| PegPeregoGaucho | the game uses collision shapes (OBB, AABB, Spheres) to check collision between two things |
| Bread | So there is a sphere at Asterix's and Obelix's hands? |
| AdrienTD | Yes, it's a sphere attached to the hand. |
| Bread | Lmao it would be funny to see if you could increment its radius to a ridiculous amount so you basically end up hitting anything in your way |
| PegPeregoGaucho | I'm not 100% sure, but maybe raycasts are in play for buttons since they can function without their bounding spheres which are instead used for collision |
| PegPeregoGaucho | It wouldn't work since each character has a big bounding sphere around them that checks what other stuff is nearby and only does the collision checks with those |
| Bread | Hm I don't know anything about how they made the game but wouldn't it also have made sense to have the buttons inherit from an Attackable class, interface or something that also uses Asterix's or Obelix's fist sphere as a trigger? |
| Bread | Ah damn, that would have been too funny xD |
| PegPeregoGaucho | But you can increase that size as well! |
| PegPeregoGaucho | Its another optimization of the game |
| PegPeregoGaucho | Basically the game has a huge list of nodes to check collision between except stuff like arrows or explosions which are not in the list and the game handles these automatically without needing to add collision checks between the nodes |
| PegPeregoGaucho | In UXXL 1 the rolling balls could do damage to you since these are handled at run time but you were able to wall through them as this collision check is in the aforementioned list |
| Bread | Interesting |
| Animan8000 | Does this impact twister combo in any way? Since more enemies are loaded |
| PegPeregoGaucho | I did not try yet, but probably the twister would decrease the amount of enemies just as fast as if only one enemy would be in it.
The tornado can only hold a few enemies, after that they will just die instantly upon touching them (Like GBA). AFAIK the speed of which the enemy count gets decremented is always the same, as long as a roman is in the tornado. |
| PegPeregoGaucho | But if you for example have 4 different enemy types in the enemy squad, all of them will get killed at the same speed so the lock decreases 4x as fast |
| PegPeregoGaucho | A good example of this is the 50000 romans in UXXL, in the beginning the count decreases radically fast but as soon as only one single enemy type is left, it decreases barely |
| PegPeregoGaucho | Not sure if I explained it very well 😓 |
| PegPeregoGaucho | 🚨 ***__LADIES & GENTLEMEN__*** 🚨
After years of painstaking work, we finally dove into new depths regarding the Rocket Roman.
As some of you may know, the Rocket Roman was a scrapped enemy that unfortunately never got to see the light of day in the final version of Asterix & Obelix XXL.
For many years he was shrouded in mystery, only a few traces of him still remaining in the game, but then...
... the Romaster got released! After much anticipation, the Romaster brought as much dreadful content with it as it did joyful.
Without it, we would never have been able to see a fully modeled Beta Rome, scrapped combos or even unused costumes.
The Rocket Roman was one of those things that the developers chose not to get rid of before releasing the game to the public.
Because of these new developments and personal experimentation as well as research, I can say with great confidence:
***The Rocket Roman is fully restored and here to stay!***
**HERE HE COMES**: https://youtu.be/4uvv2pv1k3o |
| Herr Epsilon | Imagine this in the final game😆 |