Blah
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- Seen Feb 19, 2025
Yes. The part where every single tile that changes how you move has to be changed. Think warps (going into houses, coming out, going up stairs, going down them), ledges, ice tiles, teleport pads, holes in the floor, surfing, flying... The list goes on and on. I solved most of the major problems, but there's no way that anyone is going to do ALL of that. The hack is usable in its current state (just ask GoGo), and as far as I am concerned, is a solved problem.
It's disappointing how no one else contributes or ports (besides that one time where it was stolen) what work I have already done, despite it being open source - I have NO FORKS thus far. I might become more enthusiastic if there were some input and more importantly, contribution, other than the odd request for updates here and there.
If only the link to the source was easier to find. It was in an arbitrary post by daniilS somewhere in this thread. I wish the front post had it there.
Anyways, I don't like the algorithm because it lends itself for unneeded hooks. I think you should look at player sprite's displacement rather than actually registered movement commands. Then you can evade collision detection entirely. X-Y of the player is already stored in RAM, so storing a copy of "last x-y" somewhere surely can't be hard, right?
Only apply a movement to the sprite if the X-Y of the player is changed, or the player talks to it.
For ledges, I suggest trying to freeze the player for half a second until the NPC catches up. I know it feels a little awkward, but unless you can speed the NPC up, I don't see an alternative. :C
I'm also stumped on how you'd get warping to work. It probably would be easiest if the follower was just spawned 1 tile behind the player, but left invisible. Then when the player takes a step, it will show itself and do a movement in the usual way.
The only collision detection you'd need is to make sure NPCs don't walk through the follower (which you already have :D ).
That's what I can gather/think about this follow me implementation. I sorta want to make my own, but daniilS has convinced me that the wheel doesn't need remaking.