There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and ...
I'm trying to make a character jump on a landing pad who stays above him. Here is the formula I've used (everything is pretty much self-explainable, maybe except character_MaxForce that is the total ...
I am currently making a game in C# using Direct X 9.0. The game remake is Donkey Kong NES. I have nearly everything completed, but I am having problems with the physics of Mario's jump. I have ...