As one of the original players of Eliatopia, I just remembered the Shagdaw's original AI. Back in the day, the Shagdaw would occasionally stop and take a breather for a few seconds. Given that Leaflings and Night Stalkers have more complex AI than that, do you think you can give the Shagdaw its old behavior back?
(Yeah, I know Shagdaws still kinda do it, but that's because they have problems having staring contests with guard rails. I wonder why I never wrote that part into the Eliapedia entry.)
Shagdaw AI
Re: Shagdaw AI
So shagdaw behavior resets on guard rails? Perhaps when colliding with any solid objects? I dunno game spaghetti but I'd say that's a simple enough fix.
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Re: Shagdaw AI
Well without sounding rude lemme just mention how much stuff from HH is now lost due to the spaghetti code it was written in. Things like talking animations, sprite allignment, proper monster hitboxes, things like that. Games don't care how messy their code is, yes, but update after update if the code is that messy things are bound to be messed up if you're not careful. Seriously, to solve the hitbox issue, instead of changing the actual hitboxes, robby changed the monster sprite size, resulting in surprisingly puny enemies compared to how they were previously.Flashlight237 wrote: ↑Fri Sep 10, 2021 11:50 amYeah, that is why Robby had to optimize the game every few updates; hard to get a game to run on messy code even if I do think video games normally don't care how they're coded.
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Re: Shagdaw AI
Define proper monster hitboxes, because monsters are pretty easy to walk through in HH. I don't think they ever visibly put up a fight even.cinos wrote: ↑Fri Sep 10, 2021 12:50 pmWell without sounding rude lemme just mention how much stuff from HH is now lost due to the spaghetti code it was written in. Things like talking animations, sprite allignment, proper monster hitboxes, things like that. Games don't care how messy their code is, yes, but update after update if the code is that messy things are bound to be messed up if you're not careful. Seriously, to solve the hitbox issue, instead of changing the actual hitboxes, robby changed the monster sprite size, resulting in surprisingly puny enemies compared to how they were previously.Flashlight237 wrote: ↑Fri Sep 10, 2021 11:50 amYeah, that is why Robby had to optimize the game every few updates; hard to get a game to run on messy code even if I do think video games normally don't care how they're coded.
tl;dr it was one tasty plate of macaroni
Re: Shagdaw AI
well basically before the worst update, they were way bigger, and that was the size they were designed with in mind.Flashlight237 wrote: ↑Fri Sep 10, 2021 12:59 pmDefine proper monster hitboxes, because monsters are pretty easy to walk through in HH. I don't think they ever visibly put up a fight even.cinos wrote: ↑Fri Sep 10, 2021 12:50 pmWell without sounding rude lemme just mention how much stuff from HH is now lost due to the spaghetti code it was written in. Things like talking animations, sprite allignment, proper monster hitboxes, things like that. Games don't care how messy their code is, yes, but update after update if the code is that messy things are bound to be messed up if you're not careful. Seriously, to solve the hitbox issue, instead of changing the actual hitboxes, robby changed the monster sprite size, resulting in surprisingly puny enemies compared to how they were previously.Flashlight237 wrote: ↑Fri Sep 10, 2021 11:50 am
Yeah, that is why Robby had to optimize the game every few updates; hard to get a game to run on messy code even if I do think video games normally don't care how they're coded.
tl;dr it was one tasty plate of macaroni
Now, something like the beholder, which was HUGE back in the day, is now fυckin' puny, all because robby thought it was a better idea than to actually change the hitbox itself.
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