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senrath
Nov 4, 2009

Look Professor, a destruct switch!


Jonny and Bandit.

Are you going to show off the various glitches?

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senrath
Nov 4, 2009

Look Professor, a destruct switch!


Personally I avoid Nutella like the plague. But then again not only am I a weirdo who doesn't like chocolate, I'm also allergic to hazelnuts.

senrath
Nov 4, 2009

Look Professor, a destruct switch!


counterfeitsaint posted:

I assume that from a programming standpoint, there is no such thing as elevation, just different, sometimes overlapping, paths you can navigate around on the 2d plane. The sprites just make it look like you're walking up stairs and then across a higher bridge, but you're just going up and to the left as far as the game is concerned.

This is the most likely explanation, yes. Actually programming in a heightmap would have cost them far too much for the negligible benefit it would provide.

senrath
Nov 4, 2009

Look Professor, a destruct switch!


The best part of Atlas is the animation.

senrath
Nov 4, 2009

Look Professor, a destruct switch!


SorataYuy posted:

That being said, it would be very strange to do that for item drops, when a simple If-Then/Else statement in an enemy's line of code for treasure is a lot less work.
Example:
Slime enemy
blah blah stats
Treasure:
If (in Area 1), Then drop Item A.
Else*, Item B.

*if the true situation is other than Condition A, that being "Area 1"

Honestly, it depends on how they structured their code as to which would be simpler to do.

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senrath
Nov 4, 2009

Look Professor, a destruct switch!


So it's at this point that I'm realizing I did beat this game after all, I just hadn't remembered the entire last world there.

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