blueteak
New Marbler
Game Design & Programming
Posts: 6
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Post by blueteak on Aug 8, 2013 19:23:31 GMT
Multiple spawn points are now active, and they work exactly like MBU/MBO where the last point you touched the ground decides the spawn point you reset to.
Note: There are no other spawn points in tag, because if you fall off the map, you become "it". There will be custom tag spawn logic used instead.
Edit: Also fixed a bug introduced with the jump check, where after the first jump, air movement toggle was never toggled back off, and resulted in slower acceleration and deceleration.
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Post by Riblet on Aug 9, 2013 1:01:15 GMT
Awesome, it works great. It would be good if the initial spawn was randomized, and no visible start pad
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blueteak
New Marbler
Game Design & Programming
Posts: 6
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Post by blueteak on Aug 9, 2013 1:05:03 GMT
Oh, I figured when the round ends and resets, it wouldn't be fair if someone got lucky and spawned near a gem spawn, but other people spawned on the other side of the map. I can make the very first spawn point when you enter the game random though.
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Post by IsraeliRD on Aug 9, 2013 3:28:06 GMT
... but that's the whole point. I've played numerous times where I got lucky and spawned on a good spawn (see: blueeee) and other times where people spawned on the blue and I was behind. It does not matter as that's the whole fun in it.
(besides I'll always make a comeback, just ask HiGuy).
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blueteak
New Marbler
Game Design & Programming
Posts: 6
|
Post by blueteak on Aug 9, 2013 4:26:11 GMT
I see. I changed it so that initial spawn is random, I'll make round end spawns random as well soon.
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