24th June 2020, 10:35 AM
(This post was last modified: 24th June 2020, 10:35 AM by Kwing. Edited 1 time in total.)
Pretty simple idea. It's a push block, but the player can't interact with it at all; it can be pushed by other push blocks, and it pushes other push blocks.
This will seem supremely useless to anyone making normal races, but if you've ever tried to create state machines in PR2, you'll recognize the importance of these. Forcing the player to move bits without them accidentally hitting the wrong blocks is absolutely maddening.
I have an example below of why this is important. You can see that long strings of push blocks can be used to allow a player at one place on the map to change the state of push blocks farther away on the map. With Ghost Push blocks, there can be an intersection between paths the player can traverse and the "circuits" that allow these push blocks to function.
This will seem supremely useless to anyone making normal races, but if you've ever tried to create state machines in PR2, you'll recognize the importance of these. Forcing the player to move bits without them accidentally hitting the wrong blocks is absolutely maddening.
I have an example below of why this is important. You can see that long strings of push blocks can be used to allow a player at one place on the map to change the state of push blocks farther away on the map. With Ghost Push blocks, there can be an intersection between paths the player can traverse and the "circuits" that allow these push blocks to function.