This is wierd
Author | cucumber_boy |
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Tags | author:cucumber_boy nreality objectmod test testlevel thwumpmod unrated |
Created | 2008-07-10 |
Last Modified | 2008-07-10 |
Rating | 3 more votes required for a rating. |
Map Data | |
Description | Try playing around with it a little. Yes it is possible, but not how you think....
Sorta like a simple challenge, I guess? |
Other maps by this author
Comments
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2008-10-19
Yeah, that's what I meant.
If I remember correctly (?), it's about three tiles wide, and a 12th of a tile thin. (2 px thin)
So my demo should still work... Unless I'm missing something or have the dimensions wrong.
So my demo should still work... Unless I'm missing something or have the dimensions wrong.
2008-10-19
For some reason...
Nreality isn't loading the mods for me...
But from what I remember of this map, the only mod is the one on the thwump. So this demo should work whether the mods are loaded or not.
Fastest demo so far (on here, I don't know about on NReality though...)
But from what I remember of this map, the only mod is the one on the thwump. So this demo should work whether the mods are loaded or not.
Fastest demo so far (on here, I don't know about on NReality though...)
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2008-07-10
Hey about scaling the thwump
not only do you need to edit xw and yw, you will also need to set the _xscale and _yscale to match it correctly, this is because the movieclip is not supposed to be scaled like that.
Most of the N movieclip is 'larger' than its actual size. So when you scale the actual size bigger, the movieclip will become much bigger. You will need to tune the _xscale and _yscale to make it match
Most of the N movieclip is 'larger' than its actual size. So when you scale the actual size bigger, the movieclip will become much bigger. You will need to tune the _xscale and _yscale to make it match
Now the demo just shows me landing and running. =\
2008-07-10
faster demo
using the parallel jump.
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The answer can be found here [harveycartel.org].
Essentially, objects are only tested for collision if they are in the same grid cell or in adjacent grid cells. All parts of the thwump outside of the center column and the two columns next to it will never collide with the ninja.
Essentially, objects are only tested for collision if they are in the same grid cell or in adjacent grid cells. All parts of the thwump outside of the center column and the two columns next to it will never collide with the ninja.
2008-07-10
Here's my demo.
Lightning55: Yes, there's an NReality mod in this.
Demo Data |
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2008-07-10
Kinda wierd
I noticed this when messing around with the thwumps as well. I don't know the reason though...
Demo
Demo
Demo Data |
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2008-07-10
you just land in the middle of it.
It only will effect where the original thwump is.
2008-07-10
??
What am I missing?
2008-07-10
???
I dont get what you guys are getting at...
I just jump on the thwump and jump again...
Is there a Nreality mod i need to know about?
I just jump on the thwump and jump again...
Is there a Nreality mod i need to know about?
Meta_Ing
Well this is the fastest anyways...