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jellsprout
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Sunday, August 30 2009, 12:19 pm EST
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Static boulders? If you push them they won't fall down but only move to the side?


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krotomo
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Sunday, August 30 2009, 12:20 pm EST
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yeah!!!! now THAT's what I'm talking about


we have to have static boulders
shos
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Sunday, August 30 2009, 12:22 pm EST
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'jellsprout' said:
Static boulders? If you push them they won't fall down but only move to the side?
that's what i'm asking. static is a class, it can be attached to anything, supposedly. so boulders should be an issue for itself.

also, static class comes in opposittion to non-static class. could we make a non-static door?  


jellsprout
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Sunday, August 30 2009, 12:26 pm EST
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The static thing would only be apply-able to crates. The only question is if power boxes and boulders count as crates.

ps: non-static spikes would pwn. If the crate they're attached to breaks, they fall down.


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krotomo
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Sunday, August 30 2009, 12:27 pm EST
The Shepherd

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'shos' said:
'jellsprout' said:
Static boulders? If you push them they won't fall down but only move to the side?
that's what i'm asking. static is a class, it can be attached to anything, supposedly. so boulders should be an issue for itself.

also, static class comes in opposittion to non-static class. could we make a non-static door?  
cool! and how about a non-static platform
krotomo
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Sunday, August 30 2009, 12:28 pm EST
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'jellsprout' said:
The static thing would only be apply-able to crates. The only question is if power boxes and boulders count as crates.

ps: non-static spikes would pwn. If the crate they're attached to breaks, they fall down.
don't we have falling spikes already?
shos
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Sunday, August 30 2009, 12:28 pm EST
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'jellsprout' said:
The static thing would only be apply-able to crates. The only question is if power boxes and boulders count as crates.

ps: non-static spikes would pwn. If the crate they're attached to breaks, they fall down.
'krotomo' said:
cool! and how about a non-static platform
both good ideas. jell, make a topic about all this; let's update everyone in one big post rather than in these pages.


jellsprout
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Sunday, August 30 2009, 12:41 pm EST
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How would a non-static platform work?


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shos
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Sunday, August 30 2009, 12:44 pm EST
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'jellsprout' said:
How would a non-static platform work?
perhaps he meant moving plats?


krotomo
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Sunday, August 30 2009, 12:50 pm EST
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a non-static platform falls when the crate below it s broken.
Quirvy
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Sunday, August 30 2009, 1:11 pm EST
  

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Then that platform wouldn't have any use, because the main idea of platforms is that you can jump up them, and you cannot do so if there is a crate in the way.

Although, I could see 1 or 2 cases where you could use it, but still, non-static platforms... Nah.



spooky secret
shos
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Sunday, August 30 2009, 1:13 pm EST
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'Quirvy' said:
Then that platform wouldn't have any use, because the main idea of platforms is that you can jump up them, and you cannot do so if there is a crate in the way.

Although, I could see 1 or 2 cases where you could use it, but still, non-static platforms... Nah.
in that case kro, i agree with quirvy.

about moving platforms - did we have some discussion about it? i feel we did, but i am too lazy to look for it.


krotomo
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Sunday, August 30 2009, 1:17 pm EST
The Shepherd

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'shos' said:
'Quirvy' said:
Then that platform wouldn't have any use, because the main idea of platforms is that you can jump up them, and you cannot do so if there is a crate in the way.

Although, I could see 1 or 2 cases where you could use it, but still, non-static platforms... Nah.
in that case kro, i agree with quirvy.

about moving platforms - did we have some discussion about it? i feel we did, but i am too lazy to look for it.
yeah but I think it was rejected
Livio
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Saturday, September 5 2009, 1:38 pm EST

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non-static platforms: touch them and they fall?

and I'll have to figure out how to do the coding. I'm thinking that every custom tile will have its definition saved at the top of the code, and then it'll be assigned by a number like "xxx:1:xxx" with the :1: being a custom tile being referred to. but I'll try to have as many standard tiles defined by regular keyboard characters to save coding
Ckjr
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Saturday, September 5 2009, 9:19 pm EST

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Wow. All these static stuff is making me dizzy.   I think i'll just wait till the game comes out.
Livio
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Tuesday, September 8 2009, 5:32 pm EST

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today, I worked on Aeon for about an hour and a half in school (b/c I finished some work early in my Graphic Design class and had time to do whatever I wanted. Then I got stuck on something, figured it out during Physics, went back to my GD class during lunch and fixed it! ). But here's a new idea:

The classes that we're using right now are:
Wooden
Fragile
Steel
Terrain, if you count that as a class.

...And you cannot mix these classes together, you must pick only one of them. But then we have the subclasses, which you can actually mix together and pick multiple subclasses (or should we call them options or modes or something?). So the subclasses:
Floating
Static
Rising (falling up)
Lethal
Indestructible/Renewable

Yes, we should make the indestructible class a subclass instead, b/c that way you can mix it with the regular classes. For example, there's a big difference between an indestructible wooden crate and an indestructible steel crate. This really sounds like an obvious thing, but I dunno, last time I checked, we were thinking of making the indestructible option a class.
shos
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Tuesday, September 8 2009, 5:41 pm EST
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renewable? why do i not remember anything of that kind?


Livio
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Tuesday, September 8 2009, 5:44 pm EST

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basically, the point of indestructible is to be a renewable tile. Everytime you "destroy" it, it does whatever action it's supposed to do when destroyed, but it never disappears or breaks apart. So a wooden arrow that is set to be renewable would basically let you shoot an infinite number of arrows as long as you keep hitting it again and again, and so on

you can combine renewable tiles to create a constantly-running machine that shoots arrows at you from one point indefinitely.
Bmwsu
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Tuesday, September 8 2009, 6:12 pm EST

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Is there dynamite that you hit and it goes flying?  What will that be in Aeon?


Livio
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Tuesday, September 8 2009, 6:19 pm EST

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yes.
Bmwsu
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Tuesday, September 8 2009, 6:22 pm EST

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How will that work in indestructible?
And will steel dynamite keeps going forever in indestructible?


Livio
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Tuesday, September 8 2009, 6:47 pm EST

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no the idea is that it never really gets destroyed. For an indestructible steel arrow crate, for example, if an arrow or a dynamite detonates that indestructible steel arrow crate, then the arrow will fire, but the crate it self will not be destroyed. it stays there and you can use it again, if it gets "destroyed" again
Isa
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Tuesday, September 8 2009, 6:48 pm EST
No. I'm an octopus.

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But this:
Code:
> ||

would go on forever?
Livio
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Tuesday, September 8 2009, 11:59 pm EST

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uh oh, it probably would.

but that might actually be useful? like a constant ball of fire. I don't think it'll make the game slower though, at least not significantly, and it'll only be annoying if there are sound effects
jellsprout
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Wednesday, September 9 2009, 4:43 am EST
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In that case it might be an idea to make fragile into an option too. That way it will be possible for an arrow to go through a metal crate without actually being destroyed itself.
The only problem is how indestructible and fragile will be mixed.


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