682
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→Stairs and Stair Boss
=== Stairs and Stair Boss ===
*Stairs slow you down, therefore, as little time as possible should be spent on them.
*Stairs are tile collision events that can interact with sprites. I think It is likely that the game is programmed so that Simon's x y coordinate can look lock onto the diagonal of the stair tile. But every 8 *Below you see a tile grid and how a pixel you can fall pass through if you jump toward the stairs. Tiles are square of 8*8 pixels. You can see the gap on this example very good.without colliding with a stair tile
Every 8th pixel you can fall through if you jump toward the stairs. Tiles are square of 8*8 pixels. You can see the gap on this example very good. [[File:StairBoss.gif | 220px]] [[File:TileGrid.png|200px]] {{#ev:youtube|tpOJqLXKxVU|560}}'''Notes'''<br/> It will also give you a idea on what pixels you have to watch out for. The jump close to the stair is a duck-jump crouch since otherwise Simon will automatically hock lock to them.
You only lock automatically to stairs when they are on a edge so you can not simply walk off.
It will replace the frames where Simon has the legs close together when standing on a ledge.