Wall jumps can be executed in quick succession allowing for quick vertical traversal of the map. Pressing Jump when airborne and next to a wall will execute a Wall Jump that pushes the player up and away from the wall. If the player presses Down and Jump on the same frame they land on the platform, they can fall through without losing momentum. The Ghost Platforms that appear in the Amaranth levels can be fallen through when standing on them by holding Down and pressing Jump. Fast-falling can be combined with a forward direction while still maintaining the maximum fall speed. The archer's appearance will change to indicate their increased speed. When airborne a player can increase their fall speed by holding the Down direction. Some archers have a rolling animation as opposed to a slide, though they are functionally identical. Dodge-slides can also be executed while pressing a combination of down and forward, negating the need to duck. A player dodge sliding off of a platform will remain level with the platform, falling only at the end of the animation. The dodge-slide also allows players to move through one tile high openings. A dodge-slide lasts as long as a regular dodge and still allows the player to catch arrows, though has the added benefit or moving slightly faster and further in a smaller crouching stance. Dodge-slideĭucking and pressing a Dodge button will execute a horizontal dodge-slide in the direction the player is facing. Ducking during darkness makes the player practically invisible. Ducking also extinguishes the dim light radius that all archers emit and hides you arrow inventory. A player's hitbox is slightly reduced when ducking allowing for evasion of arrows. Players can duck by holding Down when standing on a platform. In Team Deathmatch and the Co-op game modes, arrows can be shared between teammates by colliding with them from any direction the player holding the greater number of arrows by a margin of at least 2 will pass the last arrow in their inventory. If you are holding no arrows and you bump into an opponent who has arrows then you will steal the arrow that is at the start of their inventory. Pressing the Arrow Toggle button will cycle the player's arrow inventory, moving the leftmost type to the right end with each press. Any non-standard arrow types that are newly collected will be added to the start of the player's inventory. If the player collects more than one type of arrow then the arrow types will be automatically grouped in their inventory. Players will fire first the arrow indicated at the far left of their inventory which is displayed above their head when not empty. If one or more arrows strike the player whilst they are dodging then they will catch them and the arrows will enter their inventory. Dodging has a short cooldown period that prevents players from dodging in quick succession. Combined with a direction input allows the player to dodge in any of the 8 ordinal directions. ![]() Pressing any of the of Dodge buttons will result in the player performing a short dash in the direction they are facing. The Alt Shoot button functions in the exact same way as the regular Shoot button, however it will detonate any Trigger Arrows that the player has previously fired all active Trigger Arrows will detonate simultaneously with a single press of Alt Shoot. Pressing Shoot when not holding any arrows will make a small X appear above the player to indicate that they are out of arrows. When holding the Shoot button players can not influence their movement and will remain stationary when standing on platforms. ![]() The length that the Shoot button is held does not affect the velocity of arrows. Arrows will automatically seek targets, altering their trajectory slightly as they fly. Players can quick draw by swiftly pressing the Shoot button combined with their desired direction input. Aiming can be cancelled by dodging or by pressing Down when standing on a platform. Holding the Shoot button will show an aiming reticle that indicates which of the 8 ordinal directions the player is aiming when the button is released an arrow is fired in the given direction. Stomping is colloquially referred to as "booping". Opponents and most enemies can be killed by stomping on them from above. Holding Jump when bouncing off of enemies or opponents will also result in a higher bounce. Holding the Jump button will result in a higher jump. Players can jump when standing on a platform. Movement and aiming is done by either the Directional Pad or the Left Analog Stick and is constrained to the 8 ordinal directions.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |