787 reputation
415
bio website zackthehuman.com
location United States
age 27
visits member for 4 years, 2 months
seen Jul 3 at 1:43

Game programmer by hobby. Actively developing an NES-style platform game in C++.


Jun
15
awarded  Critic
Jun
12
awarded  Nice Question
Jun
12
reviewed Approve suggested edit on Recreating retro/NES style physics with intentional imprecision
Jun
12
comment Recreating retro/NES style physics with intentional imprecision
@Maik I am interested. I had implemented something to handle this yesterday but had some odd things happen. Thanks for following up!
Jun
11
comment Recreating retro/NES style physics with intentional imprecision
@Maik You sir, are a gentleman. Thanks for the help. This will get me back on track.
Jun
11
accepted Recreating retro/NES style physics with intentional imprecision
Jun
11
reviewed Approve suggested edit on Recreating retro/NES style physics with intentional imprecision
Jun
11
comment Recreating retro/NES style physics with intentional imprecision
Yes, this is most likely the solution that the original uses. My project doesn't split the high and low values, though. Is there a way I could do this with a float or fixed point type of structure?
Jun
11
revised Recreating retro/NES style physics with intentional imprecision
Added example code
Jun
11
comment Recreating retro/NES style physics with intentional imprecision
@3nixios I already know exactly how the jump curve looks, frame-for-frame. I want to replicate the physics exactly as they are in the original. I am able to get the ascending part of the curve perfect, but as soon as the velocity crosses over 0 then my math is out of sync with the original game. The effect is that the player doesn't fall as fast in the same amount of time; not acceptable.
Jun
11
comment Recreating retro/NES style physics with intentional imprecision
Let me know if you need more details, I didn't want to write a gigantic post for fear I'll get tl;dr responses.
Jun
11
asked Recreating retro/NES style physics with intentional imprecision
Apr
14
awarded  Nice Question
Jan
28
awarded  Nice Answer
Dec
23
comment Mega Man-style screen scrolling design
I wanted to let you know that I didn't downvote your answer, but I don't really think that it answers my question: 'How can these screen transitions be modeled?'.
Dec
22
awarded  Scholar
Dec
22
accepted Mega Man-style screen scrolling design
Dec
22
awarded  Commentator
Dec
22
comment Mega Man-style screen scrolling design
@Axidos I think the problem I had been running in to was defining the regions of transition such that they won't overlap and cause transitioning back and forth in a loop. I'm pretty sure I "get it" now, though, so I'm going to move forward with it and see.
Dec
22
comment Mega Man-style screen scrolling design
@TreDubZedd Please see my question's edits. Please let me know if I have captured what you're describing.