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Improve ghoul behaviour (rebase+fix) #3230
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there seems to be a bug where the ghoul refuses to move until i pass below it at least once.
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Looking pretty good so far. A few suggestions I have:
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well it seems my issue with the ghoul not moving is fixed lol |
Thanks for review!
Can you please elaborate on what that means in particular?
That is already implemented but the default tracking range is quite large. You can set it to a lower value to actually see it. The default value can be reduced if needed.
The stunning time is now 5s. I can reduce it to maybe 3s. |
Currently, when the player is higher than Ghoul, Ghoul does simply push itself relatively straight upwards whlie slowly moving towards him. What I had in mind was closer to the Blooper from Mario, in that instead of going straight up, Ghoul pushes itself towards Tux, so more diagonal-up. They only move with every thrust, standing still before charging up another thrust to move closer to Tux again. Like a jellyfish.
Nice, I'll have to try out a few values then to find a good default.
Try 4. Should be enough. |
As you may have noticed, when the ghoul is bellow its target position, he jumps upwards by a defined step. When Tux is above ghoul but not much higher, then a single jump may suffice for the ghoul to reach Tux. If Tux is higher than that, then the ghoul actually makes multiple consecutive jumps to reach Tux. Shall I make the jumps shorter to make it more apparent? |
a fixed and rebased version of #2848