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@HendrikR HendrikR commented Jun 7, 2024

With the coinslots being set to COIN_IGNORE, they would never trigger the door opening, rendering the level unsolvable.
I changed the interval to 12s, enough to insert all 8 coins necessary.

Furthermore, I added a safeguard such that the coin-generating switch does not delete objects on the ground where the coin appears.

HendrikR added 3 commits June 7, 2024 14:46
With the coinslots being set to COIN_IGNORE, they would never trigger
the door opening, rendering the level unsolvable.
I changed the interval to 12s, enough to insert all 8 coins necessary.

Furthermore, I added a safeguard such that the coin-generating switch
does not delete objects on the ground where the coin appears.
@raoulb
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raoulb commented Aug 25, 2024

Looks good, especially the safeguard. But I think we should not change the duration away from the default 6s. The players should get stuck in the second room if they don't know the trick.

@HendrikR
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HendrikR commented Feb 12, 2025

@raoulb The original duration for this is not 6s, but COIN_IGNORE. According to src/stones/CoinSlot.cc:124, this means the coins will be ignored, i.e. removed from the player's inventory without triggering the counter variable -- which means the doors never open, rendering the level unsolvable.
Also, the 12 (or 6) second interval only concerns the trigger for opening the door: All 8 coin slots need to be activated with a coin within this time limit, such that the counter variable is set to 8 and the door opens. After that, it stays open indefinitely. If the goal is to have ample time to open the door, but have it close after a short time, the current logic has to be rewritten.

EDIT: For reference, a playthrough of the original esprit_026 level on youtube

@HendrikR
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I added a timer to close the door again 6s (easy) or 4s (hard) after being opened.
All 8 coins have to be inserted in 12s (easy) or 6s (hard).

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2 participants