Portal Gun
So I've been playing the mode "thinking with portals" a bit lately, and I quite like it, but some things about the Portal Gun are a bit frustrating...
Firstly, please note that I have not tested these things on the Dev. Version yet, and so they might already be fixed.
1)
When you portal near a mine and trigger it, you can't move until it blows up. Its pretty annoying, because you could easily just walk away, jump back into the portal, etc. Instead you just watch, helplessly, till your hog is blown up.
2)
The direction, in which cake and some other weapons come out does not make much sense. For this example ill use cake.
Make two portals anywhere, preferably on relatively level ground. Let the Cake walk into one portal. Most of the time, but not always, the cake will emerge from the other portal but walking in the opposite direction.
Maybe a diagram helps?
A= portal A
B= portal B
C= cake
and -> is the direction the cake is walking
___C---------->__A_________<--------B___
I doubt that helped, but i hope you get what mean.
3)
If you jump into a portal backwards (pressing backspace twice) you come flying out of the other portal facing the opposite direction, to where you are flying. So if your flying to the right, you will be facing left, and vice versa.
This can be annoying when the 2nd portal which you jump out of, is on slightly slanted ground and you fall down without any means of saving yourself with another portal (because your looking the wrong way).
4)
This one is not so common, so i put it last. It has to do with
Cake. If you make portal A any terrain, and Portal B on perfectly flat ground, and the cake walks through Portal A, it will get stuck in portal B.
An ideal map to try this for yourself is "Ruler".
That's it for now, and again, i apologize for it being so lengthy. Also I hope it doesn't seem like I am bashing the Portal Gun or so, as i myself really love it.
1) yep seen that and forgotten about it before XD - not sure if it's a bug or a feature though
2) cake movement code is different than from all other stuff -> suboptimal behavior we're aware of - would take some effort to fix
3) Heh, good catch, that the movement direction is the opposite direction of the hog's face in case of backjump always requires special treatment - we forgot it there I guess.
4) see 2
Thanks for reporting
sheepluva <- me my code stats ->
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Alright, thanks for the feedback
So would Nr. 3 be counted as a bug of some sort?