Einar Saukas wrote: ↑Sun Jun 09, 2019 2:38 am
The main reason it doesn't look right, is that the ball suddenly stopped moving forward while falling.
My picture is misleading—it allows horizontal movement during fall and I just stopped pressing the key.
Ralf wrote: ↑Sun Jun 09, 2019 10:42 am
In my games like Janosik or Wunderwaffe (they use the same adjusted engine) I used the following logic:
-first you go quickly up by 2 pixels, then slowly up by 1 pixel, then for a moment don't change your height,
then slowly down by 1 pixel, then quickly down by 2 pixels
- during falling you fall with constant speed of 2 pixels until you hit the ground
So yes. I didn't use accelaration when falling. I believe it would make everything harder to code
and there wouldn't be any noticable improvement in the gameplay.
I hope you don't my saying, but the jump/fall physics in your games is characteristically strange! I like it, and it's part of their personality, but Janosik and Wunderwaffe do feel like you're jumping in microgravity. IMO it's not hard to program, and it's worth experimenting with more acceleration: 1,2,4, 8 pixels.
Morkin wrote: ↑Sun Jun 09, 2019 12:29 pm
Two questions:
- what's with the gubbins in the top border? Something about interrupts I guess
- what's that tile doing in the middle of the screen?
-Yep, as Ast says, it's a timing thing*: set the border colour to red* before a routine, then another colour after it. The bigger the red band the longer it takes (bear in mind that top to bottom is 1 frame - 1/50th of a second). You see in this case the red band gets wider as the fall distance is greater. That's because a fall of 1 pixel needs checking once, and 8 needs checking 8 times (though I don't need to do it that way—needs improving).
-The middle tile is for collision checking. I'm pretty rusty, and am going back to basics! The trouble is, it's taken me hours to code what takes a seasoned AGD user 15 minutes! I plan to persevere though; I'm a big fan of AGD, but it's time I tried something that allows me to go down any path I want.
*doesn't
have to be red of course, you can also use magenta
**and speaking of Gubbins, where is
@MatGubbins these days?
djnzx48 wrote: ↑Sun Jun 09, 2019 1:48 pm
IMO it's the landing part that doesn't look quite right - the ball just seems to gently come to a halt when it reaches the ground. It would look better if it continued to accelerate.
Bouncing probably isn't too complicated to do. Just flip the sign of the acceleration vector and reduce it by some factor, say a half, when you hit a floor or ceiling.
Agreed. I think in El Stompo and Sunbucket the fall goes to a full 16 pixels at its maximum. Bouncing would be easy enough, but not appropriate for this (it's just a placeholder sprite).
I would argue that proper physics is important in a platform game. I was never a fan of the characteristic triangular jump in games like Dynamite Dan, and I much preferred Manic Miner's curved jumps. It doesn't matter so much in arcade adventures, as the focus there isn't on precise movements and timing. But when a game involves a lot of platforms and dodging around, a nice jump curve can definitely improve the feel of the gameplay.
I'm glad to see a large diversity of approaches, so I'm glad that not every Speccy game has the same 'perfect' jump. As a fan of naffness, I quite like the triangle jump. I never really thought about it, but now you mention, I'm surprised to see that Dynamite Dan has one. It's an incredibly accomplished game, and includes trampoline bounces and allsorts, but to have the same jump as Farenheit3000??!!
redballoon wrote: ↑Sun Jun 09, 2019 2:53 pm
...vid link.
Nice. I guess the exaggeration and base over apex jumps demonstrate that one should forget theory and go with whatever looks good!