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Additional custom blocks #28

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6 of 30 tasks
Phoenixx19 opened this issue Apr 22, 2022 · 1 comment
Open
6 of 30 tasks

Additional custom blocks #28

Phoenixx19 opened this issue Apr 22, 2022 · 1 comment
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enhancement New feature or request help wanted Extra attention is needed question Further information is requested

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@Phoenixx19
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Phoenixx19 commented Apr 22, 2022

  • Thin snow: Snow but you can do any size jump instead of having a big minimum size. The exact same as boots
  • Black Ice/Cursed block: Slide + can't walk (pretty much forced boots + ring
  • Two way blocks: You can only go up and down through it or only left and right
  • Timed disappearing block: Cycles between solid and non solid. For the time it takes to change, the green value could be how many seconds and the blue value could be how many frames or something like that
  • Disappearing block: Disappears after you stand on it for a certain amount of time. For the time it takes to disappear, the green value could be how many seconds and the blue value could be how many frames or something like that
  • Launch pad: Idk if this will work but maybe you could add a block (or maybe a prop) type that sets your X and Y velocity values to a specific amount when you touch it. Maybe this could be that trampoline block someone requested before, idk. The green value could be the X velocity and the blue value could be the Y velocity. This could also be used to do things like dash directly forward and stuff
  • Sticky block: You stick to the wall like snow, this lets you wall jump
  • Double jump: A prop that refreshes your jump when you touch it, kind of like how the green crystals in Celeste refresh your dash
  • Reverse gravity: going up instead of down and you go down when you press jump but you left/right normally. Might only be good for something like two or three jumps per screen
  • Low Gravity quicksand: water+quicksand
  • Cobweb: Sand but you don't move downwards automatically and instead stay in your position
  • Fall Quark: Causes Player to fall when passed through
  • Low Velocity Semisolids: Solid when the player is at less than fall velocity, nonsolid when at more than fall velocity.
  • Local Gravity Platforms: When collided with, changes player’s gravity to be aligned with collided face of platform (allowing players to walk on walls and ceilings). Remains changed until player hits another block or platform
  • Slime/Wall Snow: Snow physics but on walls. (ring doesn't do anything)
  • Honey Blocks: Can be walked on at a slower rate (probably water timing). Has the same minimum jump timing threshold as snow. Sides act the same as slime but player falls down over time (sand timing)
  • Diagonal Winds: Potential alternative to up and down wind. Vertical component increases or decreases jump height, horizontal component acts as normal wind.
  • Black Hole: Accelerates player towards block at increasing strength based on proximity, (probably would have to make it directional or something to prevent softlocks); if sucked in, you get teleported randomly.
  • Conveyor Belts: Moves the player to the left or right while stood on based on orientation.
  • Sticky Conveyor Belt: Rotates the player around conveyor system either clockwise or counterclockwise, Player sticks to it, allowing them to rotate around the walls and ceiling of the conveyor belt.
  • Alternating Jump Semisolids: Alternates between solid and nonsolid after each jump (Probably implement two with opposite states so they can be used back to back)
  • Collapsing Semisolids: Solid until stood on for a certain amount of time (think of the collapsing bridge in celeste or minecraft dripleaf)
  • Timer Platforms: Solid for a set amount of time after hitting a button block
  • Button Block: Activates all Timer Platforms for a set amount of time
  • Reflector Block Rebounds player off of face with the same velocity magnitude as the initial jump
  • Prism: Doubles the player’s Velocity
  • Refractor: Halves the player’s Velocity
  • Lock: All agencent locks act as one. Solid until collided by a player with a key. Removes one key from the player. Remains non solid for remainder of save
  • Schrödinger's Semisolid: All adjacent platforms of this type act as one. Upon collision with a player has a 50% chance of being solid or non solid
  • No friction block: Keeps the velocity static until the user is inside the block area
@Phoenixx19
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Requested by DrGrrr_, DinoScythe63 and ilvigi

@Phoenixx19 Phoenixx19 added enhancement New feature or request question Further information is requested help wanted Extra attention is needed labels Apr 23, 2022
@Phoenixx19 Phoenixx19 changed the title Custom blocks Additional custom blocks Apr 23, 2022
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