Arik's Profile
My name is Neil Troughton and I can't believe I keep doing this.
>Er, you're not SUPPOSED to implement burnable
>plantlife that way. Don't take the way Seth
>did things as the one true way
Don't worry, I'm not assuming anything about the best way to implement things here. The reason I think that this is the most sensible way of going about it is because:
>What if you only want one log to be burnt?
Thankfully, this won't be an issue - and also, I'm not entirely sure that doing something like this is a good idea. If the player can destroy one log with fire, surely they'd expect to be able to destroy all of them? It would seem inconsistent.
>how does that log burn? It doesn't have a script?
Although this is a very good point - I spent an absolute age trying to figure out why the trees burnt. Still, if people try looking at my scripting for example, they're screwed whatever, so it's not something I'm inclined to fix
>There were a couple bugs with Hellfire burning
>down trees with scripts attached in the >original game due to this very reasoning.
Yeah, I think I read about this. Pretty much all I'm going to do to the existing code is copy, paste and change a few numbers, though, so I don't see this being a problem.
>The way I prefer to implement it is weird.
Actually, it's quite interesting, although it wouldn't make a lot of sense to implement it in Scarab, as it would involve attaching scripts to all the cacti, etc (easier with the sprite replacer, but still not exactly worthwhile when a copy/paste will do). It definitely has potential, though.
>plantlife that way. Don't take the way Seth
>did things as the one true way
Don't worry, I'm not assuming anything about the best way to implement things here. The reason I think that this is the most sensible way of going about it is because:
>What if you only want one log to be burnt?
Thankfully, this won't be an issue - and also, I'm not entirely sure that doing something like this is a good idea. If the player can destroy one log with fire, surely they'd expect to be able to destroy all of them? It would seem inconsistent.
>how does that log burn? It doesn't have a script?
Although this is a very good point - I spent an absolute age trying to figure out why the trees burnt. Still, if people try looking at my scripting for example, they're screwed whatever, so it's not something I'm inclined to fix
>There were a couple bugs with Hellfire burning
>down trees with scripts attached in the >original game due to this very reasoning.
Yeah, I think I read about this. Pretty much all I'm going to do to the existing code is copy, paste and change a few numbers, though, so I don't see this being a problem.
>The way I prefer to implement it is weird.
Actually, it's quite interesting, although it wouldn't make a lot of sense to implement it in Scarab, as it would involve attaching scripts to all the cacti, etc (easier with the sprite replacer, but still not exactly worthwhile when a copy/paste will do). It definitely has potential, though.
Arik has released 3 files
Title | Category | Avg | Updated |
---|---|---|---|
Cloud Castle 2: Scarab | D-Mod, Epic | 9.6 | July 14th, 2014 |
I, Kara Gu | D-Mod, Quest | 9.2 | July 4th, 2012 |
Cloud Castle | D-Mod, Quest | 8.5 | February 11th, 2007 |