category: difference from DM
type: dungeon func./sound
Description:
The new wall tapping is good, but suffers from a sound problem. It makes the thud sound when you click ANY PART of the wall. In DM it only makes the thud if above the bottom two levels of bricks and below the lower half of the top level of bricks (i.e. - 1½ bricks). This may not seem like a big deal, but I discovered why FTL implemented it that way:
If you're clicking near to the edge of the wall and the floor to pick up objects, you might miss and you end up hitting the wall. Do it often enough and that sound becomes REALLY annoying!
Tapping the wall sounds weird, all levels, v0.08
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- Gambit37
- Should eat more pies
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More requests for wall tapping v0.09
Additionally, wall tapping should not make any sound for walls with active objects on them. If you're even 1 pixel out when clicking a button you get the 'thud' sound which is just confusing.
And if a wall has an object on it you don't need to tap it anyway as you can assume it's solid...
And if a wall has an object on it you don't need to tap it anyway as you can assume it's solid...
- Gambit37
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More requests for wall tapping v0.09
The area of the wall that responds to wall taps is shown here. I personally feel that this general area should be respected in RTC for the reasons I have mentioned above:
<img src="http://www.resonant.freeuk.com/rtc_walltapping.gif">
<img src="http://www.resonant.freeuk.com/rtc_walltapping.gif">
Re: Tapping the wall sounds weird, all levels, v0.08
"And if a wall has an object on it you don't need to tap it anyway as you can assume it's solid... "
I hope not! Seriously, this is the assumption that makes imaginary walls with objects so fun. You can do it through DMute (can't think of any proper DM things that used it) , and with the 'everything can be put everywhere' stated by George, I think it will be the same for RTC.
I agree with the area effect though...maybe a row below would be better - it's still up from the floor, but down from almost any wall object currently available.
I hope not! Seriously, this is the assumption that makes imaginary walls with objects so fun. You can do it through DMute (can't think of any proper DM things that used it) , and with the 'everything can be put everywhere' stated by George, I think it will be the same for RTC.
I agree with the area effect though...maybe a row below would be better - it's still up from the floor, but down from almost any wall object currently available.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
- George Gilbert
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