Sliding tile: Difference between revisions

67 bytes added ,  6 April 2020
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moved references; more proper summary of Concussion Rule
(Lynx info on bonking on ice and pushing/slapping moving blocks (some of it should probably move to the ice and block pages))
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Sliding tiles in Steam and [[Chip's Challenge 2|CC2]] function almost identically as in Lynx, but there are some notable differences. Generally, the sliding tile category in Steam includes teleports but not traps.
Sliding tiles in Steam and [[Chip's Challenge 2|CC2]] function almost identically as in Lynx, but there are some notable differences. Generally, the sliding tile category in Steam includes teleports but not traps.


Sliding tiles attempt to move objects every [[frame]], but only when they are fully on the tiles. Normally, this is every 2nd tick, or every 6th frame. When objects bump into walls while sliding, the first bump costs 0 frames, but each subsequent bump on the same tile costs 1 frame (as opposed to always costing 1 tick). As such, objects can be “misaligned” with the movement frames, as sliding tiles will still move them every 6th frame when not bumping into walls. If this happens to Chip or [[Melinda]], the player will be unable to perform any actions, including dropping [[item]]s, overriding force floors and teleports, and switching characters. Chip and Melinda can also become misaligned by dropping suction boots on a force floor and not overriding immediately. Objects can become “realigned” by either bumping into some more walls or reaching a non-sliding tile.<ref>https://docs.google.com/document/d/1jH8N1aQv0Uoq44UdFJklv1n-2dXeKthkM6tyvtqt1XU/edit</ref>
Sliding tiles attempt to move objects every [[frame]], but only when they are fully on the tiles. Normally, this is every 2nd tick, or every 6th frame. When objects bump into walls while sliding, the first bump costs 0 frames, but each subsequent bump on the same tile costs 1 frame (as opposed to always costing 1 tick). As such, objects can be “misaligned” with the movement frames, as sliding tiles will still move them every 6th frame when not bumping into walls. If this happens to Chip or [[Melinda]], the player will be unable to perform any actions, including dropping [[item]]s, overriding force floors and teleports, and switching characters. Chip and Melinda can also become misaligned by dropping suction boots on a force floor and not overriding immediately. Objects can become “realigned” by either bumping into some more walls or reaching a non-sliding tile.<ref>The Obscure CC2 Behavior document: https://docs.google.com/document/d/1jH8N1aQv0Uoq44UdFJklv1n-2dXeKthkM6tyvtqt1XU/edit</ref>


Chip interacts with teleports the same way as other objects do. In the context of overriding force floors, they ''are'' considered sliding tiles, as they were in the original Atari Lynx, until stopped on (e.g. by [[partial posting]]). Red and yellow teleports in particular act like force floors, except that the player can always override them when not misaligned, i.e. they do not need to slide on a previous teleport or force floor to do so.
Chip interacts with teleports the same way as other objects do. In the context of overriding force floors, they ''are'' considered sliding tiles, as they were in the original Atari Lynx, until stopped on (e.g. by [[partial posting]]). Red and yellow teleports in particular act like force floors, except that the player can always override them when not misaligned, i.e. they do not need to slide on a previous teleport or force floor to do so.
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Traps only push objects out of them on the first tick that they are opened by a trap button. This initial push counts as sliding. When they are ''held'' open or are opened by an active [[wire]], they are [[acting floor]]. This difference from Lynx is responsible for the change to [[Nightmare]] in the Steam version of [[Chip's Challenge 1|CC1]].
Traps only push objects out of them on the first tick that they are opened by a trap button. This initial push counts as sliding. When they are ''held'' open or are opened by an active [[wire]], they are [[acting floor]]. This difference from Lynx is responsible for the change to [[Nightmare]] in the Steam version of [[Chip's Challenge 1|CC1]].
== References ==
<references/>


== See also ==
== See also ==
* [[Concussion Rule]], a name for certain trap behaviors in MS and Lynx.
* [[Concussion Rule]], the inability of most [[monster]]s to turn in traps in MS and Lynx.
 
== References ==


[[Category:Tile groups]]
[[Category:Tile groups]]
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