done here i.e. final review time before merge |
Tarantula, originally Spidermite, will be getting a behavior overhaul. Alongside it Tarantula will become its new default variant and is planned to make appearances in an upcoming world 3. The old Spidermite will get re-introduced as a Halloween variant of Tarantula for the Halloween Add-On, with a brand new design as well.
Their behavior will be a mixture of its old behavior and that of a Crusher!
Tarantula will reside idle on the ceiling, only charging downwards if Tux is close. Once they dropped down towards the floor, they will now bounce up and down within a set distance from the ground for as long as Tux remains close to it. Once Tux leaves, Tarantula will begin to slowly move up towards its original resting place and wait until Tux gets close again.
A scripted demonstration for reference:
spidermite_silk_test.mp4
TODO: