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Description
Currently the fill game (or rather the throwing enemy) has a few different ways to vary the projectiles that are thrown:
- Each enemy can throw a different projectile scene (and apply various properties to it)
- Projectiles can be recolored (via modulate) to match the colour of a barrel. Barrels have an optional label and optional colour. It is assumed that all barrels in the scene that have the same label also have the same colour.
Projectiles can only fill barrels with a matching label. When spawning a projectile, the enemy assigns it a label (and corresponding colour, if any) out of the labels for the remaining barrels in the scene.
In two quests, the creators have wanted to do something that is not supported by this:
- In Stella, the idea was that four kinds of sea creature fly out of the water: 3 different regular fish, or a starfish. Only the starfish should be accepted by the boat (barrel). This was not possible without custom logic. One thing we tried was having offscreen barrels with 3 different labels but what's missing is the ability to use different spriteframes (or scenes) for different labels.
- In Champ, there is a sign on the shore that tells you which colour of fish needs to go into each of 3 targets. There is custom logic to swap the
SpriteFramesof the projectile based on the target label.
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