| bio | website | zackthehuman.com |
|---|---|---|
| location | United States | |
| age | 25 | |
| visits | member for | 2 years, 10 months |
| seen | May 18 at 22:04 | |
| stats | profile views | 67 |
Game programmer by hobby. Actively developing an NES-style platform game in C++.
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Jun 12 |
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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! |
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Jun 11 |
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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. |
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Jun 11 |
accepted | Recreating retro/NES style physics with intentional imprecision |
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Jun 11 |
reviewed | Approve suggested edit on Recreating retro/NES style physics with intentional imprecision |
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Jun 11 |
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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? |
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Jun 11 |
revised |
Recreating retro/NES style physics with intentional imprecision Added example code |
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Jun 11 |
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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. |
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Jun 11 |
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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. |
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Jun 11 |
asked | Recreating retro/NES style physics with intentional imprecision |
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Apr 14 |
awarded | Nice Question |
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Jan 28 |
awarded | Nice Answer |
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Dec 23 |
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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?'. |
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Dec 22 |
awarded | Scholar |
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Dec 22 |
accepted | Mega Man-style screen scrolling design |
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Dec 22 |
awarded | Commentator |
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Dec 22 |
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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. |
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Dec 22 |
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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. |
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Dec 22 |
revised |
Mega Man-style screen scrolling design Added diagram of "rooms" concept with transition regions |
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Dec 22 |
awarded | Autobiographer |
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Dec 22 |
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Mega Man-style screen scrolling design Currently I don't have transitions between rooms. The camera freely scrolls. I have not yet implemented transitions because I haven't come up with a decent way to do it that remains true to the Mega Man style. |