Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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I was thonkingg, since you can make backgrounds collidable, why cant you make blocks not collidable. Maybe you havv to put a special action block on the original block, then the player would be able to fall through.
~meow~
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#Joe Griffin
Thanks HG for the signature and avatar!!!
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thats called a switch
thats called a switch
that's called one block type versus hundreds
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yeah because collideable backgrounds are not confusing enough
this is even worse than invisible stuff suggestions
no its not
thanks hg for making this much better and ty for my avatar aswell
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TaskManager wrote:yeah because collideable backgrounds are not confusing enough
this is even worse than invisible stuff suggestionsno its not
It really is.
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peace wrote:TaskManager wrote:yeah because collideable backgrounds are not confusing enough
this is even worse than invisible stuff suggestionsno its not
It really is.
it's not the tools, it's how you use them.
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Pipec wrote:peace wrote:TaskManager wrote:yeah because collideable backgrounds are not confusing enough
this is even worse than invisible stuff suggestionsno its not
It really is.
it's not the tools, it's how you use them.
Almost any usage of invisible arrows/portals or invisible blocks on a background creates a **** level design so don't even try to tell me that addition of non-collide blocks will bring more good than bad cause that's utter ****
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▼azurepudding wrote:Almost any usage of invisible arrows/portals or invisible blocks on a background creates a **** level design so don't even try to tell me that addition of non-collide blocks will bring more good than bad cause that's utter ****
Well there are a lot of good uses for them, you just need to be careful to use them well...
Invisible portals are great for places where portals would be obvious (e.g. doors in some worlds), or as destination portals, or portals to teleport you back if you fall off of something. Invisible blocks are great to block off possible exploits in the world without making it look bad (which people would only find if they are actually trying to find exploits). Invisible arrows / dots are great for large areas of the same gravity type.
They can all be used badly, but they are still great when normal arrows / blocks would look terrible.
Non-collidable blocks don't have this excuse though, as they can't be used for this, so not sure that they would have good uses
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Invisible portals are great for places where portals would be obvious (e.g. doors in some worlds), or as destination portals, or portals to teleport you back if you fall off of something. Invisible blocks are great to block off possible exploits in the world without making it look bad (which people would only find if they are actually trying to find exploits). Invisible arrows / dots are great for large areas of the same gravity type.
yeah and that is pretty much it, also the large gravity areas point doesnt count cause you can just use gravity effect which is far more efficient
now i dont think youre going to put a large red arrow next to non-C block every time to make it obvious to players that "HEY YOU CAN FALL THROUGH ME"
and i dont think there are cases where falling through a solid block would be obvious, the only one i can think of is making a door of solid blocks that you can walk through
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azurepudding wrote:Pipec wrote:peace wrote:TaskManager wrote:yeah because collideable backgrounds are not confusing enough
this is even worse than invisible stuff suggestionsno its not
It really is.
it's not the tools, it's how you use them.
Almost any usage of invisible arrows/portals or invisible blocks on a background creates a **** level design so don't even try to tell me that addition of non-collide blocks will bring more good than bad cause that's utter ****
I wasn't entirely defending the suggestion here there, moreso the invisible stuff in-game. As you said, almost any usage makes bad design, so yes it's not the tools, it's how you use them, as I said. Your argument can be applied to any solid block, in the case someone uses them poorly, like hookjumps, or hovers, or T jumps, or w/e. Doesn't mean those blocks are awful, just that they were used badly. Same goes for invis stuff. Anything has the potential to be poorly used, as such is the nature of a sandbox game. If the level makes heavy use of poor design, you're able to quit it and play another level instead. In my experience, 9 times out of 10, invis stuff is properly used and benefits the game greater than it harms.
I'm sure unsolid blocks could have some use, but don't think they'd be as feasible as it'd require a new layer to apply the effect and I'm not sure if it'd be worth it.
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