Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
I wasn't able to repeat the glitch myself - are you guys using auto-fire or anything like that?
My setup:
>Get about 1/2 a ninja away from the wall
>Jump
>Hookshot the third block in the wall (this should get about 1/2 - 3/4 of your ninja inside the wall, you will be crouched if you did it succesfully)
>Super jump (This will raise you up one block, will also move you slightly towards the outside of the tower)
>Tap the direction opposite to where i want to go (It seems that being directly in the middle of the wall lets you wall slide in whatever direction you want, letting you go out and in of the tower at will)
I don't have the ability to record but I will post a few screenshots shortly after typing this.
EDIT: Screenshot links
http://steamcommunity.com/sharedfiles/filedetails/?id=249656269
http://steamcommunity.com/sharedfiles/filedetails/?id=249656879
http://steamcommunity.com/sharedfiles/filedetails/?id=249657154
EDIT 2: you can clip in any block of the wall, I do it on the 3rd block because you cannot super jump if there is something above you at a certain height (the block you are standing on being 1, blocks that are 5 and 6 high will prevent you from charging a super jump)
Wow, thanks Nick - that's how you do a bug report! :) I've now found the cause of the problem - as you're aware, the player gets moved towards the hookshot when it connects with a wall, but it was also doing this even if the player was right on top of the hookshot, meaning that the player was getting moved when it wasn't necessary to do so, in to the wall - I just needed to perform the collision check before trying to move the player. I'll upload an update shortly! :)