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'''Animation delay''', commonly referred to by its two main subtypes, '''splash delay''' and '''explosion delay''', is a game rule | '''Animation delay''', commonly referred to by its two main subtypes, '''splash delay''' and '''explosion delay''', is a game rule exclusive to [[Lynx]] and [[Chip's Challenge 2]] that causes a splash in [[water]] or an explosion from a [[bomb]] to temporarily behave as an [[acting wall]]. | ||
In | In CC2, animation delay always lasts for 5 ticks, or 1.25 moves. In Lynx, animation delay can last for either 10 or 11 ticks - either 2.5 moves or 2.75 moves. The length of the delay is actually dependent on the current [[Odd and even step|step parity]]; if the player starts a level and pushes a [[block]] into water on the first move, the delay will last 11 ticks, but if the player either bumps into a [[wall]] for 1 tick or presses Shift+O to start in even+1 step, the delay will last 10 ticks. The delay will also last for 10 ticks if the level is started in even+3, odd+1, or odd+3 step. | ||
Animation delay does not exist in [[MS ruleset|MS]], which is often seen as one of its strengths, as animation delay is usually more of a hindrance than a help, especially splash delay in long block pushing levels such as [[On the Rocks]]. One particularly interesting example of explosion delay can be seen in the level [[Sealed Doors in the Spacecraft]], which features a Lynx-only [[Busted level|bust]] involving a [[Partial posting|partial post]] using an explosion from a bomb. Combined with [[block slapping]], animation delay is one of the things that makes [[optimization]] in Lynx and CC2 such a challenge, sometimes even more so than MS. | |||
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[[Category:Terminology]] | [[Category:Terminology]] | ||
[[Category:Mechanics]] | [[Category:Mechanics]] |