[Suggestion] Sliding Switches

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Superjustinbros
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Post » 18 Jan 2013, 00:42

I'm certain this won't make it in but with the large number of modders present on the forums it might have a chance.

I need to ask you all, Remember the NES game Milon's Secret Castle? Today I was thinking of a feature that could probably work well in Mari0: Switches that take on the form of solid tiles that can be pushed in one direction to open a door, destroy a wall, etc.

For those of you that are questioning, here's how it was done straight in the source:
Image
And so here's how Mari0 would be able to render it:

*To place a Sliding Switch, you'd simply go into the entities window and select the "Sliding Switch" entity, and place it where you want the switch to go. Right-clicking allows you to define what direction it can be pushed in, if it can be pushed back to it's original spot to turn it's assigned function on or off, and finally the tile that the block takes on the appearance of, with only standard and breakable tiles allowed as the skin (of which the breakables do not break if hit by a Koopa Shell or any other object able to destroy breakables, they just become Used blocks without spawning an item). It can be linked to other objects, much in the same way Portal buttons/switches are configured.

*In-game, all Sliding Switches begin in the "OFF" position. Running against it in the allowed direction for 4 in-game seconds will cause it to slide over a tile, turning it "ON" and activating any feature(s) it is linked to. If the sliding switch is allowed to be pushed back into it's starting location, it returns the linked object(s) to "OFF" mode.
*Sliding Switches blocked by other tiles cannot be moved unless the tile blocking it's path is removed. From here, the player can push it forwards like normal. Any enemy hit by the switch as it moves over will be killed, but other human players just get shoved aside.

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Smear-Gel
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Post » 23 Jan 2013, 16:07

This looks interesting, but how can it be more than just "another kind of switch?"

Franpa
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Post » 23 Jan 2013, 17:58

Smear-Gel wrote:This looks interesting, but how can it be more than just "another kind of switch?"
Aren't all switches just "Another kind of switch"? Aww yeah rendering your argument moot.

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Smear-Gel
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Post » 23 Jan 2013, 18:19

Franpa wrote:
Smear-Gel wrote:This looks interesting, but how can it be more than just "another kind of switch?"
Aren't all switches just "Another kind of switch"? Aww yeah rendering your argument moot.

That's the point. It's an awesome idea, but how can it is different enough from other switches to warrant the time it takes t be made?

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Superjustinbros
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Post » 23 Jan 2013, 19:24

It's a switch that's meant to blend in to foreground objects so it'd be harder to find than the basic switch. Often you would be altering the level around you just to look for and ultimately trigger the switch.

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Smear-Gel
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Post » 24 Jan 2013, 02:07

I was thinking of that, yeah. Very good point.

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TurretBot
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Post » 24 Jan 2013, 15:59

Also making a deformed level that needs to be pushed together...

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TripleXero
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Post » 25 Jan 2013, 00:04

Maybe cubes and buttons could be made customizable in SE, like changing cube size and ability to pick up or not

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