trusted-editors
68
edits
Please create an account or Login! Have fun!
(added note on move boundary) |
(fill in lynx + steam details) |
||
Line 17: | Line 17: | ||
===Lynx=== | ===Lynx=== | ||
To create the illusion of simultaneous movement, Lynx performs movement in two broad phases: first, every actor (player, monster, or block) ''chooses'' a move, then every actor ''attempts'' its chosen move. This means that actor order is less likely to affect movement, because every actor makes its decision based on the state of the game ''before'' any other actor has moved. Overall, Lynx's tic structure is much simpler than MS's, but each phase is more involved. | |||
# Every actor that's not already in motion chooses a move. (If the actor is sliding, the "choice" is forced, except in the case of Chip overriding a force floor.) A block will usually not try to move. A monster will try to keep moving in the direction it's facing, and will check if it's allowed to move into the next cell; if not, it will check the next direction according to its movement rules, until it finds an allowed direction. If it doesn't, it will choose its last attempted direction. Chip works similarly, except that his choices are whichever keys the player is pressing, and he will push blocks in every such direction as part of checking for a legal move. (This is the underlying cause of [[block slapping]].) | |||
# Every actor attempts to move in its chosen direction, if any. Even if a monster was blocked when choosing, it may still be able to move at this stage, ''if'' it had been blocked by another actor that has since moved out of the way. | |||
# Any actor standing on a teleporter, regardless of when or whether it moved, attempts to teleport. | |||
===Steam=== | ===Steam=== | ||
Steam is very similar to Lynx, with a few small details changed. | |||
* Lynx updates 20 times per second. Steam updates 60 times per second (both for aesthetic reasons and to make [[wire]] update quickly), but voluntary choices can only be made every three frames, starting from the third. Involuntary choices can be made at any time, which is why it is possible for a player to become stuck on [[force floors]] and unable to override. | |||
* Steam has an extra phase at the end, during which wire is updated. | |||
* Lynx attempts a teleport anytime an actor is motionless atop a teleporter, and considers them sliding until the next tic, which means an actor (including Chip) becomes unable to move if it enters a teleporter with no legal exit. Steam only attempts a teleport once, immediately after an actor steps onto the teleporter, so that cannot happen. | |||
* Similarly, Lynx treats a [[brown button]] as if it were pressed every tic an actor is standing on it, and will forcibly eject anything in the corresponding trap, even if it was already open. The result is that anything entering an open trap is forced to walk straight through and out the other side. Steam only ejects actors from traps at the moment the trap is opened, so an already open trap acts like normal floor. | |||
* Steam has several additional player actions besides movement: cycling inventory, dropping an item, and switching player control. All three of these are also checked for at decision time (in that order), and only every third frame. | |||
* In Steam, when Chip or [[Melinda]] is choosing a move, they check whether their move is legal even more aggressively than Lynx: neighboring cells act as though Chip or Melinda had actually started to walk into them, meaning it's possible to (for example) apply [[steel foil]] to two walls simultaneously. | |||
[[Category:Terminology]] | [[Category:Terminology]] | ||
[[Category:Mechanics]] | [[Category:Mechanics]] |