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Misc Odd Slope Collision/Behaviour #280

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@ChaosController

The slopes in the game have a few odd quirks. I'll be using Loop Piece 4 from the Temple theme as an example, but all the other Loop Pieces and even the Small Ramp tiles have very similar behaviour.

Both in the original game and SMA, Dragon Boosting off an upwards facing ramp usually disables your aerial actions such as the Dragon Cyclone. However, if you cancel a Dragon Boost before being launched upwards, the game will still block your aerial actions unless you use an attack to refresh Lilac's state.

Dragon.Boost.Slope.Oddities.1.mp4

Slopes also mess with Lilac's animations when you cancel a Dragon Boost before or after running on it.

Dragon.Boost.Slope.Oddities.2.mp4

Loop Piece tiles have odd collision issues in certain parts, making them very easy to clip through both intentionally and unintentionally.

Odd.Loop.Collision.1.mp4
Odd.Loop.Collision.2.mp4

And jumping under certain spots of these tiles will teleport you.

Odd.Loop.Collision.3.mp4

Lastly, when you walk off a ledge with a Ramp or Loop tile below, you'll walk down the tile rather than just falling off. It might have to do with the collision issues mentioned above, or be an entirely separate matter.

SMA.Incorrect.Slope.Behaviour.mp4

This is what walking off a ledge looks like in the original game for comparison.

FP.Correct.Slope.Behaviour.mp4

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    Bug - Class CCollision bugs, editor GUI problems, enemies misbehave, etc

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