I'm curious on how you're going to split with coordinates due to how precise they are.
Maybe you're going to create coord boxes, that split if the player is found once whithin them?
Well I believe the spy always puts you in the same location so that one's for free. Though 1st text box appearing would be optimal.
Catapults I guess when you go above a certain height.
That way Obelix and all his BS is calculated in.
Only one that feels like a real B would be the powder keg in Egypt.
Well, maybe not. Instead of using the powder keg we could use the door way we open up with the... ancient machine gun?
None of the coordinate-dependent splits are coordinates only
they always have another flag with them like the firing keg animation, the spy who's talking to you etc etc
and you only need to stand in a little area near them to have the splitter to accept that position
for the catapult thingy: It will just split once you gain a height that you're not able to gain through jumping around on the catapult itself while waiting for Obelix
And yeah, the rest is pretty straight-forward. Gonna take a few more days or a week though, wanna make sure that I'm getting the logic right
without any of those annoying bugs we had with the old one^^
@yarnfang the spy never puts you in the EXACT same place... It always differs by 0.0000X pixels/ingame measurement 😄
So I guess you check for when the player is in a certain area and when they are you check for a flag at a higher rate so that the split is as exact as possible while also not effecting performance?
The only performance heavy calculation is the one calculating the range between two vectors