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Improve ghoul behaviour (rebase+fix)

Open Hypernoot opened this issue 8 months ago • 9 comments

a fixed and rebased version of #2848

Hypernoot avatar Mar 31 '25 18:03 Hypernoot

Looking pretty good so far. A few suggestions I have:

  • Have Ghoul thrust more agressivly towards the player than just up at a set angle.
  • If Tux is too far away, I think Ghoul just stop chasing him and simply hover in mid-air waiting.
  • Ghouls stun time could be reduced a little bit.

Rusty-Box avatar Apr 28 '25 13:04 Rusty-Box

well it seems my issue with the ghoul not moving is fixed lol

Frostwithasideofsalt avatar Apr 28 '25 16:04 Frostwithasideofsalt

Thanks for review!

* Have Ghoul thrust more agressivly towards the player than just up at a set angle.

Can you please elaborate on what that means in particular?

* If Tux is too far away, I think Ghoul just stop chasing him and simply hover in mid-air waiting.

That is already implemented but the default tracking range is quite large. You can set it to a lower value to actually see it. The default value can be reduced if needed.

* Ghouls stun time could be reduced a little bit.

The stunning time is now 5s. I can reduce it to maybe 3s.

Hypernoot avatar Apr 28 '25 16:04 Hypernoot

Can you please elaborate on what that means in particular?

Currently, when the player is higher than Ghoul, Ghoul does simply push itself relatively straight upwards whlie slowly moving towards him. What I had in mind was closer to the Blooper from Mario, in that instead of going straight up, Ghoul pushes itself towards Tux, so more diagonal-up. They only move with every thrust, standing still before charging up another thrust to move closer to Tux again. Like a jellyfish.

That is already implemented but the default tracking range is quite large. You can set it to a lower value to actually see it. The default value can be reduced if needed.

Nice, I'll have to try out a few values then to find a good default.

The stunning time is now 5s. I can reduce it to maybe 3s.

Try 4. Should be enough.

Rusty-Box avatar Apr 28 '25 18:04 Rusty-Box

As you may have noticed, when the ghoul is bellow its target position, he jumps upwards by a defined step. When Tux is above ghoul but not much higher, then a single jump may suffice for the ghoul to reach Tux. If Tux is higher than that, then the ghoul actually makes multiple consecutive jumps to reach Tux. Shall I make the jumps shorter to make it more apparent?

Hypernoot avatar Apr 28 '25 19:04 Hypernoot

Shall I make the jumps shorter to make it more apparent?

You could give it a try and I'll give that a look

Rusty-Box avatar May 24 '25 10:05 Rusty-Box

@Rusty-Box Thanks for input, you can try it now ^.^

Hypernoot avatar May 26 '25 16:05 Hypernoot

Yeah, so the horizontal speed is still very low when going up. The idea was that it moves faster horizontally too when it thrusts itself upwards. The speed when it goes down is fine but should have much more speed per thrust horizontally.

Rusty-Box avatar Jun 02 '25 13:06 Rusty-Box

@Rusty-Box feel free to check

Hypernoot avatar Jun 14 '25 14:06 Hypernoot

ok testing it further, setting the speed really low causes the ghoul to fly backwards. tbh idk why you can even set the speed i think it might be best to just make you not able to edit it?

Frostwithasideofsalt avatar Jun 20 '25 22:06 Frostwithasideofsalt

Good catch! I will remove the speed setting completely, you can't choose the speed of most badguys, so there's no point why this one should be changeable.

Hypernoot avatar Jun 21 '25 06:06 Hypernoot

Build failures are unrelated.

tobbi avatar Jun 28 '25 06:06 tobbi